id stringlengths 13 18 | topic_id stringlengths 1 6 | title stringlengths 1 132 | section stringclasses 74 values | url stringlengths 0 60 | author stringlengths 0 20 | question stringlengths 0 60k | responses listlengths 0 19 | response_count int64 0 19 | timestamp stringlengths 0 25 |
|---|---|---|---|---|---|---|---|---|---|
forum-topic-114157 | 114157 | Every now and then a train just stops working | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=114157 | Hugorscht | Hi folks, i realy enjoy Factorio and LTN it makrs trains so much easier.
But
i have 246 Station, and evrything is working except one Station.
It is a requester staion with 4 requests, most of the Time it´s fine. But sometimes a train arives witch should bring red Motors, but he has no cargo. And because i turned off the timeout option in the Option the train would never leave.
But if i enable the Timeout, i have the Problem that sometimes a Train not fully unloads because ob large quantatys of cargo.
I rebuild the Staion allready, but the Problem still exist.
Any Ideas ? | [
{
"author": "Hugorscht",
"content": "Maybe i found the Issue, \n \nThe Requester Station had more than 32Mio Units of Motors, Maybe that caused the Problem ? \nSince i reduced the amount of stored units, no empty train arrived. \n \nThe train who was blocking the station was trying to bring red motors, but had no load, because the staion had 32Mio units in it. \n \nMaybe a bug ? I havo no clou why this could happend.",
"date": "2024-07-05T06:45:14+00:00",
"quotes": []
},
{
"author": "GrumpyJoe",
"content": "If it's really an integer overflow, I think it can happen. \nBut that brings up the question why you had requested so much before. And if you haven't, where do these come from? \n \nSave game or at least some pictures would help us help you.",
"date": "2024-07-11T04:23:24+00:00",
"quotes": []
},
{
"author": "Hugorscht",
"content": "i am sorry, but i actualy can´t remember why there are so many Units inside the Warehouse, maybe i requestet them by a logistic cest to empty a storage. IDK for sure. \n \nI solved the Problem and since i reduced the amount of Items, all trains are running fine. \n \nNow i try to figure out how to use train signals correct \nBut i am on a good way i think.",
"date": "2024-07-11T20:47:57+00:00",
"quotes": []
}
] | 3 | 2024-07-04T02:22:49-05:00 |
forum-topic-125768 | 125768 | Allow setting friction_modifier on rolling stock on control stage, not just cars. | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=125768 | JamesFire | Looking around, I've seen several requests for various ways to influence train speeds. The one I want is pretty simple, and was already added to cars because of an interface request. viewtopic.php?f=65&t=3637
I want to be able to apply this to rolling stock at runtime. All rolling stock already has the friction/friction_force entry in their prototype, just like the car does.
friction_modifier :: Read|Write float
Multiplies the car friction rate.
Can only be used if this is Car
Example
-- This will allow the car to go much faster
game.player.vehicle.friction_modifier = 0.5
The thing I want to use this for is cargo-based acceleration. I could compare the weight of the empty train to it's cargo, and then increase this resistance by the ratio to get my desired effect, in a way that doesn't require on_tick lua scripting. | [
{
"author": "ownlyme",
"content": "for cargo based acceleration you'd want to manipulate weight(currently impossible) \neven on_tick mods have a huge issue with the braking force multiplier (which is only possible per force) \n \nthat friction approach would make your trains slow down as if they were braking all the time, which is not how loaded trains work, they usually maintain momentum pretty well because rails just have almost no friction. \n \ni guess you could generate a hundred variations of each train or wagon and replace them dynamically... that would make it less on-ticky but comes with a nightmare of other mod compatibility (for example if a mod adds wagon shields or electric locomotives, so wagons are probably the safer approach) and maybe the cargo (door closing) animation would look weird",
"date": "2025-01-10T00:55:05+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "Would a sticker work?",
"date": "2025-01-10T09:03:26+00:00",
"quotes": []
},
{
"author": "JamesFire",
"content": "That friction approach would allow me to set it when they change state (and checking every few ticks until they're at max speed to undo it), rather than requiring on_tick all the time to constantly look at all trains. \n \n*And* it would mean everything about the train speed is handled by the engine, so I don't get any weirdness with having to calculate their speed in script and set it every tick, and all the effects that brings. \n \nAnd all I need is the functionality of something they've already expanded before. I know there would obviously be better additions to the API to do what I want, but I picked this one because I think it's actually likely to be implemented. They have refused control stage changing of train weight multiple times. AFAICT, they have never refused this (Because nobody has asked for it)",
"date": "2025-01-10T11:37:40+00:00",
"quotes": [
{
"author": "ownlyme wrote: Fri Jan 10, 2025 12:55 am",
"content": ""
}
]
},
{
"author": "JamesFire",
"content": "I also have a backup idea if this doesn't happen. If I do have to use it, hopefully I can horrify someone with it",
"date": "2025-01-10T11:52:19+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "You assume it will reach maximum speed.\n \nExcept you'd still have to check frequently to undo it. While with a weight (or at least acceleration) modifier the engine will handle it in truth. Any of those two modifiers is as likely to be added as the one for friction and also haven't been refused.",
"date": "2025-01-10T16:07:45+00:00",
"quotes": [
{
"author": "JamesFire wrote: Fri Jan 10, 2025 11:37 am",
"content": ""
},
{
"author": "JamesFire wrote: Fri Jan 10, 2025 11:37 am",
"content": ""
}
]
},
{
"author": "JamesFire",
"content": "If it doesn't reach max speed, then there's no issue. Unsetting my modification when they start braking takes full care of that. \n \nWeight *absolutely* has been refused before. viewtopic.php?f=221&t=85133&p=494911&hi ... ht#p494911 \n \nI literally searched for this before making this request. \n \nI'm not here to argue about whether there's a better implementation to get what I want, because I *know* there is. I'm also not here to be told the shortcomings of what I want to do with this. I'm to make this request *that has been done before* because I think I can make use of it to get what I want, better than the way I would currently have to implement it.",
"date": "2025-01-12T20:20:01+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "Except the train starts braking with the old friction in mind. It can't stop in time and either passes the station or stops abruptly and unnaturally.\n \nAnd I literally searched for all of those properties before making that post. \n \nIf you are going to bring up that malformed request, it also mentions friction. So changing friction has been already refused, by your criterion.",
"date": "2025-01-12T21:44:08+00:00",
"quotes": [
{
"author": "JamesFire wrote: Sun Jan 12, 2025 8:20 pm",
"content": ""
},
{
"author": "JamesFire wrote: Sun Jan 12, 2025 8:20 pm",
"content": ""
}
]
},
{
"author": "ownlyme",
"content": "https://mods.factorio.com/mod/Overloade ... /downloads \ndone. on_tick-less train weight. \nwill soon get merged on OverloadedTrains11 \n \nfriction would be a terrible idea for your usecase, it's not even up for debate. \nfriction would allow your trains to brake even faster, which makes no sense if you wanna simulate weight \ni'm not saying that i don't want runtime-manipulable friction, maybe there would be another usecase for it: like simulating a broken tire, tire equipment that is specialized for road/offroad or other terrain stuff \n \nbut thanks for motivating me to make this update",
"date": "2025-01-14T12:12:07+00:00",
"quotes": []
}
] | 8 | 2025-01-09T13:00:36-06:00 |
forum-topic-9472 | 9472 | [0.12] Bugs, crashes & other issues | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=9472 | Choumiko | Let's hope this one stays as empty as possible | [
{
"author": "vampiricdust",
"content": "Hey Choumiko, having some troubles with FARL. I've got the 2.91 mod and running 11.22. \n \nThe problem is now when I'm on existing straight track, while it will start, FARL refuses to turn. It works just fine creating track, but I have to manually start a turn or go straight off a corner. I had 2.8 and it did the same thing on that version, so it must have been a change in 11.22. It doesn't give me any errors though.",
"date": "2015-05-08T04:39:58+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "That sounds strange. I never had this problem. For 0.2.9 I had FARL doing many, many curves, as they are the main problem with pole placement. Have you tried picking up garlic and the wagons and putting them back on the tracks? Anyways, once I'm back home, I'll have a look",
"date": "2015-05-08T05:51:28+00:00",
"quotes": []
},
{
"author": "vampiricdust",
"content": "Yeah, I even used another install of Factorio and started up a new game to test it. It just won't create a turn on existing straight track. It works perfectly once I'm adding track to the end though. I thought it might be the poles, signals, and lights it adds to the side, but it won't turn away from them either. Bout the only thing I haven't tried is a fresh download of Factorio.",
"date": "2015-05-08T17:51:12+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "Ok, i get it. It's not a bug, since what you want is not a feature (at the moment) \nYou want to create a turn in the middle of already existing straight tracks, right? When pressing Start, FARL looks for the straight track under it, and then looks forward until no straight track is found. \nIf you are close to the end and you press Start, you should see \"Last\" in red flying above the track. That's where FARL starts to react to inputs. \nI'll add it as a feature request",
"date": "2015-05-08T18:01:20+00:00",
"quotes": []
},
{
"author": "vampiricdust",
"content": "Oh ok. I was starting to wonder if I had messed up something or that's what was intended. I never really saw the last because the end was way off screen. The things I do to avoid laying even one piece of track by hand lol",
"date": "2015-05-08T18:08:34+00:00",
"quotes": []
},
{
"author": "oLaudix",
"content": "I recently started to get this wierd bug. Im riding across empty space and suddenly train stops and whines NO PATH. Why is it even doing it if I'm driving manually? NO PATH to where? I have to lay some tracks manually for it to unbug. Any ideas? \n http://i.imgur.com/FEUrAXV.jpg",
"date": "2015-07-08T23:17:51+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "I only had this issue when being attacked by biters, see https://forums.factorio.com/forum/vie ... 30&t=10220 \nThis doesn't seem to be it in your case though. What Factorio and FARL version are you using? FARL doesn't change manualmode anywhere, so I'm not sure what's causing this. If you happen to have a save before it happens I'll be happy to look at it. If it's reproducable at all and not random.",
"date": "2015-07-09T03:55:03+00:00",
"quotes": []
},
{
"author": "oLaudix",
"content": "With newest version i get this: http://imgur.com/89QC5KN every time i enter FARL. \n \nEDIT: Nvm, all I had to do is clear save from old version and then install new one. Srr for the confusion.",
"date": "2015-07-11T10:17:36+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "I call that a bug, FARL should upgrade without you having to load the save without the older version first. Should be fixed in the next update (should be tomorrow). \n \nAs for your no path issue: I got it two times, while driving around. I didn't notice any reason why it should do that, hopefully it will be fixed with 0.12 as that fixes the issue i mentioned earlier. Stoping FARL and automode, then reactivating FARL worked for me, no need to place tracks manually.",
"date": "2015-07-13T11:20:03+00:00",
"quotes": [
{
"author": "oLaudix wrote:",
"content": ""
}
]
},
{
"author": "billw",
"content": "Get this in multiplayer (0.12, version 0.3.11). I know it isn't very latest version but your fix notes don't mention a fix for this. \nIt desyncs the other player until I get out of the FARL. Strangely I have managed to get it to work in MP after trying a few times, and the desyncs stopped, so I dunno... \n \n/edit Actually, looking at the code it could theoretically be fixed by 0.3.12 \"fixed rare crash when activating with 30 of a pole\", but it isn't rare, I had it both times I tried to use it, but I will try tomorrow or weekend and report back again.",
"date": "2015-07-23T23:03:28+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "Was the trying a few times with FARL _exactly_ at the same position? I managed to reproduce it only if i drove farl all the way to the end of a track. When trying a few pixels before it didn't crash. That's why i called it rare",
"date": "2015-07-24T07:29:25+00:00",
"quotes": [
{
"author": "billw wrote:",
"content": ""
}
]
},
{
"author": "billw",
"content": "No it was two separate occasions. Both times I was at the end(ish) of the track though. It is totally possible that when I did make it work it was because I laid a bit more straight track in front first, so I will test again tonight thanks!",
"date": "2015-07-24T12:38:44+00:00",
"quotes": [
{
"author": "Choumiko wrote:",
"content": ""
}
]
},
{
"author": "Choumiko",
"content": "In my case it didn't even need to be an additional straight track. As little as tapping S to roll it back a tiny amount made the difference between error and working. If you can reproduce it tonight (with the latest version of FARL) a savegame where FARL is in the position that causes the error would be helpfull.",
"date": "2015-07-24T12:43:11+00:00",
"quotes": [
{
"author": "billw wrote:",
"content": ""
}
]
},
{
"author": "billw",
"content": "I tried the latest build and it worked great! Only issue I have now is that it doesn't work with 5dims electric track, so I am going to mod that in now (or try anyway). If you want my changes I can post them here for you. \n \n/edit \nI got electric tracks working again with latest 5dim, see this post: \n https://forums.factorio.com/forum/vie ... =20#p94385",
"date": "2015-07-24T22:21:21+00:00",
"quotes": [
{
"author": "Choumiko wrote:",
"content": ""
},
{
"author": "billw wrote:",
"content": ""
}
]
},
{
"author": "MasterBuilder",
"content": "Using FARL 0.3.13 & Factorio 0.12.1 \n \nFARL.lua:1246 attempt to index field 'lastrail' (a nil value) \n \nThis occurs when I try to check 'place poles' and FARL is inactive. If I start FARL I can check it just fine. (This does not happen with 'place signals', nor does it affect unchecking 'place poles' when FARL is inactive.)",
"date": "2015-07-25T04:49:10+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "Yeah, i had a link in the 0.11 download, telling to do so. Good that it's added in the next release. A tip: If you tell farl to use medium poles, the electric train works on standard tracks. At least it did when I last tried. \n \n \nThanks for the report, will fix after work (only 9 hours left )",
"date": "2015-07-25T08:33:42+00:00",
"quotes": [
{
"author": "billw wrote:",
"content": ""
},
{
"author": "MasterBuilder wrote:",
"content": ""
}
]
},
{
"author": "McGuten",
"content": "reading this makes me happy \nI add the code on the next release \n \nEdit: Choumiko, can i talk with you about mods?",
"date": "2015-07-26T02:35:25+00:00",
"quotes": [
{
"author": "Choumiko wrote:",
"content": ""
},
{
"author": "billw wrote:",
"content": ""
}
]
},
{
"author": "billw",
"content": "Hi, I just updated game from 0.12.1 to 0.12.2 and FARL from 0.3.13 to 0.3.14 and get constant desync in MP, had to revert to 0.3.13 again.",
"date": "2015-07-31T19:25:01+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "I managed to reproduce it doing when the player that connects to a running game is inside a FARL. When both are outside i got no desyncs. I managed to fix it, but the part i changed was in even before 0.3.13 \nCould you replace the control.lua in FARL 0.3.14 with this one: https://raw.githubusercontent.com/Choum ... ontrol.lua and let me know if the desyncs persist?",
"date": "2015-07-31T21:59:22+00:00",
"quotes": [
{
"author": "billw wrote:",
"content": ""
}
]
}
] | 19 | 2015-04-06T06:33:51-05:00 |
forum-topic-122675 | 122675 | [2.0.21] being able to put items into the dump inventory of assemblers | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=122675 | Quezler | at the time of writing there's the control behavior dump inventory at index 7, and the one for changed recipes (and spoilage?) at index 8.
currently both of them read as #length 0 (when they are empty ofc) and .insert() does not work on them, it would be nice if insert worked.
(insert does work if there is already a non full stack of that item in either of the "trash" inventories, but you currently cannot add new items/slots to it) | [] | 0 | 2024-11-23T16:28:40-06:00 |
forum-topic-110822 | 110822 | [1.1.102] Checking update packages failed "factorio.exe has unexpected content" | Technical Help | https://forums.factorio.com/viewtopic.php?t=110822 | fishycat | Using zip-version of the game. Updates before from earlier versions had no problems, only now fron 102 to 103. Log attached.
factorio-current.log
(16.07 KiB) Downloaded 97 times | [
{
"author": "",
"content": "Please retry and report back",
"date": "2024-01-19T16:36:58+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "Now it says changelog.txt has unexpected content. \n \n \n factorio-current.log \n (16.04 KiB) Downloaded 76 times",
"date": "2024-01-19T16:41:48+00:00",
"quotes": []
},
{
"author": "picklock",
"content": "I can confirm this. I get the same error. \n \n... changelog.txt has unexpected content.",
"date": "2024-01-19T17:23:40+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "Now it worked for me.",
"date": "2024-01-19T20:54:47+00:00",
"quotes": []
},
{
"author": "",
"content": "I made and uploaded a new 1.1.102-1.1.103 Windows update package that, in my testing, appears to work even with a corrupted version of 1.1.102. But it's difficult to guarantee, so if you run into the error, please download a new full release of 1.1.103 .",
"date": "2024-01-19T21:01:14+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "Seems to work for now, appreciate your quick fixes! In case something breaks, I will just grab a new zip.",
"date": "2024-01-19T21:17:43+00:00",
"quotes": []
}
] | 6 | 2024-01-19T10:18:56-06:00 |
forum-topic-118519 | 118519 | I would appreciate some help on... Gleba | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=118519 | MeduSalem | So about Gleba.
To be honest. I don't entirely get how one is supposed to deal with it.
The main problem I have is that I have sooo muuuch spoilage (the recycling garbage from Fulgora just pales against it) because absolutely everything rots all the time in every machine if it is just sits in there for a couple minutes without being used immediately (which just happens naturally when you still build something or there is not enough demand yet). Sure I totally build filtered outputs to remove all the spoilage from the machines.
BUT even doing that I simply cannot get rid of it all.
First I thought the heating tower is the universal solution. But It just doesn't do the job. Once it reaches 1000°C it just stops working and sometimes does not accept any more input. Actually it even got damaged for some reason because of it. And it was definitely not one of the pentapods because that would likely have caused an alert on the map, but there was none. Also I am on peaceful (because I am still trying to test the expansion out in the first place)... so it actually should not be the pentapods attacking.
And I am not drawing near enough heat with the steam turbines to get the heat any down.
So I guess I could use the recycler to void all the spoilage crap. BUT I could only do that because I was on Fulgora first. Imagine I wouldn't. But I still think that this is not the intended way to do it because for the reason that one could go to Gleba without having the recycler and you'd still have to fare somehow.
I don't like asking for help. In the 3k hours I have in the game I never really asked for help. Never needed it because I kinda want to figure things out myself. And I did so on the Vulcanus & Fulgora.
But with Gleba I actually give up and ask for someone to show me some setups or explain to me how one is supposed to deal with it because I simply cannot figure it out on my own. I spent 10 hours on Gleba today and it is just one huge mess. Because with every step forward in the chain there is just even more spoilage to deal with that I cannot get rid of.
I mean probably you are supposed to "use the stuff before it spoils" but haha, how am I going to do that when the whole chain is constantly blocking/backing up and no proper "vent" for the spoilage, which then causes the backlog and because of the blockage even more spoilage.
In the aftermath I think it might have been a mistake to leave the spoilage time on "default" in the map settings. I should have reduced it but I was like "nah, play it like the devs intended". I wish I could change that now, because it is giving me a serious headache.
I am not even as far as setting up any further crafting chains (I only just got the bioflux done and some rocket fuel) and I am already throwing the towel about it because the whole thing is just... urgh.
To be fair; I tried doing it oldschool with transport belts and tons of loops to get nutrient everywhere & collect spoilage. ^^
At this point I am totally considering to import 30 roboports and 1000 bots from Nauvis and do it brute-force with bot-sorting. Funnily it would probably even solve the "too low" power consumption problem too. ^^ | [
{
"author": "mmmPI",
"content": "That is not a bad solution ! The more prepared you come in Gleba the better, and it's the hardest of the 3. \n \nHowever i think you are searching for something else but i don't really want to just post setups that \"works\". I can give a few advices though not sure if that will help. Not everything rot at the same pace, the fruits have quite a good duration before they are processed, but the jelly and the mash have lower one. Now after they are made into bioflux, they have a much longer duration. Plus in order to make bioflux, you need a lot of mash and jelly, so they are \"dense\" in spoilage, since they would just produce 1. \n \nYou can move the fruits in (quite) long belts to have them in a comon place and transformed into mash/jelly and immediatly bioflux. To me the heat tower were enough to get rid of the spoilage this way. \n \nEfficency module reduce the speed at which nutrient are consumed in machines. This is very strong to reduce consumption of nutrients, which can in turn help reduce production/spoilage depending on your setup. \n \nThe spoilage can be made into carbon to burn or recycle, and it can also be made into nutrient, spoilage => nutrient=> let them spoil => nutrient and so on is also a way to get rid of spoilage. \n \nI've seen several concepts for Gleba, but to simplify and not spoil everything, i'm just going to hint at them, one i heard mentionned as \"the river\" is what you seen to have thought of naturally, imagining the flow of things in gleba like a river, and the heat tower would be the ocean, and eveything goes toward a heat tower. Anything \"used\" is located on the way. \n \nAnother concept is the \"loop\" where you have some things on a belt loop, like a sushi belt, and splitters to take away the spoilage, this one was more intuitive to me, the spoilage taken away was made into nutrient and reinjected in the loop with priority over the new nutrient made from bioflux for example. \n \nAnother one would be the \"on demand\" where you only produce things when you need them, and reduce production when you don't, this is counter-factorio, because you can't have anything back up. This works pretty well on agricultural tower with robots. I used a loop of belts for fruits to bring them in a comon place at first, but this means the freshness of the things will average on the loop. Whereas you can connect the agricultural tower to the logistic/circuit network, and have them disable when there is already \"fruits\" on the belt or in the logistic network. \n \nI hope it's more interesting that posting setup that works, it's the fruits of some research with some other players, not all come from me. I'm probably forgetting important stuff too, like fast belts helps a lot. \n \nFreshness of products depends on the freshness of the inputs. \n \nConsider the use of \"spoil first\" or \"fresh first\" on inserters everytime they pick from a chest as it's a powerful tool to maintain things fresh by removing the spoiled first in some place or consuming it first to avoid waste.",
"date": "2024-10-30T02:00:36+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Wed Oct 30, 2024 1:19 am",
"content": ""
}
]
},
{
"author": "MeduSalem",
"content": "Welp... since I hate to give up, I went back to it and I tore absolutely everything of the beltmadness down. ^^ \n \nI imported 200 bots for now. And it seems like most problems are now \"in check\". \n \nI was always a bot-maniac before SA, but with SA I wanted to give belts more priority for once (and did so on Nauvis, Fulgora & Vulcanis). But that is over now. Back to bots for Gleba. ;D \n \nI also crafted a couple more heat towers; because I suspect that one was not fast enough to consume all the spoilage I had. Each spoilage only gives miniscule heat, but it still takes time to get rid of it by the heat tower; and the amount was probably overwhelming for one heat tower. (kinda also didn't have the resources to craft more). ^^ \n \nAlso I am doing some stuff with the iron/copper bacteria now, which also consumes bioflux now besides rocket fuel. Less spoilage because of that. I will plop down my usual mall now from blueprints and that will keep the stuff probably busy for quite a while with less spoilage. \n \n \nBut that said; I did try both the \"river\" and also belt loops. None of it worked for me really. Disliked both and all the space it took up. \n \nWith the bots It barely takes more than your classic assembler + chest combi. Just that you have 1 more chest on the requester side to take out spoilage just in case. I could probably do it with one chest, but I don't like to use buffer chests because it usually causes lots of bot traffic with delivering and taking again. \n \n \nAlso I kinda guessed that the fruit have longer spoilage times because it can take quite some distance to get to your base since the \"natural\" biomes where the trees can be planted are often far apart.",
"date": "2024-10-30T02:42:39+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I am currently using (only) bots in Gleba ( and Fulgora ) with mostly \"on-demand\" and a bit of \"river\" for things that need to restart sometimes , and \"loop\" for the science. \n \nMy agri tower are in a logistic network and enable only when there is 0 or less fruits in the system. One need to make sure to pay attention to the seeds so they don't lack or clog the system \n \nYou can tick the \"trash unrequested\" on blue requester to get rid of the spoilage if some of the material requested has turned into it. Very useful ! And i'm using them as if they were purple this way for the output too. \n \n\nYeah this is the logical explanation =), also when you keep the fruit intact, it protect itself but when it is processed it spoils faster and you need to eat them quickly like in the game",
"date": "2024-10-30T04:11:18+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Wed Oct 30, 2024 2:42 am",
"content": ""
},
{
"author": "MeduSalem wrote: Wed Oct 30, 2024 2:42 am",
"content": ""
}
]
},
{
"author": "Skev",
"content": "To clear unwanted spoilage you can use the spoilage -> nutrients recipe, output to a chest and then input back to the same biochamber.",
"date": "2024-10-30T04:54:48+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "Thanks, mmmPI for the tip with the efficiency modules. For some reason (despite my experience) I didn't immediately think about that. I didn't think they would work in there. ^^ \n \nBut they are a miracle. Without having to produce so much nutrient it is actually very sustainable. xD \n \n \nAnyway, the bots did the trick. So much easier than trying to do it with belts. I only use express belts to get the fruit close to the base (so the bots don't have to venture that far out, except for delivering the occasional seed). But inside the base I let the bots sort it out. \n \nAlso I hooked up every requester chest with circuit logic, so that they only request when the output side after a biochamber is below a certain threshold. That also minimizes the amount of stuff sitting \"idle\" in the requester chests before the biochamber and rotting away. ^^",
"date": "2024-10-30T06:27:39+00:00",
"quotes": []
},
{
"author": "Rasmus93",
"content": "I finally am kinda satisfied with my build on Gleba. I just use belts to feed all my biochambers with nutrients and they all extract their spoilage on this same belt. I then feed it to a box where I store the nutrients until they spoil and feed the spoilage to 3 biochambers to create carbon with it. The carbon is than used to power all my smelting and the heat tower. This kinda works out at the moment. \nThe mash and jelly are created just where i need it and at every end of every belt is a spoilage collector, so i dont get clogged.",
"date": "2024-10-30T09:46:29+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "I tried to do it exactly like that. With a belt where the near-side is Nutrients and on the far side the spoilage. And several splitters that try to siphone off the spoilage because otherwise biochambers could get stuck if there is spoilage on both belt sides at the moment it wants to grab something.^^ \n \nAt least that was my idea as well. I could not get it to work reliably however. Eventually the belts still clogged up completely. \n \n \nAfter sleeping a night over it I think I know where I made the mistake (albeit I cannot say for sure anymore because I tore the setup down and only vaguely remember it): \n \nThe problem was likely the placement of the bio chambers that turned the spoilage into nutrients; they should be at the end of the chain for spoilage, but probably first in terms of nutrients (so it cannot clog). I likely placed it in the wrong order, so once they jammed up and did not get rid of as much spoilage, since they also need nutrients do work and... well... stop working if there only spoilage on the belt. \n \nI only threw the excess spoilage into the heating tower (because I thought that should be the \"end\" for spoilage), but because of the chain reaction all of a sudden it was so much spoilage the heating tower got overloaded with the burden and caused even more trouble upstream and for eventually the whole system to fail and clog. ^^ \n \nSo I do believe it is possible to do it with belts. I probably made a grave error in the design while trying to understand the item flow while I was not yet entirely sure how the flow is supposed to go. \n \n \nAnyway, I am also \"okay\" with my Bot-setup now. It works and is super fast too; it inserts stuff almost without a delay. \n \nI already shipped like a total of 3000 or 4000 science packs back to Nauvis too; albeit I set it up to ship 1000 packs per trip (to avoid the packs sitting too long in the chest). And they still had a spoilage time of ~20-25 minutes left on the clock when they arrived on Nauvis (so i could probably send 2000 per trip with my setup, but I don't want to stress it yet). I am sure I could further improve the spoilage time with some better/closer placement of stuff (kinda placed it a little messy still) and using better/faster equipment. ^^ \n \nThe thing that I am oddly doing however is... importing 100 Low Density Structures from Nauvis with every Science Pack haul, so that I can craft a rocket to ship the science packs. The rocket fuel & blue circuits I do locally on Gleba... but I was way too lazy to set up an expanded production chain for producing Low Density Structures locally, even tho I totally know it can be done. xD I do however intend to build another platform that travels between Vulcanus & Gleba, which then will do the hauling of the Low Density Structures because there I can produce & ship them for free because infinite resources there. \n \nI totally consider shipping the blue circuits from Fulgora too; because there I kinda have to trash some currently. ^^",
"date": "2024-10-30T16:01:55+00:00",
"quotes": [
{
"author": "Rasmus93 wrote: Wed Oct 30, 2024 9:46 am",
"content": ""
}
]
},
{
"author": "territrades",
"content": "If you just want enough science to unlock all the technologies you don't need 1000 bots, I get around 35 spm with 100 bots. The bots handle nutrients and waste, the main items are on the bus like normal. \n \nGleba is a nice fresh challenge for the seasoned Factorio player. Really liked it. My only problem was that I went there first, the spike in difficulty was real.",
"date": "2024-11-01T14:38:56+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Wed Oct 30, 2024 1:19 am",
"content": ""
}
]
},
{
"author": "Qon",
"content": "All the little problems and their solutions happening on Gleba makes me think it is actually the most interesting planet. It changes Factorio the most, brings new and interesting puzzles and once you understand the spoilage mechanic it is still rich and deep but it stops being a frustration. When we first started using trains and our rail networks deadlocked occasionally, or when liquids and oil processing kept locking up or run out because we didn't know about what to prioritize and how to do it. Now these things never lock up any more because we know the correct spots to tweak, the correct ratios to keep and what not to do. \n \nBut of course learning the whole processing chain at once is a lot so it takes a while, especially if you try to use your efficient strategies that you've learned before but aren't at all suited for Gleba and that causes blind spots in your builds and new strategies. On other planets spotty supply means you buffer to maintain steady stream of products. On Gleba that habit causes spoilage death spirals. If you are in a death spiral (but maybe don't even know it) then the game might seem hopelessly cruel and impossibly hard. But if you know about the death spiral and know enough to not enter it, it suddenly becomes much easier. \n \nJust like a power death spiral on Nauvis just isn't a problem if you know about it and how to build to now enter it, but if you are a newbie you might get sucked in and not be able to get out. And then you as the newbie might think that power is exceedingly difficult because of how hard it is to get out of that death spiral. \n \nSo it's an interesting thread, and once I start playing the game again Gleba is what I'm looking forward to. Maybe I'll over-engineer some circuit contraption for it.",
"date": "2024-11-01T15:44:12+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Wed Oct 30, 2024 4:01 pm",
"content": ""
}
]
},
{
"author": "MeduSalem",
"content": "Yea, I just imported 300. More than enough. \n \nCurrently I am running 2 biochambers worth of science production and can easily ship 2000 packs in one go without it spoiling during the trip. ^^ \n \n \nBut that said I totally realized that the freshness of the packs has an effect on how much science you get out of them. The longer they sit idle the less valuable they are. Which is the only part left that I think sucks a little bit because it makes you want to ship immediately every time you get a set of 1000 packs ready. \n \nI think that is something they could change; if agri science packs rot... well why not, no problem with that. BUT that their lab efficiency also depends on the freshness is somewhat annoying because whatever you do you will effectively lose a bunch of science from the transport overhead with every shipment because you simply cannot ship them instantaneously from Gleba to Nauvis after they finished crafting. \n \nBut that also has the repercussion of having to do even more tech-juggle. There needs to be something done about that issue because it is slowly driving me crazy that I have to switch back & forth between researches every time the labs processed through all the available agri packs. Sure, I could over-nuke the agri-pack production to the point even my other science pack production cannot keep up (which I think might be the final solution for the issue, but I read that other people already hate the tech juggling as well, so it definitely is something where they could do a QoL improvement somehow). \n \nI would relocate my labs to Gleba to minimize the travel times; but then you get the Bio-labs and they only work on Nauvis. They did that on purpose because they knew people would otherwise try to avoid having to ship the agri packs. xD \n \n\nYea, I agree with the whole sentiment. ^^ \n \nIt is definitely an interesting concept & play-pattern. Different than anything else. \n \nAfter playing around with the last 2 days with Gleba I can say that I managed to get \"ontop\" of all the issues and even started to look into ways to make the chains even more efficient, less spoilage as well as trying to maximize freshness because it all has an effect how efficient it works. The \"factorio\"-feeling is definitely getting back with me there. Still room for improvement there and I will go back dedicating myself to Gleba eventually. \n \n(Currently I am rather involved building a space platform to go to Aquilo and I did some preliminary test lights for that already, totally over-engineered my ship once again; it can basically go back & forth between Vulcanus & Aquilo forever without pausing at all, it will NEVER run out of fuel or ammo, only needs to restock some nuke fuel cells after like a 1000 trips). \n \nBut anyway... about Gleba there are some caviats for sure. It is definitely the most difficult planet you can go to immediately after building a space platform. And there is absolutely no hint about how difficult it is going to get before you land there. That can totally ruin your day. I pity the poor souls who went there first before going to any other planet. Sure threw them back into the stone ages of their campaign. \n \nAfter doing Fulgora first & Vulcanus, I even went to Gleba thinking I was fully prepared and shipped the usual building stuff to get myself started, and I was still not \"well prepared\" enough in what you actually need to be successful on Gleba. Guess first time not knowing what will happen is the charm. ^^ \n \n \nBut that said; the item flow of the production chain itself is unlike anything else. Can take some to see yourself through that and how they intend you to take advantage of each recipe. Requires some back-feeding and all that jazz. Especially when it comes to the nutrient production and delivery & spoilage collection it requires sometimes thinking a little out-of-the-box unlike other more straight-forward items flows. \n \nAnd as others said in related topics... there is little you can do during building the production chains to avoid spoilage. You will have to set it up; stuff will spoil on the belsts or in chests and once the chain is set up and ready to go, then collect all the spoilage to unclog the system. Either that or you build stuff in the \"dry\" and only start sending the fruit to the base once you are ready to go. That sure can give you a headache. Especially if you are a player who needs the \"visual\"s of items on a belt to know what you are doing and where you want to lead that belt.",
"date": "2024-11-01T17:11:43+00:00",
"quotes": [
{
"author": "territrades wrote: Fri Nov 01, 2024 2:38 pm",
"content": ""
},
{
"author": "Qon wrote: Fri Nov 01, 2024 3:44 pm",
"content": ""
}
]
},
{
"author": "Xorimuth",
"content": "Heating towers don't stop when they hit 1000C, they'll still consume as many things as before. And if it got damaged, that was probably because you mined a boompuff plant nearby",
"date": "2024-11-01T17:27:37+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Wed Oct 30, 2024 1:19 am",
"content": ""
}
]
},
{
"author": "MeduSalem",
"content": "Yea, I noticed that they don't stop when hitting 1000C. The issue was rather that the heating tower was overwhelmed with the amount of spoilage. I wanted to get rid of like 2000 spoilage and the heating tower could not get rid of it fast enough because it needs to cycle through the progress bar for each item even if it only takes a fraction of a second to do, but it becomes problematic if you want to dump too much in there at once. So I needed another bunch of heating towers. But I stopped throwing spoilage into the heating towers anyway. So this a none-issue now. Now all spoilage finds its way into making more nutrient. \n \nNothing gets burned anymore in the heating towers, except for rocket fuel and I limited that to only enter stuff when it is below <520°. ^^ \n \n \nTo be honest; and to my embarrassment, I believe it was actually... me. I probably hit the tower with a shotgun salve while accidentally hitting the spacebar. I also totally wrecked a biochamber that way too and I kinda was p*ssed about that because it meant I had to go out into the wilderness to collect another egg from the pentapods. It could be that I hit the heating tower during that as well because they are not that far away from the biochamber that I destroyed. \n \nThat is the most likely reason things get damaged/destroyed in my bases... because I am so used to the spacebar being the \"pause\" button in other games, that out of habit I sometimes forget that in Factorio the spacebar is for shooting. I need to change the controls at some point; but I don't know what other button I should put shooting the guns on, so that is why I never changed the layout so far. xD",
"date": "2024-11-01T17:35:40+00:00",
"quotes": [
{
"author": "Xorimuth wrote: Fri Nov 01, 2024 5:27 pm",
"content": ""
}
]
},
{
"author": "jdrexler75",
"content": "Yeah, Gleba definitely inspires a lot of \"creative\" solutions with the spoiling agri packs. I even tried to not ship agri packs, but bioflux, and make the packs on Nauvis since we need no produce for their recipe. Plus, the bioflux spoils half as fast, is more efficient to transport on rockets, and we need some bioflux on Nauvis anyway. There were a few very exciting minutes transporting the first egg, anxiously watching its spoil timer... but then on Nauvis came the disappointment: pressure too low to hatch eggs. What, we can contain nuclear chain reactions but we can't build a pressure cooker for the eggs?? \n \nOh well, back to optimizing the nutrient supply chain so that the packs come out less spoiled. And yeah, overproducing them is a must, I think. Since Gleba is 100% sustainable manufacturing there is no downside to this, in the worst case you can burn the spoilage... \n \n\nSo, another question for optimizing freshness. I'm using only the freshest fruit to make the freshest bioflux, and want to make nutrients from that, but the nutrients in the fuel slot spoil too fast. Does freshness of the nutrient fuel affect the output, like normal ingredients do? It seems like it does because the nutrients come out more spoiled than the ingredients. Basically that means only with it running at maximum capacity will the output be reasonably fresh. \n \nAny way to deal with that? The fuel slot isn't readable to avoid overfilling it. I guess I could just let it at full tilt so that it cycles through the fuel faster... not ideal.",
"date": "2024-11-02T15:36:18+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Fri Nov 01, 2024 5:11 pm",
"content": ""
},
{
"author": "MeduSalem wrote: Fri Nov 01, 2024 5:11 pm",
"content": ""
}
]
},
{
"author": "MeduSalem",
"content": "Yea nice idea... but... that you cannot do it anywhere but Gleba I kinda knew already. xD \n \nBecause I had a similar \"enlightning\" moment earlier on Fulgora already. First I thought after unlocking electromagnetic plants & EM science packs that one could ship holmium to Nauvis and craft the EM plants & science packs also on Nauvis. I was wrong. xD \n \nAfter that I eventually started to look closer at some of the new recipes to see that they have a \"surface requirement\". \n \n \n\nThat I cannot even say for sure. I mean whether the nutrient to fuel the biochamber also affects the freshness of the final product. \n \nI try not to over-produce too much Nutrient in the first place and like all the other stuff in the crafting chain (except science packs) are crafted only at demand now. \n \nSo that means that most of the time the nutrients in my machine are relatively fresh as well. \n \nBut I guess, since I make more nutrient from spoilage, and it having only half the freshness or whatever, that it might explain why it might reduce the freshness of some final products as they are mixed in. :X \n \nWould kinda suck a little bit if it is like that because then I will definitely stop making nutrients from Spoilage eventually and dump it only into recipes where there is no final freshness or where the freshness does not matter, or just burn the crap instead to maximize the freshness.",
"date": "2024-11-02T20:35:05+00:00",
"quotes": [
{
"author": "jdrexler75 wrote: Sat Nov 02, 2024 3:36 pm",
"content": ""
},
{
"author": "jdrexler75 wrote: Sat Nov 02, 2024 3:36 pm",
"content": ""
}
]
},
{
"author": "nrader",
"content": "Okay so here is my some things i had to learn the hard way while playing on Gleba: \n \n- You need to plan how to handle your production while it both running AND idle. That means you need a way for kick-starting production if for some reason everything there did spoil and came to halt. That often means constructor with spoil-to-nutrient recipe that needs to always have some spoil available to it. Having a spoil overflow is bad, but having an empty spoil chest when your factory stopped is equally bad. \n \n- Belt carousels is often a must, as it halps keeping belt contents fresh by filtering the spoils out. Regular non-looped belts often has a problem with that. \n \n- Circuits are really, REALLY helpful here, because they can prevent producing unnecessary items that otherwise would just spoil. And some more exotic usages like managing filters on inserters to fill one belt with two products (helps with carousels from above since those take twice more space then non-looped belts) \n \n-50% Productivity on biochambers is a must if you want to get surplus seeds to plant more trees. Took me a while to realize im wasting time using constructors.",
"date": "2024-11-02T23:15:55+00:00",
"quotes": []
},
{
"author": "J-H",
"content": "how do you get seeds planted in the first place? I have a couple of tree-planter devices on \"green\" tiles (as opposed to orange), but they say \"no spot seedable by inputs.\"",
"date": "2024-11-03T21:56:06+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "Are you sure you are using the proper seeds for the proper \"biome\"? ^^ \n \nThe Yumako seeds can only be put into the green biomes; the Jellynut seeds only the violet ones. \n \n \nWas a bit confusing for me first as well, before I figured it out. Because the swamp is such a mess where everything looks the same (at least to me) it even took me a couple minutes to figure out by looking at the minimap that there are different-colored biomes and that each of the 2 plants can only be planted in their particular biome where they also grow naturally.",
"date": "2024-11-03T22:20:46+00:00",
"quotes": [
{
"author": "J-H wrote: Sun Nov 03, 2024 9:56 pm",
"content": ""
}
]
},
{
"author": "J-H",
"content": "That's ground color, right? Not squares on the ground that appear when placing it?",
"date": "2024-11-03T23:05:29+00:00",
"quotes": []
},
{
"author": "jdrexler75",
"content": "I guess this has become the general gleba support thread now... \n \nWhen putting my agri science to use back on Nauvis, I wonder whether I should prioritize the more spoiled ones first, or the fresher ones. Since inserters have an option for that I figure it matters somehow? \n \nFresh packs give more science. But while they're being processed the other packs may spoil completely while in storage. \n \nAnd if you use up the more spoiled ones first, the fresh packs become spoiled too. And they may spoil completely on the science belts, and if you don't use a sushi belt to easily take the spolage out, the belt clogs. (But at least sushi belts are really easy to do now with the whole-belt-reading.) \n \nMy guess is that it doesn't make a difference for the science you get out of it, if the science value is linear with freshness. But if you take the fresh ones first, and the spoiled ones spoil in storage, at least you get more spoilage items out of this process. \n \n\nIt's the color in the map view. You can also check what things are growing nearby, if there are jellystems, you can plant more jellynut seeds, and similarly for yumako. Basically whatever you got there, you can plant there again. Both regions are generally separated a good deal.",
"date": "2024-11-04T01:03:27+00:00",
"quotes": [
{
"author": "J-H wrote: Sun Nov 03, 2024 11:05 pm",
"content": ""
}
]
}
] | 19 | 2024-10-29T20:19:40-05:00 |
forum-topic-110442 | 110442 | How big is a fish?? | Angels Mods | https://forums.factorio.com/viewtopic.php?t=110442 | AngledLuffa | A base level tank car fills up with 25,000 fluid. I don't know if this is well defined anywhere, but I think it is reasonable to treat 1 fluid as 1 liter. A real life tank car starts in the 20,000 liter range and gets bigger (much like AngelBob tank cars)
A single Factorian Fish squishes down to 200 oil. So *after* squishing, there are 200 liters of oil.
How big is the original fish?? | [
{
"author": "mmmPI",
"content": "What kind of car is this ? In factorio car have 80 inventory slot, barrel contain 50 fluid, and stack by 10, so you can have 80*10*50 = 400 000 fluids in a car. But then if you get 200 liter of oil from that 1 fish and you can put 80 stack of 100 fish on the car. That means the car can contain 8000 fish, or 1 600 000 liter of oil under the form of fish. So i suppose fish are more dense than oil. And it's not really a squishing but more an expansion of the fish, with some sort of dilution that somehow yield more oil than the initial volume of fish. \n \nThis or the barrel are very thick. A car would contain 800 barrel, and just the barrel would represent the equivalent of the 1 200 000 fluid missing. This would mean that 800 barrel = 1200000 liter , or that 1 barrel is about 1500 liter worth of volume like the metal around the fluid supposed to be contained. That would be very bad given the barrel contain only 50 liter of fluid. But that's necessary to balance out the math so that a car with 8000 barrel of oil would contain as much \"liter\" than 8000 fish. Now it is also possible that fish when put in a car can be packed more densely than barrels, and than barrel are not 1500 liter but just \"waste\" space due to their cylindrical shape. In order to know how much volume is \"wasted\" when counting it filled with solid cylinder rather than \"compressed goo of fish\", it would be required to know the shape of the car designed to hold barrels or fish. this leads to a dead end. \n \nStill , i think if you get 200 liter of oil from a fish,and assuming there is no expansion, the fish is quite big, if you approximate the density of 1 fish to the density of water it would be a 200 kg fish, that would be 200 000 cubic centimeter. That roughly the volume of a cube whose edges are the cubic root of 200 000. Which is around 58 centimeters. That would also be the same size of a fish that weights the same as 2 large human. According to this video https://www.youtube.com/watch?v=7ZodElWH6Qk , that would make it around the size of a pirahna if it was a cube, more like a pufferfish for the minimum size, and around or smaller than the size of a bottlenose dolphin regarding the weight of fish that is akin to 200 kg. \n \nNow , because you can put 8000 of those in the car, and 8000*200 000 is 1.6 billion cubic centimeter that would represent a bloc of around 11 meters on each side. That's a big car, more like a truck that has this carrying capacity. Now of course if the fish is more dense than water, and expand upon squishing to oil, then the car could be of smaller dimension. But that woud still represent a car that is able to carry 400 or 1600 tons worth of fish/oil. You wouldn't pack 8000 dolphin in a 11m cube, in real life it would seem fish are not as dense as water. \n \nLastly , one can argue that 1L of water in real life would require around 4200 joules to gain 1°C temperature when at 15°C, and around , but in factorio game 1 unit of water need 200 joules to gain 1 degree which is just 4.7% of 4200 joules. That would indicate that 1 fluid is less than 1 liter. But also in real life it's not always the same quantity of energy require to heat 1 liter of water by 1 degree depending on the temperature of water and room temperature whereas it is in factorio, because it's a game and there are some simplifications , or things that do not quite match when trying to math everything. Like the volume of the fish. It depend from where you look at it. \n \nIt's a weird kind of fish if you imagine a 58 cm cube, that is weighting 200 kg and the number the engineer can eat in a minute. If we were to compare that to how much stuff humans can eat in a minute it would yield very different approximations, but also not my kind of research i'm afraid",
"date": "2023-12-30T11:38:00+00:00",
"quotes": [
{
"author": "AngledLuffa wrote: Sat Dec 30, 2023 7:21 am",
"content": ""
}
]
},
{
"author": "AngledLuffa",
"content": "I should have been more specific: I meant a tank car like what goes on a train, holding a fluid directly: \n \n https://en.wikipedia.org/wiki/Tank_container \n \nThank you for your detailed exploration of my random musings. Nice to wake up to",
"date": "2023-12-30T17:11:45+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "computeraddict",
"content": "A barrel of fluid holds 50 liters. Barrels stack to 10. Fish stack to 100. So a Factorio fish plus some stacking fraction inefficiencies take up about 5 liters of volume. Fish are the same density as water, give or take, so that puts them in the 4-5kg range. From a totally random chart of salmon lengths and weights, if the Factorio fish is a salmon it should be in the 70-75cm (28-30 in.) range.",
"date": "2023-12-31T07:44:19+00:00",
"quotes": [
{
"author": "AngledLuffa wrote: Sat Dec 30, 2023 7:21 am",
"content": ""
}
]
},
{
"author": "AngledLuffa",
"content": "It sounds like the problem here is not that the fish are huge, but that the train cars storing 25,000 units are very small",
"date": "2024-01-01T06:19:32+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "It could be, because if a fish yield 200 oil, it means 25000 unit of fluid represent only 125 fish. And a car that can hold 125 salmons while still big, for 4 or 5 kg salmon you could do with a medium size refrigerated truck. The vanilla car is able to handle much more fluid than 25000 or 125 fish. \n \n25000 liters of fluid seems a legit value for a big tank car from the wikipedia page, so the factorio car is huge ! \n \nIf 1 fish yield 200 L of oil,but weight only 4 or 5 kg, that could mean oil has a very low density so that 1 kg of fish is 40 to 50 Liters of oil. For a density of 0.025 or 0.02 compared to water, or 20 to 25 kg per cubic meter but the value even for methane or propane which seems to have the lowest density is between 400kg and 500 kg per cubic meter where it would be 1000 for water https://www.engineeringtoolbox.com/liqu ... d_743.html \n \nI'm confused but maybe it has to do with productivity modules, because if the fish are processed with some, then the amount of oil you get is partially coming from another dimension right ? That could expain how the engineer is able to eat a fish every 2 second to me that would mean the fish is the size of a peanut or a chips.",
"date": "2024-01-01T09:16:49+00:00",
"quotes": [
{
"author": "AngledLuffa wrote: Mon Jan 01, 2024 6:19 am",
"content": ""
}
]
}
] | 5 | 2023-12-30T01:21:46-06:00 |
forum-topic-32220 | 32220 | Map Editor Suggestions | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=32220 | Ideas around the map editor.
Not much to say here. The map editor is a bit unloved and is not used very often.
It is unclear why, cause some reasons are thinkable:
- It's not used, cause it is still a very basic tool.
- It's not used, cause not needed.
- It'd not used, cause the maps are edited in the game.
Another reason, why the map editor is not used very often is, that the maps are so much bigger! Compared to the game OpenTTD one can say (more or less), that Factorio maps are about 50 times bigger. Or better: They have 50 time more resolution. Which means 50 times more stuff, you need to edit. Which means in general: When you need an hour to create a more or less fine OpenTTD-map you need (not 50 hours, but) much, much more time for a good Factorio-map.
I think this is also the reason, why the World-Generator is much more important, than in other similar games. So please look into
viewtopic.php?f=80&t=13022 World Generation / Map Generator / Game Modes / Scenarios
Nevertheless: Something like an editor is needed.
Suggestions
viewtopic.php?f=6&t=1605 Some small issues map editor
Some dev-comment: viewtopic.php?f=6&t=1605&p=11705#p11698
viewtopic.php?f=6&t=7854 Scenario / Map editor enhancements
viewtopic.php?f=6&t=17502 Suggestions and problems about the map editor.
viewtopic.php?f=6&t=18766 Map Editor transitions to the "Scenario Editor
viewtopic.php?f=6&t=25906 Map Editor / RTS Direction
viewtopic.php?f=6&t=26897 Map Editor - Set Starting items
viewtopic.php?f=6&t=32094 The map editor needs some love
Related
viewtopic.php?f=6&t=8735 Map preset proposal | [
{
"author": "lilstrip",
"content": "copy and paste thank you very much!",
"date": "2018-11-17T22:41:57+00:00",
"quotes": []
}
] | 1 | 2016-09-05T17:28:36-05:00 | |
forum-topic-48275 | 48275 | 0.15.12 Problems with uranium processing | Atomic Power | https://forums.factorio.com/viewtopic.php?t=48275 | Hank_Bellfounder | The centrifuges are only producing U-238, but no U-235. With the ratio 0.7/99.3 there must be 1 U-235 per ~130 U-238. My centrifuge doesn't produce any U-235 at all.
I used productivity 3 modules. A short time after rejecting them, i produced my first U-235's. Does it really depend on the productivity 3 modules? | [] | 0 | 2017-05-22T07:29:57-05:00 |
forum-topic-125447 | 125447 | If it can be built around a tree, it should be able to be unbuild around a tree | Balancing | https://forums.factorio.com/viewtopic.php?t=125447 | antstar | So, back in the old days, the tree hit boxes were rubbish - and as a result of this it was not possible to hand mine belts from behind trees.
Annoying, yes, but there was a workaround. Wait for bots.
Now, you can't deconstruct things behind trees either.
As per the title, if there is room behind the tree to build something there then there is room to unbuild it there. It would also be good if we could do this without waiting for bots. | [
{
"author": "IsaacOscar",
"content": "You can use a custom deconstruction planer if you have bots... \nBut yes, very annoying. I like to keep my trees!",
"date": "2025-01-01T18:57:08+00:00",
"quotes": [
{
"author": "antstar wrote: Wed Jan 01, 2025 3:39 pm",
"content": ""
}
]
},
{
"author": "antstar",
"content": "Good point. Obvious, yet I never thought of it",
"date": "2025-01-02T15:35:49+00:00",
"quotes": [
{
"author": "IsaacOscar wrote: Wed Jan 01, 2025 6:57 pm",
"content": ""
}
]
},
{
"author": "Hares",
"content": "How could you live without a book of deconstruction & upgrade planners?\n \n \n \n 01-06-2025, 18-23-17.png (273.28 KiB) Viewed 782 times",
"date": "2025-01-06T15:23:34+00:00",
"quotes": [
{
"author": "antstar wrote: Thu Jan 02, 2025 3:35 pm",
"content": ""
},
{
"author": "IsaacOscar wrote: Wed Jan 01, 2025 6:57 pm",
"content": ""
}
]
},
{
"author": "antstar",
"content": "Pretty comprehensive! \n \nI usually make everything new each playthrough. If you do everything the most optimal way then you only need to look at the internet and then do one playthru - or why even bother playing through. I DID need one for Space Ex. And I keep leaving it on other planets and having to reimport it from text.",
"date": "2025-01-11T01:20:57+00:00",
"quotes": [
{
"author": "IsaacOscar wrote: Wed Jan 01, 2025 6:57 pm",
"content": ""
}
]
},
{
"author": "GrumpyJoe",
"content": "One of the more annoying things. Remembering to put BPs in the game/general library. \nThat way you won't leave them behind. Imho, BPs should weigh 0, to keep them on you when travelling. \n \nIf you never were into keeping BPs over multiple playthroughs, now is the time. \nI have a love/hate relationship with that mechanic. No muscle memory for it, and it builds so slowly",
"date": "2025-01-12T08:32:08+00:00",
"quotes": [
{
"author": "antstar wrote: Sat Jan 11, 2025 1:20 am",
"content": ""
},
{
"author": "IsaacOscar wrote: Wed Jan 01, 2025 6:57 pm",
"content": ""
}
]
},
{
"author": "antstar",
"content": "Well, again Space Ex, not Space Age, I did end up importing them into the nav persona. I spent a lot of time having out of body experiences. I think I had 7 books in the end - for me it was also about losing those 7 inventory slots, weight not being an issue - that's why I kept stashing them and then forgetting to pick them up. \n \nI didn't think to put deconstruction planners into a book though. I had a dozen of them in the nav inventory, and upgrade planners too. And I made, used, deleted and had to remake a bunch. Never thought of putting those in a book tbh",
"date": "2025-01-12T09:28:01+00:00",
"quotes": [
{
"author": "GrumpyJoe wrote: Sun Jan 12, 2025 8:32 am",
"content": ""
},
{
"author": "antstar wrote: Sat Jan 11, 2025 1:20 am",
"content": ""
},
{
"author": "IsaacOscar wrote: Wed Jan 01, 2025 6:57 pm",
"content": ""
}
]
}
] | 6 | 2025-01-01T09:39:34-06:00 |
forum-topic-119723 | 119723 | Factorio Forums • Deconstruction vs ghost placement | Allow ghost placement (blueprint) to cancel deconstruction of same element on same position.
To me this sounds like a no-brainer, but for it to be missing I suppose there are valid reasons.
So add it with a modifier key or toggle option in settings. | [
{
"author": "",
"content": "In case you didn't know, one can cancel deconstruction orders with [Shift]-[Deconstruction planner] on the entity \n https://wiki.factorio.com/Deconstructio ... ion_orders",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I do know that. \n \nWith bigger blueprints and multiple spread out partly overlapping areas its not that simple anymore. \n \nI know the bots just do some extra unneeded work and it gets finished anyway shortly later, but it still feels a little wasteful.",
"date": "",
"quotes": [
{
"author": "Koub wrote: Tue Nov 05, 2024 10:54 am",
"content": ""
}
]
}
] | 2 | ||||
forum-topic-127344 | 127344 | [2.0.39 ] (linux mint) sometimes sytem crash during auto-save | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=127344 | Legendendear | So I've noticed that factorio likes to crash my PC (completely nonresponsive) when auto-saving on linux (no time loss saving is activated)
I have not yet noticed this behavior while manual saving.
My PC is an IdeaPad C340
CPU: Intel Core i5-8265U
GPU: Intel WhiskeyLake-U GT2 [UHD Graphics 620]
In the attachements is the corrupted auto-save which caused the crash
If you need anything more, please let me know. | [
{
"author": "",
"content": "If the system is crashing then there is something wrong with the system.",
"date": "2025-03-08T19:33:20+00:00",
"quotes": []
},
{
"author": "Legendendear",
"content": "Well I'm a fresh windows refuge who is quite new new to linux. \n \nIf it's something wrong with the system, then how do I find out what that \"something\" is?",
"date": "2025-03-08T19:56:30+00:00",
"quotes": []
},
{
"author": "",
"content": "Check out 114778 , the os event log might also give insight.",
"date": "2025-03-08T20:23:50+00:00",
"quotes": []
},
{
"author": "pioruns",
"content": "Please share dmesg.txt generated by this command run in terminal\n Code: Select all sudo dmesg >dmesg.txt \nMaybe it will indicate why system is getting unresponsive when trying to save a file? \n \nAlso do a full pass in Memtest86+ for a good measure, to start stability checks of your computer.",
"date": "2025-03-09T09:52:16+00:00",
"quotes": []
},
{
"author": "Legendendear",
"content": "I've moved from linux mint to ubuntu. \n \nI thought that fixed it, but during my playsession today, it reappeared, but it behaved slightly differently. \n \nFirstly, it did happen only after a substantial amount of time passed and secondly, the system forcefully closed factorio with the SIGTERM command, after which the system recovered. \n \n \nI'll throw a memtest in there, but I doubt it'll find anything more (which is nothing) than the tests I've ran in between OS switch. \nIn the attachments I've thrown the logs and the corrupted autosave (_autosave2), which caused the crash + the autosave (_autosave1) just before the failed autosave. \n \nHopefully the issue can be finally be found and resolved",
"date": "2025-03-14T16:17:21+00:00",
"quotes": []
},
{
"author": "Legendendear",
"content": "As expected, memtest did not show me anything.",
"date": "2025-03-14T17:16:13+00:00",
"quotes": [
{
"author": "pioruns wrote: Sun Mar 09, 2025 9:52 am",
"content": ""
}
]
},
{
"author": "pioruns",
"content": "Can you share dmesg.txt from the time when you had factorio forcibly closed with SIGTERM? \nHow did you figure out it was SIGTERM?",
"date": "2025-03-14T17:40:40+00:00",
"quotes": []
},
{
"author": "Legendendear",
"content": "I think the relevant dmesg.txt file was already overwritten :-/ \n \nAnd I just found out that I cannot post the dmesg... \n \nWhen I try it returns: \n \nError \n \nInvalid file extension: dmesg \n \n \n \nAnd I figured that it was SIGTERM by reading the factorio-current.log, which I posted previously.",
"date": "2025-03-14T18:05:01+00:00",
"quotes": []
},
{
"author": "pioruns",
"content": "You have restarted your computer since Factorio crash? If your computer operates normally, you don't need to do that. Sleep/suspend on Linux works well. I only restart my laptop when there is a kernel update. In between, laptop is sleeping, for months. \n \nYou can capture dmesg log using the command I shared earlier:\n Code: Select all sudo dmesg >dmesg.txt \n\nCreated .txt file you can open with any text editor and upload to pastebin and so on. If you are trying to upload it here without extension, then I am not surprised forum does not accept it. Either give it extension or upload to pastebin. \n \nNormally, dmesg saves information about crashing processes, so it may leave some information there, if you are able to reproduce the error again. \nWhat about your memory usage, do you have free RAM during gameplay?",
"date": "2025-03-14T18:15:40+00:00",
"quotes": []
},
{
"author": "Legendendear",
"content": "I had to restart the PC to run memtest... \nAnd yes, my notebook is shut down when not in use. \n \n \nNow I know. \n \n \nHope I can reproduce the crash... \n \nSserious issues are incredible rare with Wube, \nso I might have discovered a unicorn lol",
"date": "2025-03-14T18:31:52+00:00",
"quotes": []
},
{
"author": "Legendendear",
"content": "Factorio needs remarkable little RAM. \n \nMy poor PC has only 8 Gigs of RAM and I still have ~1.8GB left over",
"date": "2025-03-14T18:37:10+00:00",
"quotes": [
{
"author": "pioruns wrote: Fri Mar 14, 2025 6:15 pm",
"content": ""
}
]
},
{
"author": "pioruns",
"content": "Yes it is very rare to get any crash at all with Factorio. Maybe that's why your bug report already has been moved to Bug Reports -> 1/0 Magic section. Even if you discovered a unicorn bug, it's probably related to faulty hardware, or other software (Linux kernel, GPU driver, and so on). Most likely this is not Factorio's fault, because your system is freezing completely, indicating a problem with I/O, not Factorio. That's why it's important to monitor dmesg log, which outputs any problems with hardware or software. \nTo give you perspective, I have not experienced any crash or bug since I started playing Factorio before Space Age DLC. Probably clocked 500 or maybe a 1000 hours already. Playing on Linux with native client. \nPlease share relevant info once you have more knowledge about your bug and how to reproduce it. Good luck!",
"date": "2025-03-14T19:51:22+00:00",
"quotes": [
{
"author": "Legendendear wrote: Fri Mar 14, 2025 6:31 pm",
"content": ""
}
]
},
{
"author": "Legendendear",
"content": "Oh and there was another difference with ubuntu compared with linux mint. \n \nThe mouse and keyboard remained responsive.",
"date": "2025-03-15T10:11:20+00:00",
"quotes": []
},
{
"author": "",
"content": "Non-blocking saving can potentially double the RAM consumption of Factorio. I think you're running out of RAM and the OS is hanging/killing Factorio as a result. I would recommend to turn off non-blocking saving.",
"date": "2025-03-15T10:52:34+00:00",
"quotes": [
{
"author": "Legendendear wrote: Fri Mar 14, 2025 6:37 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "pioruns",
"content": "That was my thought, about RAM. \nOP, you can also try adding swap memory to your 8GB laptop, to mitigate this. Or disable non-blocking saving as Bilka suggested.",
"date": "2025-03-15T12:46:07+00:00",
"quotes": []
},
{
"author": "Legendendear",
"content": "Are there settings I can change to minimize RAM usage instead?",
"date": "2025-03-16T16:08:54+00:00",
"quotes": [
{
"author": "Bilka wrote: Sat Mar 15, 2025 10:52 am",
"content": ""
},
{
"author": "Legendendear wrote: Fri Mar 14, 2025 6:37 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Jap2.0",
"content": "Probably not much that's simple. On integrated graphics the iGPU will use RAM, but it looks like you have quality on medium and texture compression on already. There might be some others you could look at (one about rotations?), but you'd probably reach diminishing returns there. \n \nBeyond that, most memory (I think) is used for the simulation (it's not like Wube decided to use a bunch of RAM for absolutely no purpose), so really the only way to change that would be to have a smaller world. There are mods/scripts you can find to delete unused chunks around the periphery of your map (if you have a lot of area explored), but again there's only so far you can go there.",
"date": "2025-03-17T00:29:27+00:00",
"quotes": [
{
"author": "Legendendear wrote: Sun Mar 16, 2025 4:08 pm",
"content": ""
},
{
"author": "Bilka wrote: Sat Mar 15, 2025 10:52 am",
"content": ""
},
{
"author": "Legendendear wrote: Fri Mar 14, 2025 6:37 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
}
] | 17 | 2025-03-08T13:11:41-06:00 |
forum-topic-91891 | 91891 | [1.1] Bob's Mods: General Discussion | Bob's mods | https://forums.factorio.com/viewtopic.php?t=91891 | bobingabout | Version 1.1 of bob's mods are out!
as usual, discuss here.
change log
Assembling machines 1.1.0:
Copy sounds of Chemical plant onto all chemical plants and Electrolysers
Classes 1.1.0:
miner 2 class character recipe now uses an electric furnace 2 if available.
changed caption = {"entity-name." .. entity.name} to caption = entity.prototype.localised_name in scripts.
Added descriptions about the classes to their Items.
Enemies 1.1.0:
Added a change for build_base_evolution_requirement when harder enemies spawn sooner is enabled.
Changed all spitter and worm attacks to use streams (like in base)
Equipment 1.1.0:
Removed Alien Artifact cost from Exoskeleton MK2.
Inserters 1.1.0:
The Inserter customisation window now docks with the normal inserter window when you click on an inserter. You can choose which side in per player settings (Off is also an option)
Logistics 1.1.0:
Adjusted roboport sounds.
Adjusted the power consumption of Roboport 2.
Reduced energy capacity and increased energy flow limit of the Logistic Zone Expanders by 10x. (This should decrease charge time from an hour to less than a minute, but reduce battery time from an hour, to 6 minutes)
Mining 1.1.0:
Fixed water-miner-5 circuit_wire_connection
Modules 1.1.0:
several descriptions in mod settings fixed.
MCI 1.1.0:
Copy sounds of Chemical plant onto Electrolyser
Removed the Chemical science pack prerequisite from gem polishing.
Revamp 1.1.0:
Added a replace of Stone for Limestone to the cobalt-oxide-from-copper and cobalt-oxide recipes when Extra chemistry is enabled.
Added carbon + oxygen -> Carbon dioxide recipe to Extra chemistry mode
Added Carbon dioxide mediated oil processing to Extra chemistry mode
Warfare 1.1.0:
Nerfed Plasma turrets and plasma drone (60% damage and energy usage of previous)
Buffed Invar Cobalt-steel armor, it now has a resistance to all 10 damage types, and an immunity to impact (so, you shouldn't be able to get run over)
Buffed Titanium-Ceramic armor, it now has an immunity to impact and plasma (protection against being run over, and plasma turret friendly fire) | [
{
"author": "bobingabout",
"content": "Updates. \n \n changelog Assembly 1.1.1: \nAdded Steel processing prerequisite to distillery 2 technology. \nChanged checks for alloy-processing-1 to alloy-processing \nReads and uses Expensive electrolysis option from MCI. \n \nElectronics 1.1.1: \nChanged checks for alloy-processing-1 to alloy-processing \n \nEnemies 1.1.1: \nRemoved the old unused fire patch \n \nLogistics 1.1.1: \nAdded logistic-science-pack prerequisite to inserter-stack-size-bonus-1 technology. \nRemoved science pack prerequisites from toolbelt 2 to 4 technologies. \nRemoved Advanced electronics prerequisite from Stack inserter technology when inserter overhaul is turned on. \nChanged checks for alloy-processing-1 to alloy-processing \nAdded Steam powered inserter. Like the other steam powered entities, it runs faster with higher temperature steam. \n \nMining 1.1.1: \nChanged checks for alloy-processing-1 to alloy-processing \n \nMCI 1.1.1: \nRenamed alloy-processing-1 technoloy to alloy-processing internally. \nAdded Expensive electrolysis option, this pushes the electricity cost to make hydrogen from electrolysis above what you gain from burning it for power. \n \nPower 1.1.1: \nChanged checks for alloy-processing-1 to alloy-processing \n \nRevamp 1.1.1: \nAdded Fluid handling prerequisite to Cliff explosives technology. \n \nTech 1.1.1: \nChanged checks for alloy-processing-1 to alloy-processing \nAdded an check for steam inserter, and locks it behind steam power technology. \n \nVehicle equipment 1.1.1: \nAdded Advanced electronics prerequisite to vehicle belt immunity equipment and vehile solar panel equipment 2 research. \n \nWarfare 1.1.1: \nRemoved the old unused fire patch",
"date": "2020-11-26T17:26:34+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "I'd like to make a suggestion: \n \nIf burner power phase is active, move Radar 1 to its own technology and rename the radar technologies by one offset. \nThus you could have the technology \"radars-2\" unlock the item \"radar-2\" and not \"radar-3\" as it does now. \n \nIf in any way possible, the offset should be implemented also with burner power phase deactivated.",
"date": "2020-11-27T22:27:25+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "The 1.1.2 update run. \n \nYeah, everything changed to 1.1.2, even though some were previously 1.1.0, I've decided its easier that when I do large runs like this, I'm going to give them all the same number, the lowest next number in the list, at least as high as the current highest mod. \nEG, if library was 1.1.0, and warfare had the highest current version number of 1.1.3, then if I only update the library, it would become 1.1.3 to match warfare, but if I also update warfare they would both become 1.1.4. \n \n changelog Assembly 1.1.2: \nRemoved ignore_tech_cost_multiplier from Automation technology, and moved it to Basic Automation when burner assembling machine is enabled. \n \nElectronics 1.1.2: \nFixed old technology name references. \n \nEquipment 1.1.2: \nIcon overhaul. \n \nLibrary 1.1.2: \nAdded function bobmods.lib.recipe.set_energy_required(recipe, time) and set_difficulty_energy_required(recipe, difficulty, time) \nAdded function bobmods.lib.tech.has_recipe_unlock(technology, recipe) which returns true if any difficulty on the technology unlocks that recipe. \nAdded function bobmods.lib.tech.has_difficulty_recipe_unlock(technology, difficulty, recipe) which returns true if that difficult unlocks that recipe (doesn't split the technology by difficulty if it isn't already, just returns the standard result instead) \n \nLogistics 1.1.2: \nadded allow_burner_leech = true to burner-inserter \n \nModules 1.1.2: \nRenamed Effectivity to Efficiency in Locale \n \nMCI 1.1.2: \nAdded speed multipliers to nuclear fuels. (Useful for any possible nuclear powered vehicles) \nPlutonium existed regardless of thorium being present, but the Bobingabout process was only available if thorium was present. Now the Bobingabout process is always present too. \nAdded Plutonium nucleosynthesis if nuclear overhaul is turned on. It's an annoying recipe that should help you get some plutonium without the need to use nuclear fuel. \n \nRevamp 1.1.2: \nExtra Chemistry will replace Water with Hydrogen Peroxide in Sulfuric acid and Nitric acid recipes. \n \nTech 1.1.2: \nFixed old technology name references. \n \nVehicle equipment 1.1.2: \nTechnology icon overhaul. \n \nWarfare 1.1.2: \nFixed old technology name references. \nRenamed combat robotics 4 to Laser robot. \nFixed Atomic artillery icon \nSpidertron recipe overhaul \nAdded Mech walker, a small spidertron with dual turrets \nAdded tankotron, a small deadly spidertron that shoots tank cannon shells. \nAdded Logitron, a Logistic spidertron. \nAdded Heavy spidertron, larger with more rocket launchers",
"date": "2020-12-06T22:09:57+00:00",
"quotes": []
},
{
"author": "Mecejide",
"content": "I’ve just had an idea regarding the remotes (discharge defense, artillery targeting, spidertron): make them use electronic components.",
"date": "2020-12-16T23:02:33+00:00",
"quotes": []
},
{
"author": "spiral_power",
"content": "Hi, I updated my game to 1.1.19 stable. \nI think this change is for the issue that I posted before. \nStart up settings of \"nuclear overhaul\" is default off and my game is also off. \nAnyway thank you.",
"date": "2021-01-29T00:51:44+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "fairly sure the default is on, it might be off for you though if you ever turned it off in the past, or you're migrating from a really old version where the default used to be off. \nmany of the settings that are default on now where default off when first introduced, due to being experimental.",
"date": "2021-01-31T04:00:32+00:00",
"quotes": [
{
"author": "spiral_power wrote: Fri Jan 29, 2021 12:51 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "spiral_power",
"content": "Thank you, I understand it. \nI started my game at Jun 2019, core version 0.17.45. \nExtra chemistry option is added after I started my game, and when I applied update to my game, mod's default is on, so my game's Extra chemistry option is on now. \nBut, nuclear overhaul is off, may be I updated to 0.17.13 <= MCL version < 0.18.0 then MCL version >=0.18.0. \n \nCan I do the nuclear overhaul option on in my running game? console command? \nI prefer default option on as possible.",
"date": "2021-02-01T01:50:14+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "It's what they call a startup setting. the game needs to restart to change it. \nSo... turn it on from the main menu, let the game restart, then load your savegame. \nit may complain that mod settings have changed, but just allow it, and when your game loads, the nuclear overhaul will be enabled.",
"date": "2021-02-01T13:42:14+00:00",
"quotes": [
{
"author": "spiral_power wrote: Mon Feb 01, 2021 1:50 am",
"content": ""
}
]
},
{
"author": "spiral_power",
"content": "Thank you. I did it!",
"date": "2021-02-02T02:49:47+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "moon69",
"content": "My existing base is is using water for Sulfuric Acid etc. but if I turn off \"Extra Chemistry\" it removes loads of other stuff (Limestone etc.). \n \nIs it possible to keep using water for acids, but still have Limestone, CO2 etc? \n \nThanks.",
"date": "2021-02-05T17:52:13+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "ptx0",
"content": "that's really just asking for too much imo, there's already too many variables in how things can be set up. just make changes on your map and stick with one or the other.",
"date": "2021-02-05T22:32:43+00:00",
"quotes": [
{
"author": "moon69 wrote: Fri Feb 05, 2021 5:52 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "moon69",
"content": "I agree perhaps that for new factories the option is not required. \nHowever, to me it seems unkind to introduce factory breaking changes without making them optional.",
"date": "2021-02-06T08:38:48+00:00",
"quotes": [
{
"author": "ptx0 wrote: Fri Feb 05, 2021 10:32 pm",
"content": ""
}
]
},
{
"author": "spiral_power",
"content": "To me, changes are good feature, I can update my factory \nYou should prepare in 1.0 then switch to 1.1.19, factory can keep running. \nOr you should not use 1.1.19. \n \nmy factory, start at 0.17.45, now 1.1.19, running good. \n viewtopic.php?f=204&t=87017",
"date": "2021-02-06T12:15:21+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Mirco1502",
"content": "Hello! \n \nIs there any way to alter the speed of belts (in the mod options) without activating the complete overhaul? \n \nProblem is that by activating the overhaul, the Tier 0 and then increased costs for Tier 1 belts, break most of my BP's. \n \nSo I would love to change the speed of the vanilla belts, but without the complete overhaul. Any chance for this? \n \nAnd of course: Thank you very much for all your mods. They have me so much more fun out of Factorio =) (I recently hit the 1000 hours mark on the game >_>) \n \nRegards",
"date": "2021-04-06T19:44:28+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "There's a belt overhaul option and a belt SPEED overhaul option. they're independent. One adds in the extra low tier belt, the other allows you to customise the speed.",
"date": "2021-04-06T21:24:20+00:00",
"quotes": [
{
"author": "Mirco1502 wrote: Tue Apr 06, 2021 7:44 pm",
"content": ""
}
]
},
{
"author": "Mirco1502",
"content": "Hey and thank you for your answer! \n \nYes, that's right, but for me, when I hover over the \"customize belt speed\" option it says if this AND the overhaul is checked, then... \n \nBecause I checked it and altered belt speed per tier by 30 (instead of 15) but it doesn't works. Yellow belt speed is still at 15/s. \n \nAny idea what's wrong then?",
"date": "2021-04-06T21:47:51+00:00",
"quotes": [
{
"author": "bobingabout wrote: Tue Apr 06, 2021 9:24 pm",
"content": ""
},
{
"author": "Mirco1502 wrote: Tue Apr 06, 2021 7:44 pm",
"content": ""
}
]
},
{
"author": "valneq",
"content": "Red belt speed is what exactly with this setting?",
"date": "2021-04-07T05:50:02+00:00",
"quotes": [
{
"author": "Mirco1502 wrote: Tue Apr 06, 2021 9:47 pm",
"content": ""
}
]
},
{
"author": "Mirco1502",
"content": "30/s like without mods. (I also hoped it would affect T2 then, but no, sadly not)",
"date": "2021-04-07T07:20:46+00:00",
"quotes": [
{
"author": "valneq wrote: Wed Apr 07, 2021 5:50 am",
"content": ""
},
{
"author": "Mirco1502 wrote: Tue Apr 06, 2021 9:47 pm",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "it seems you're right. I'll try and change that in the newer version that it can effect the belt speed even if the belt overhaul is turned off.",
"date": "2021-04-07T15:37:08+00:00",
"quotes": [
{
"author": "Mirco1502 wrote: Wed Apr 07, 2021 7:20 am",
"content": ""
},
{
"author": "valneq wrote: Wed Apr 07, 2021 5:50 am",
"content": ""
},
{
"author": "Mirco1502 wrote: Tue Apr 06, 2021 9:47 pm",
"content": ""
}
]
}
] | 19 | 2020-11-25T11:15:14-06:00 |
forum-topic-100794 | 100794 | Make fluid flow "even" with rotating update order | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=100794 | farcast | My current understanding is that fluid flow is uneven because one connection gets a bigger chunk of fluid than the others due to it always being first to update. My suggestion is to rotate which connection gets the bigger chunk on each tick, so if the normal update order for connections is N>E>S>W, the next tick it'll be W>N>E>S, then S>W>N>E and so on. The purpose being to evenly distribute the uneven distribution, making fluid flow (hopefully) close enough to even.
Would this be feasible? Would it even be effective? | [
{
"author": "",
"content": "Feasible: yes. Effective: no. Or maybe. \n \nThe logic for turning the algorithm would be quite complicated, so that it will slow down the calculations much. \n \nMaybe like this: implement the algorithm four times. One implementation per preferred direction. And then change every tick which one is taken. \n \nI see this meanwhile as a part of the gameplay. It’s quite ugly, but it could be seen like that. \n \nFor example how this could be simply played out: \n \nThis kind of “all or nothing” happens only, if the pipes are empty. It’s much easier to make just so much fluids of each type, that this flaw doesn’t matter. How? By letting only so much fluid through the refineries, that the tanks don’t run empty; they an distribute fluid at any time, but only for very short time, until the tank runs below the minimal level. Quite simple trick but quite effective. \n \nOr use other tricks to guarantee a kind of equal split.",
"date": "2021-11-30T05:17:54+00:00",
"quotes": [
{
"author": "farcast wrote: Tue Nov 30, 2021 3:46 am",
"content": ""
}
]
},
{
"author": "",
"content": "[Koub] Implemented in 2.0 yay \\o/ : \n https://factorio.com/blog/post/fff-416",
"date": "2024-06-21T12:17:11+00:00",
"quotes": []
}
] | 2 | 2021-11-29T21:46:17-06:00 |
forum-topic-127530 | 127530 | [2.0.41] Biters/spitters crossing several tiles of water | Pending | https://forums.factorio.com/viewtopic.php?t=127530 | iwenttoohiotodie | This has happened several times, ALWAYS in the exact same location. One specific water crossing that is isolated and has been a secure area since very early into my 1000+ hours. It looked like a great place to place an artillery since it was surrounded by water on 3 sides and no real way to get the back of it. Previous times before using artillery biters have simply crossed and started creating nests(expansion parties) occasionally, only twice, both in the same week. Now using artillery, I have had to fortify the position and I don't think i should have to with the water gap. To get to the position there are lots of buildings that the biters would come to first that are being ignored. Even to sneak up on it, there are other defenses that aren't being breached. See screenshots, saved games can be provided. It's just annoying now.
Unless, Biters and Spitters CAN cross water, I can't find in the wiki where it specifically states they can't. If they can, I just need to know that and plan accordingly for future expansion. For now I have fortified. I just want to know if biters can cross water(how wide of a gap), and if not, why are they?
I turned on some debug data (biter expansion) to help you see some reference
Images, max zoom to min. Red rounded rectangle is the affected area. For a little more reference, the spidertron can barely cross that gap, has to use the smallest part.
ZOOM1.png (613.2 KiB) Viewed 136 times
ZOOM2.png (428.43 KiB) Viewed 136 times
ZOOM3.png (17.43 KiB) Viewed 136 times
ZOOM4.png (1.85 MiB) Viewed 136 times
Thank you for your time, considerationa and response | [
{
"author": "",
"content": "Is there a save file i could take a look?",
"date": "2025-03-15T21:59:19+00:00",
"quotes": []
},
{
"author": "iwenttoohiotodie",
"content": "Save game is here. Apologies, should have attached in initial post. \n https://www.dropbox.com/scl/fi/t0azm4yx ... igi3z&dl=0",
"date": "2025-03-16T02:03:36+00:00",
"quotes": []
},
{
"author": "",
"content": "I did some experiments with this save file and was unable to observe any issues about biters crossing water. Pathfinder was finding correct path that does not go over water and biters selected path through a bottom part with wall and gun turrets, but this wall was not enough and biters were able to reach the artillery turrets from the inside of the protected area. \n \n \n \n 03-16-2025, 20-23-28.png (367.34 KiB) Viewed 55 times \n \n \n \n \n \n 03-16-2025, 20-23-40.png (21.38 KiB) Viewed 55 times",
"date": "2025-03-16T19:23:49+00:00",
"quotes": []
},
{
"author": "iwenttoohiotodie",
"content": "I apologize. I thought I had ruled all of that out before I wasted your time.",
"date": "2025-03-16T20:10:47+00:00",
"quotes": []
}
] | 4 | 2025-03-15T14:35:49-05:00 |
forum-topic-127435 | 127435 | [boskid][2.0.40] Crash updating platform from blueprint (WaitCondition::getLocalisedConditionDescription) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=127435 | warbaque | I made small changes to my platform in earlier version (maybe 2.0.39) and saved those changes to a blueprint. Now, when I place that blueprint game crashes.
Edit: just exporting blueprint string crashes the game
How to replicate:
1. save game: https://katiska.cc/temp/factorio/crash/ ... player.zip
2. open game blueprints:
pic
03-12-2025, 19-27-45.png (635.83 KiB) Viewed 197 times
3. place blueprint over 'Supply' ship
Code: Select all 0.000 2025-03-12 19:25:38; Factorio 2.0.40 (build 81957, win64, steam, space-age)
0.000 Operating system: Windows 10 (build 19045)
0.000 Initializing Steam API.
0.001 Program arguments: "C:\Games\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.001 Config path: C:/Users/warbaque/AppData/Roaming/Factorio/config/config.ini
0.001 Read data path: C:/Games/Steam/SteamApps/common/Factorio/data
0.001 Write data path: C:/Users/warbaque/AppData/Roaming/Factorio [26487/475883MB]
0.001 Binaries path: C:/Games/Steam/SteamApps/common/Factorio/bin
0.008 System info: [CPU: AMD Ryzen 5 5600X 6-Core Processor, 12 cores, RAM: 9061/16310 MB, page: 25830/43525 MB, virtual: 4347/134217727 MB, extended virtual: 0 MB]
0.024 Memory info:
0.024 [0]: Kingston KHX3200C16D4/8GX 8192 MB 2400 MHz 1.2 v 64|64
0.024 [1]: Kingston KHX3200C16D4/8GX 8192 MB 2400 MHz 1.2 v 64|64
0.140 Info ModManager.cpp:278: Found duplicate mod AtomicArtilleryRedux, using highest version (1.0.0).
0.140 Info ModManager.cpp:278: Found duplicate mod EditorExtensions, using highest version (2.4.2).
0.140 Info ModManager.cpp:278: Found duplicate mod PickerDollies, using highest version (1.2.6).
0.140 Info ModManager.cpp:278: Found duplicate mod auto-fish, using highest version (1.0.3).
0.140 Info ModManager.cpp:278: Found duplicate mod flib, using highest version (0.16.2).
0.140 Info ModManager.cpp:278: Found duplicate mod no-nuke-scorch-redux, using highest version (0.9.0).
0.140 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]
0.346 Video driver: windows
0.346 Available displays: 4
0.346 [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 1060 6GB {0x05, [0,0], 1920x1200, 32bit, 59Hz}
0.346 [1]: \\.\DISPLAY2 - NVIDIA GeForce GTX 1060 6GB {0x01, [-1920,0], 1920x1200, 32bit, 59Hz}
0.346 [2]: \\.\DISPLAY3 - NVIDIA GeForce GTX 1060 6GB {0x01, [1920,-360], 1200x1920, 32bit, 59Hz}
0.346 [3]: \\.\DISPLAY4 - NVIDIA GeForce GTX 1060 6GB {0x01, [0,-1080], 1920x1080, 32bit, 60Hz}
0.438 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll
0.657 Initialised Direct3D[0]: NVIDIA GeForce GTX 1060 6GB; id: 10de-1c03; driver: nvldumdx.dll 32.0.15.6094
0.657 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none
0.657 [Local Video Memory] Budget: 5261MB, CurrentUsage: 15MB, Reservation: 0/2758MB
0.657 [Non-Local Vid.Mem.] Budget: 7491MB, CurrentUsage: 1MB, Reservation: 0/3873MB
0.657 Tiled resources: Tier 2
0.657 Unified Memory Architecture: No
0.657 BGR 565 Supported: Yes
0.657 MaximumFrameLatency: 3, GPUThreadPriority: 0
0.658 Graphics settings preset: very-high
0.658 Dedicated video memory size 6029 MB
0.700 Desktop composition is active.
0.700 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]
0.700 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:0,C:0,S:100]
0.733 [Audio] Driver:wasapi, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear
0.882 Logitech LED Controller initialized.
0.908 Info ModManager.cpp:444: FeatureFlag expansion-shaders = true
0.908 Info ModManager.cpp:444: FeatureFlag freezing = true
0.908 Info ModManager.cpp:444: FeatureFlag quality = true
0.908 Info ModManager.cpp:444: FeatureFlag rail-bridges = true
0.908 Info ModManager.cpp:444: FeatureFlag segmented-units = true
0.908 Info ModManager.cpp:444: FeatureFlag space-travel = true
0.908 Info ModManager.cpp:444: FeatureFlag spoiling = true
0.911 Loading mod core 0.0.0 (data.lua)
0.928 Loading mod base 2.0.40 (data.lua)
1.099 Loading mod elevated-rails 2.0.40 (data.lua)
1.127 Loading mod quality 2.0.40 (data.lua)
1.147 Loading mod space-age 2.0.40 (data.lua)
1.481 Loading mod base 2.0.40 (data-updates.lua)
1.495 Loading mod quality 2.0.40 (data-updates.lua)
1.525 Loading mod space-age 2.0.40 (data-updates.lua)
1.623 Checksum for core: 931939137
1.623 Checksum of base: 3006295925
1.623 Checksum of elevated-rails: 1046198653
1.623 Checksum of quality: 3509504682
1.623 Checksum of space-age: 476339876
1.925 Prototype list checksum: 752621429
1.995 Loading sounds...
2.394 Info PlayerData.cpp:66: Local player-data.json unavailable
2.394 Info PlayerData.cpp:69: Cloud player-data.json available, timestamp 1741800274
2.397 Post-data load graphics options: [Light occlusion: YES]
2.690 Initial atlas bitmap size is 16384
2.702 Created an atlas bitmap (size 16384x16360) [none]
2.715 Created an atlas bitmap (size 16384x16352) [none]
2.733 Created an atlas bitmap (size 16384x16372) [none]
2.734 Created an atlas bitmap (size 16384x14868) [none]
2.738 Created an atlas bitmap (size 16384x16352) [low-object]
2.738 Created an atlas bitmap (size 4096x1664) [low-object]
2.739 Created an atlas bitmap (size 16384x14176) [corpse-decay]
2.740 Created an atlas bitmap (size 16384x8392) [decal]
2.740 Created an atlas bitmap (size 16384x5596) [none]
2.740 Created an atlas bitmap (size 1676x79) [not-compressed]
2.741 Created an atlas bitmap (size 16384x4224) [mipmap, linear-minification, linear-magnification, linear-mip-level]
2.742 Created an atlas bitmap (size 4096x3040) [smoke, mipmap, linear-minification, linear-magnification]
2.747 Created an atlas bitmap (size 16384x16352) [terrain, mipmap, linear-minification, linear-mip-level]
2.747 Created an atlas bitmap (size 16384x4944) [terrain, mipmap, linear-minification, linear-mip-level]
2.748 Created an atlas bitmap (size 8192x4128) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
2.748 Created an atlas bitmap (size 8192x2576) [mipmap]
2.748 Created an atlas bitmap (size 3504x768) [mipmap]
2.748 Created an atlas bitmap (size 4096x3152) [mipmap]
2.749 Created an atlas bitmap (size 4096x3152) [mipmap]
2.749 Created an atlas bitmap (size 4096x3152) [mipmap]
2.749 Created an atlas bitmap (size 8192x3872) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
2.750 Created an atlas bitmap (size 16384x6120) [alpha-mask]
2.768 Created an atlas bitmap (size 16384x16372) [shadow, linear-magnification, alpha-mask]
2.772 Created an atlas bitmap (size 16384x16376) [shadow, linear-magnification, alpha-mask]
2.772 Created an atlas bitmap (size 16384x3756) [shadow, linear-magnification, alpha-mask]
2.772 Created an atlas bitmap (size 8192x3936) [shadow, mipmap, linear-magnification, alpha-mask]
2.772 Created an atlas bitmap (size 4096x336) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
2.772 Loading 3D bitmaps.
2.786 Texture processor created (4096). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
2.831 Parallel sprite loader initialized (threads: 11, bitmaps: 8298)
20.759 Sprites loaded
20.782 Generated mipmaps (4) for atlas [4] of size 16384x16352
20.794 Generated mipmaps (4) for atlas [5] of size 4096x1664
20.805 Generated mipmaps (3) for atlas [10] of size 16384x4224
20.816 Generated mipmaps (3) for atlas [11] of size 4096x3040
20.838 Generated mipmaps (3) for atlas [12] of size 16384x16352
20.849 Generated mipmaps (3) for atlas [13] of size 16384x4944
20.860 Generated mipmaps (3) for atlas [14] of size 8192x4128
20.909 Generated mipmaps (3) for atlas [15] of size 8192x2576
20.920 Generated mipmaps (3) for atlas [16] of size 3504x768
20.931 Generated mipmaps (3) for atlas [17] of size 4096x3152
20.962 Generated mipmaps (3) for atlas [18] of size 4096x3152
20.973 Generated mipmaps (3) for atlas [19] of size 4096x3152
20.984 Generated mipmaps (5) for atlas [20] of size 8192x3872
20.996 Generated mipmaps (3) for atlas [25] of size 8192x3936
21.016 Custom mipmaps uploaded (3435)
21.046 Video memory usage: 3570.69 MB (Atlases: 3440.38 MB, Textures: 130.30 MB)
21.154 Factorio initialised
21.171 Steam Storage Quota: 20636/23841
57.706 Info ServerSynchronizer.cpp:22: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
57.706 Info ServerMultiplayerManager.cpp:808: updateTick(18446744073709551615) changing state from(Ready) to(PreparedToHostGame)
57.706 Info ServerMultiplayerManager.cpp:808: updateTick(18446744073709551615) changing state from(PreparedToHostGame) to(CreatingGame)
57.706 Loading map C:\Users\warbaque\AppData\Roaming\Factorio\saves\Space Age Multiplayer.zip: 32714912 bytes.
57.749 Loading level.dat: 87539111 bytes.
57.752 Info Scenario.cpp:153: Map version 2.0.40-0
59.311 Loading script.dat: 1222 bytes.
59.314 Checksum for script __level__/control.lua: 3998407281
59.340 Info UDPSocket.cpp:32: Opening socket at (IP ADDR:({0.0.0.0:34197}))
59.341 Hosting game at IP ADDR:({0.0.0.0:34197})
59.341 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/generate-server-padlock-2?api_version=6
59.791 Info AuthServerConnector.cpp:110: Obtained serverPadlock for serverHash (kzFqZhHbvghgYvwmw0Tj6cdGTCFca1Lh) from the auth server.
59.791 Info ServerMultiplayerManager.cpp:808: updateTick(14487660) changing state from(CreatingGame) to(InGame)
59.856 Info ServerRouter.cpp:668: Asking pingpong servers (pingpong1.factorio.com:34197, pingpong2.factorio.com:34197, pingpong3.factorio.com:34197, pingpong4.factorio.com:34197) for own address
59.871 Info GameActionHandler.cpp:4440: UpdateTick (14487660) processed PlayerJoinGame peerID(0) playerIndex(0) mode(connect)
60.062 Info ServerRouter.cpp:547: Own address is IP ADDR:({87.92.221.147:34197}) (confirmed by pingpong1)
60.062 Info ServerRouter.cpp:547: Own address is IP ADDR:({87.92.221.147:34197}) (confirmed by pingpong3)
60.104 Info AuthServerConnector.cpp:618: Performing TLS check.
60.104 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/tls-check/success
60.134 Info ServerRouter.cpp:547: Own address is IP ADDR:({87.92.221.147:34197}) (confirmed by pingpong4)
60.221 Info AuthServerConnector.cpp:651: TLS check success.
60.229 Info SteamContext.cpp:467: Lobby created callback started.
60.229 Info SteamContext.cpp:474: Lobby created succeeded.
60.229 Info SteamContext.cpp:496: Lobby creation finished.
60.229 Info SteamContext.cpp:504: Entered own lobby.
60.710 Info MatchingServer.cpp:129: Matching server game `20831977` has been created.
60.724 Info SteamContext.cpp:456: Leaving lobby...
60.725 Info ServerMultiplayerManager.cpp:738: Matching server connection resumed
60.980 Info SteamContext.cpp:467: Lobby created callback started.
60.980 Info SteamContext.cpp:474: Lobby created succeeded.
60.980 Info SteamContext.cpp:496: Lobby creation finished.
60.980 Info SteamContext.cpp:504: Entered own lobby.
178.359 Error CrashHandler.cpp:503: Exception Code: c0000005, Address: 0x00007ff6b5a2fc66
ModuleBase: 0x00007ff6b4b30000, ImageSize: 028fd000, RelativeAddress: 00effc66
178.359 Error CrashHandler.cpp:509: Access Violation: Read at address 0000000000000048
178.359 Error CrashHandler.cpp:523: Exception Context:
rax=000001f30b91ca00, rbx=000000d40dd7e570, rcx=0000000000000028,
rdx=0000000000000000, rsi=000000d40dd7e370, rdi=000001f376429760,
rip=00007ff6b5a2fc66, rsp=000000d40dd7e1e0, rbp=000000d40dd7e299,
r8=00007ff6b5777795, r9=000000d40dd7e3f0, r10=000001f376429760,
r11=000000d40dd7e2f0, r12=000001f45b41d748, r13=0000000000000000,
r14=000001f45b41e000, r15=0000000000000000
178.359 Crashed in C:\Games\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe (0x00007ff6b4b30000 - 0x00007ff6b742d000)
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\libraries\StackWalker\StackWalker.cpp(924): StackWalker::ShowCallstack
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Util\Logger.cpp(337): Logger::writeStacktrace
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Util\Logger.cpp(379): Logger::logStacktrace
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Util\CrashHandler.cpp(183): CrashHandler::writeStackTrace
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Util\CrashHandler.cpp(552): CrashHandler::SehHandler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF47B346B7)
00007FFF47B346B7 (KERNELBASE): (filename not available): UnhandledExceptionFilter
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF4A015818)
00007FFF4A015818 (ntdll): (filename not available): memset
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF49FFCE46)
00007FFF49FFCE46 (ntdll): (filename not available): _C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF4A0128BF)
00007FFF4A0128BF (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF49FC2554)
00007FFF49FC2554 (ntdll): (filename not available): RtlRaiseException
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF4A0113CE)
00007FFF4A0113CE (ntdll): (filename not available): KiUserExceptionDispatcher
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Util\LocalisedString.cpp(500): LocalisedString::str
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Schedule\WaitCondition.cpp(339): WaitCondition::getLocalisedConditionDescription
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Schedule\WaitCondition.cpp(960): WaitCondition::collectBlueprintParameters
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Schedule\Schedule.cpp(145): Schedule::collectBlueprintParameters
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Blueprint\BlueprintEntities.cpp(1134): BlueprintEntities::collectBlueprintParameters
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\ManualBuilder.cpp(1100): ManualBuilder::buildBlueprint
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\ManualBuilder.cpp(291): ManualBuilder::build
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\ManualBuilder.cpp(103): ManualBuilder::buildFromInputAction
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\CommonInputHandler.cpp(354): CommonInputHandler::build
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\GameActionHandler.cpp(379): GameActionHandler::actionPerformed
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Input\InputSource.cpp(67): InputSource::flushActions
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Net\NetworkInputHandler.cpp(177): NetworkInputHandler::flushActions
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Net\NetworkInputHandler.cpp(117): NetworkInputHandler::tryToApplyNextTickClosure
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Net\ServerMultiplayerManager.cpp(760): ServerMultiplayerManager::updateMultiplayerInputInternal
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Net\MultiplayerManagerBase.cpp(166): MultiplayerManagerBase::updateMultiplayerInput
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\MainLoop.cpp(1402): MainLoop::gameUpdateStep
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\MainLoop.cpp(1212): MainLoop::gameUpdateLoop
C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\functional(823): std::_Func_impl_no_alloc<`MainLoop::mainLoopStep'::`2'::<lambda_1>,void>::_Do_call
C:\Users\build\AppData\Local\Temp\factorio-build-qt0vPa\src\Util\WorkerThread.cpp(71): WorkerThread::loop
C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\thread(56): std::thread::_Invoke<std::tuple<void (__cdecl*)(ParallelDesyncReportCreator *),ParallelDesyncReportCreator *>,0,1>
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl*)(void *),1>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF49057374)
00007FFF49057374 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF49FBCC91)
00007FFF49FBCC91 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
179.606 Error CrashHandler.cpp:190: Map tick at moment of crash: 14494746
179.657 Info CrashHandler.cpp:318: Executable CRC: 1691294200
179.657 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
181.482 Uploading log file
181.499 Error CrashHandler.cpp:270: Heap validation: success.
181.500 Creating crash dump.
181.725 CrashDump success | [
{
"author": "",
"content": "Ref.: 127436",
"date": "2025-03-12T17:51:35+00:00",
"quotes": []
},
{
"author": "",
"content": "I already noticed this crash on the automatically uploaded logs and so this is now fixed for 2.0.41.",
"date": "2025-03-12T17:54:08+00:00",
"quotes": []
}
] | 2 | 2025-03-12T12:29:58-05:00 |
forum-topic-127566 | 127566 | on_script_trigger_effect with quality infomation | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127566 | meifray | the source might from a legendary ammo,capsule or even just item spoilage trigger,
When action delivered,quality item do get a boost on damage,so my custom effect too want to scale with its quality. | [] | 0 | 2025-03-17T03:15:02-05:00 |
forum-topic-124272 | 124272 | [2.0.23] Tooltip for automated insertion limit of burnable fuel is often wrong | Minor issues | https://forums.factorio.com/viewtopic.php?t=124272 | IsaacOscar | Consider the following setup:
Screenshot 2024-12-12 160901.png (110.09 KiB) Viewed 738 times
The insert has a stack size override of 1, and the chest provides an infinite amount of spoilage.
The above fills the boiler with 24 spoilage:
Screenshot 2024-12-12 160857.png (148.54 KiB) Viewed 738 times
However as you can see, the "automated insertion limit" according to the tooltip is 5.
Now I've tested spoilage with every entity I could find in the lua prototypes that takes burnable fuel.
When there fuel slot is empty, regardless of what fuel is in it, they all seem to display 5 as the automated insertion limit.
However, after testing, for spoilage it is usually not 5:
For burner Inserters (1 slot), Cars (1 slot), Tanks (2 slots), Heating Tower (2 slots), Locomotives (3 slots): 200 for each slot (i.e. the stack size of spoilage)
Boiler: 24
Burner Generator: 12
Burner Mining Drill, Stone Furnace, & Steel Furnace: 5
I've also tested with some other fuels, but spoilage shows the greatest disparity.
(For nuclear fuel though, the limit is always 1, which is the only time it's less than 5). | [
{
"author": "",
"content": "Not a bug. viewtopic.php?p=650778#p650778 . Tooltip is generic for the item but its the machine that says it needs so much energy that it will ignore the limit to not get starved.",
"date": "2024-12-12T06:44:25+00:00",
"quotes": []
},
{
"author": "IsaacOscar",
"content": "Hmm, Rseding91 says that it is \"fixed\" for the next release, what has changed?",
"date": "2024-12-12T06:49:33+00:00",
"quotes": [
{
"author": "boskid wrote: Thu Dec 12, 2024 6:44 am",
"content": ""
}
]
},
{
"author": "",
"content": "In linked topic what is fixed is burner inserter having too big energy buffer causing this override logic to consider burner inserters as consuming up to 24MW (0.4MJ energy each tick) that was making it request way more than it needs for at least 3 seconds of operation.",
"date": "2024-12-12T06:55:08+00:00",
"quotes": []
},
{
"author": "IsaacOscar",
"content": "But that's not how the tooltip works for assembling machines; \nE.g., for iron gear wheels on an assembly machine 1, the insertion limit of iron plates is listed as 6, but for an assembly machine 3 it's listed as 8, both of which are correct. \n \nAlso I don't see how such an incorrect and useless tooltip is \"not a bug\", if it's too difficult to work out the correct number, you can at least hide the tooltip.",
"date": "2024-12-12T06:55:19+00:00",
"quotes": [
{
"author": "boskid wrote: Thu Dec 12, 2024 6:44 am",
"content": ""
}
]
},
{
"author": "",
"content": "Tooltips, entity statuses, lua docs, wiki, prototype explorer, all the bureocracy of making changes at some point will cause that even the simplest change will be pain in the ass to apply and noone will be doing any changes because it will be incorrect somewhere in those. If i could i would just delete this line from the tooltip. I will take a look if this can be slightly adjusted to make it context dependent and to account for specific burner energy source consumption.",
"date": "2024-12-12T07:05:37+00:00",
"quotes": []
},
{
"author": "",
"content": "It works for assembling machines because their limit is dependent on the specific item for that slot for the active recipe. Fuel has no such specific item and so the tooltip uses the generic \"any item\" value rather than the active item that's in the slot. \n \nI consider these values to be harmful because they generate bug reports like this and waste developer time better spent on crashes, corruption, performance issues and so on. The \"insertion limit\" is when the inserter stops putting items in, and it isn't something a player can control so why show it at all? \"It is what it is\" and a player can do zero about it.",
"date": "2024-12-12T15:44:10+00:00",
"quotes": []
},
{
"author": "IsaacOscar",
"content": "You have a point, it's easily determinable by experiment, and it's not even fully accurate due to the inserter hand size bonus. \nThe information can be useful though for circuit network contraptions (so you can check if a machine is low on ingredients), and maybe to plan stuff so that machines don't get input starved.",
"date": "2024-12-12T21:14:16+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Thu Dec 12, 2024 3:44 pm",
"content": ""
}
]
},
{
"author": "Muche",
"content": "Ref 126909 Violation of Automated Insertion Limit .",
"date": "2025-02-17T16:03:27+00:00",
"quotes": []
}
] | 8 | 2024-12-12T00:41:06-06:00 |
forum-topic-101171 | 101171 | let us rearrange logistic requests | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=101171 | nuhll | Hi,
what you guys think about left click and drag logistic requests around?
Would make it alot easier to group usefull requests together so you can find it faster | [
{
"author": "",
"content": "You mean it should work like when I drag some app-icons on my phone around? \n \nBlasphemy!!",
"date": "2022-01-08T02:05:51+00:00",
"quotes": []
},
{
"author": "nuhll",
"content": "yes, like that, maybe also shift left click, but its very frustrating because you build your logistic requests and some 100 hours later everything is a mess..",
"date": "2022-01-08T10:44:35+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "I've been playing with Logistics Requests Sorted ( https://mods.factorio.com/mod/logistics_requests_sorted ), which ensures the requests are always sorted (the same way your inventory is by default). It is so much nicer, and I don't think I would want to do it manually now that there are infinite slots.",
"date": "2022-01-08T13:18:50+00:00",
"quotes": []
},
{
"author": "nuhll",
"content": "doenst solve the problem that you might want to group your requests e.g. machines, belts etc",
"date": "2022-01-08T21:25:24+00:00",
"quotes": []
},
{
"author": "",
"content": "I found an point against this: it will work only, if the gaps in the list (slots without item) are guaranteed to survive. Either it is not allowed to drag slots on empty slots, or we can add empty slots.",
"date": "2022-01-09T07:55:54+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Moved to Implemented : logistic request drag & drop has been implemented in 2.0, at least within group.",
"date": "2024-12-16T20:52:32+00:00",
"quotes": []
}
] | 6 | 2022-01-07T19:50:54-06:00 |
forum-topic-112854 | 112854 | playing multiplayer on same account | Technical Help | https://forums.factorio.com/viewtopic.php?t=112854 | traneSFC | my son wants to play factorio with me on lan game. is there a way to play game with same steam account 2 computers | [
{
"author": "",
"content": "Every player should have their own Factorio licence, and by extension, account. \nSo either your son has his own steam account and should buy Factorio On Steam too, or he could buy it directly on the website, and play it without Steam being involved (Or buy it on the website, and link it to his Steam account afterwards).",
"date": "2024-04-03T19:58:03+00:00",
"quotes": []
},
{
"author": "traneSFC",
"content": "yeah I am aware of all that thank you for your reply, my son is 10 so I just dont want to buy game twice just for his impulsive request.",
"date": "2024-04-09T06:04:25+00:00",
"quotes": []
},
{
"author": "SinuoS",
"content": "If you create a second steam account you can do a \"family share\" or something like that on steam. Aka he can use games from your steam account without buying them. But i am not sure if you can play both online with this tactics, but you can easily try for free.",
"date": "2024-04-11T07:55:46+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "You can't through Steam: https://help.steampowered.com/en/faqs/v ... multaneous",
"date": "2024-04-11T13:17:47+00:00",
"quotes": [
{
"author": "SinuoS wrote: Thu Apr 11, 2024 7:55 am",
"content": ""
}
]
},
{
"author": "SinuoS",
"content": "Ah good to know, i swear a couple years back it was different. Maybe i miss-remember.",
"date": "2024-04-11T16:21:57+00:00",
"quotes": [
{
"author": "FuryoftheStars wrote: Thu Apr 11, 2024 1:17 pm",
"content": ""
},
{
"author": "SinuoS wrote: Thu Apr 11, 2024 7:55 am",
"content": ""
}
]
},
{
"author": "Hornwitser",
"content": "Yes, this is possible, but it's much easier if you use a non-steam copy of the game for the second player. Fortunately the devs have been kind enough to include a non-steam copy of the game with a steam purchase. This is what you need to do.\n \n Register a Factorio.com account in-game with your steam copy of the game (if you haven't already done this). \n Login on Factorio.com with the account you created \n Head over the download page to download and install the non-steam version of the full game on the second computer you want to play on. \n On the second computer's copy of Factorio go to Settings->Other Settings and input a different LAN player name than what you use on your first computer. (If you logged in to enable automatic updates you need to log out before you can change the name here). \n Host a multiplayer game on the computer with the steam copy and uncheck \"Public\" under Visibility, and \"Verify user identity\" on Access. Make sure \"LAN\" under Visibility is checked. \n The second computer should now be able to see the game in \"Browse LAN games\" list and join it. \n \n\nI think it's possible to accomplish the same using steam as well, but you would at minimum have to use your own steam account on both computers and go to offline mode in steam on at least one of them. You should also disable the steam cloud sync if you try this, otherwise that will cause you problems.",
"date": "2024-04-14T15:57:35+00:00",
"quotes": []
},
{
"author": "Qon",
"content": "If OP wants to pirate the game that is up to him, no one really cares, neither me nor Wube I think. But it is against the terms so it's a bit weird to publically instruct on how to pirate the game on the official forums. \n \nThe DRM-less game client and the extra keys (for the singular license) and the demo are all some of the many ways Wube shows that they trust us and their quality product and respect they show us. They believe that we will show similar respect in turn. You could discuss these details in private at least. Wube deserves us publically (and in private as well, but use your own judgement) promoting paying for the game for each user.",
"date": "2024-04-14T18:28:36+00:00",
"quotes": [
{
"author": "Hornwitser wrote: Sun Apr 14, 2024 3:57 pm",
"content": ""
}
]
},
{
"author": "",
"content": "We don't really consider playing with a friend or relative in your own home as piracy, \nWe're sure if the game is fun and engaging enough for them, they will eventually buy their own copy",
"date": "2024-04-15T09:50:33+00:00",
"quotes": [
{
"author": "Qon wrote: Sun Apr 14, 2024 6:28 pm",
"content": ""
},
{
"author": "Hornwitser wrote: Sun Apr 14, 2024 3:57 pm",
"content": ""
}
]
},
{
"author": "ColonelSandersLite",
"content": "I just want to float a clarification on this stance, because I want to make sure I stay on the approved side of this - \n \nI have an uncle in the hospital for the next month or so. I was thinking about trying to get some coop multiplayer going with him, just to give us a way to hang out for a while and distract him. Is this cool with your stance? \n \nI'm not sure he would be into the idea, or if his old laptop could handle the game, or if the hospital wifi would allow it, or any of the million other questions. Just kind of the preliminary phase here.",
"date": "2025-03-13T14:04:48+00:00",
"quotes": [
{
"author": "Klonan wrote: Mon Apr 15, 2024 9:50 am",
"content": ""
},
{
"author": "Qon wrote: Sun Apr 14, 2024 6:28 pm",
"content": ""
},
{
"author": "Hornwitser wrote: Sun Apr 14, 2024 3:57 pm",
"content": ""
}
]
},
{
"author": "eugenekay",
"content": "I am not a Lawyer; just a regular Factorio User . \n \nThere is a Free Demo available for Players who want to try before they buy. However, some content and features have been cut from this Build and it lags behind the Stable version. So I do understand the desire to “try before you buy” the full Version. It is fine to Download the Game directly from Factorio.com, and use the Exe Installer or ZIP Package on your local network “offline”, such as:\n On a Relative’s computer to let them “try the Full Game, not just the Demo” \n Run a second copy of the game on another PC without Steam preventing multiple sessions \n One-time LAN party in your garage for a birthday party. \n \n\nIt is NOT OKAY to share these Installer across the internet with other people - that crosses the line into “Distribution”, aka piracy. \n \nUsing the game Offline means that you won’t be able to connect to the server to Login, so no mods or “Online Multiplayer”; just local LAN games. This provides a small incentive to acquire another License for each Player \n \nI don’t think that Wube has any interest in pursuing individuals who are performing “word of mouth advertising” for the game - so long as it drives sales. The issue would be with Fake Resellers or outright BitTorrent distribution - so don’t do that. \n \nGood Luck!",
"date": "2025-03-13T17:30:24+00:00",
"quotes": [
{
"author": "ColonelSandersLite wrote: Thu Mar 13, 2025 2:04 pm",
"content": ""
},
{
"author": "Klonan wrote: Mon Apr 15, 2024 9:50 am",
"content": ""
}
]
},
{
"author": "",
"content": "Its cool with us, you're there in person together, especially if the game can bring some comfort in a difficult time",
"date": "2025-03-13T19:11:24+00:00",
"quotes": [
{
"author": "ColonelSandersLite wrote: Thu Mar 13, 2025 2:04 pm",
"content": ""
}
]
},
{
"author": "ColonelSandersLite",
"content": "Cool bud. I thought it would be in line with your general views, but I wanted to be sure.",
"date": "2025-03-14T02:38:47+00:00",
"quotes": [
{
"author": "Klonan wrote: Thu Mar 13, 2025 7:11 pm",
"content": ""
},
{
"author": "ColonelSandersLite wrote: Thu Mar 13, 2025 2:04 pm",
"content": ""
}
]
}
] | 12 | 2024-04-03T12:47:43-05:00 |
forum-topic-124646 | 124646 | Fusion Generator dimensions in the wiki | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=124646 | michelguenette | I was reading the wiki, trying to learn more about fusion power for Space Age. I looked at the dimensions for the fusion generator. It is listed as 4x6, but the image of the fusion generator is on the checkerboard surface and it is clearly 3x5. I opened my cheated map to place a fusion generator down and marked out the edges with steel chests. This visually confirms the dimensions as 3x5.
Can the wiki be updated at a time of your convenience to reflect the proper values?
Thank you. | [
{
"author": "",
"content": "[Koub] Moved to Wiki talk.",
"date": "2024-12-18T20:24:05+00:00",
"quotes": []
},
{
"author": "jaylawl",
"content": "Done!",
"date": "2024-12-30T23:09:04+00:00",
"quotes": []
}
] | 2 | 2024-12-17T22:38:12-06:00 |
forum-topic-126790 | 126790 | More intelligent Rocket auto-launch | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=126790 | dgnuff | TL;DR:
Improve on the current algorithm that currently only automatically launches a full load of a single entity type.
Why:
Building rockets is a painful process. More often than not, a rocket design doesn't require exactly a multiple of (e.g.) 100 belts. This means that components need to be loaded and launched manually.
What:
It was noted in this thread on Steam https://steamcommunity.com/app/427520/d ... 020781600/ that the "optimal" solution to this problem requires solving the Knapsack problem https://en.wikipedia.org/wiki/Knapsack_problem . So we don't try that. Rather than get a perfect load every time, this aims to get as close to optimal as is reasonably possible, while being able to do so in reasonable time. i.e. not the exponential time required by the Knapsack problem, or any other NP-complete problem for that matter.
Proposed load algorithm.
1. There are two special snowflakes: Foundations and Cargo bays. Always send Foundations first, and then send Cargo bays second. This does mean that there is a risk when sending the last Foundations that there will be empty space after as many Cargo bays as possible have been loaded, assuming they didn't all fit. However this space will never be greater than 90 kilos, just under 10% of Rocket capacity. Remember how I said this is only reasonably optimal, not perfect.
2. Once the last Cargo bays have been loaded, there may be empty space on the rocket. Fill it using the general algorithm that follows, which is also used to fill subsequent completely empty rockets.
3. The logistic network that is providing parts to the Silo is aware of the total count of each entity type in the provider chests. This is provable because when a rocket is auto-filling with normal cargo, hovering over a request in the ship shows the quantity available on the planet.
4. Create a sorted multimap, C++ provides the std::multimap STL container precisely for this purpose. For each entity type being requested, use the count of each item that will fit in the rocket (e.g. 100 for Belts, 10 for Asteroid Grabbers, 1000 for Science Packs, etc.) as the key in the multimap, and the entity itself as the value.
4a. An alternative data structure that might be a little faster is a sorted map, where key values are individual weight classes from above, and the value is a "fast container", e.g. std::unordered_set where each member of this second collection is the items of a given weight, e.g. 100 would hold all four colors of belts in use etc., 50 would hold all inserters etc., 10 would hold ship components: asteroid grabbers, crushers, etc. and so on.
5. Find the heaviest item (value with lowest key) that will still fit in the rocket. Load these until either there's no space left in the Rocket for more, or the request from the ship is satisfied. Repeat this step till you can't find anything left that will fit.
6. Launch the rocket. Repeat from step 5 until there's nothing being requested by the ship.
This isn't going to be perfect, it will sometime launch a rocket that's not completely full. That's understood. But at least it will be a vast improvement over the current system.
For the curious, this is close to the First-Fit Decreasing algorithm: https://en.wikipedia.org/wiki/First-fit ... in_packing . Note that the Performance section of that refers to the number of rockets (bins) used, rather than the time taken to fill them. In Factorio, I very strongly suspect the computation time is a far greater concern. This would, of course need to be tested to see (A) does it actually work, and (B) if so, what performance impact if any is there?
My reason for adding 4a is that the search time for both a std::map and std::multimap is O(n log2(n)). By reducing the count of entries in the map, search time on the map goes down. Search time on a std::unordered_set is constant, so overall there is a chance that 4a may work out faster than 4 if there are a large number of entity types involved. | [] | 0 | 2025-02-12T06:45:23-06:00 |
forum-topic-30257 | 30257 | Quantum Chests(chest that shares its content through worlds) | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=30257 | Overene | It would be really cool if there were a mod that added chests that can share there inventories between worlds and/or servers. Not much else to say about it really. | [
{
"author": "Versepelles",
"content": "Like, between save games or within a single save game (like the minecraft enderchest)?",
"date": "2016-07-31T20:38:02+00:00",
"quotes": [
{
"author": "Overene wrote:",
"content": ""
}
]
},
{
"author": "Overene",
"content": "Between saves",
"date": "2016-08-01T00:11:38+00:00",
"quotes": [
{
"author": "Versepelles wrote:",
"content": ""
},
{
"author": "Overene wrote:",
"content": ""
}
]
},
{
"author": "Versepelles",
"content": "Unfortunately, this is not possible at the moment (I tried). See this post: viewtopic.php?f=28&t=30285",
"date": "2016-08-01T02:39:20+00:00",
"quotes": [
{
"author": "Overene wrote:",
"content": ""
},
{
"author": "Versepelles wrote:",
"content": ""
},
{
"author": "Overene wrote:",
"content": ""
}
]
},
{
"author": "binbinhfr",
"content": "I already thought about this one, but the major problem that I see is this one : \nas you cannot run 2 save at the same time, the solution is much more some kind of a \"postmail\". \nYou put something in a mailbox in world1, you click SEND, it disappears and it will appear in a receiving chest next time you open the save of world2. \nI imagined a technical way to do it, like the way blueprint strings work (it is a way to exchange data between saves). \nBUT there is an easy way to cheat that I cannot avoid: once you received the posting in world2, you can save world2, exit, and load a previous save of world1, where you did not send anything yet to world2... So if will be a free posting. And I cannot imagine a way to avoid this behaviour...",
"date": "2016-08-02T16:21:56+00:00",
"quotes": []
},
{
"author": "Overene",
"content": "True. I had a similar thought which kind of made me realize that it would be impossible to implement something like this without a way to abuse it.",
"date": "2016-08-02T22:45:57+00:00",
"quotes": [
{
"author": "binbinhfr wrote:",
"content": ""
}
]
},
{
"author": "sporefreak",
"content": "I feel like that if people are going to go through the trouble of doing this they would just use the console... \nChests between saves seems like a bad idea imo",
"date": "2016-08-06T18:10:24+00:00",
"quotes": [
{
"author": "binbinhfr wrote:",
"content": ""
}
]
},
{
"author": "Danielv123",
"content": "Fulfilling this request has been my dream since I hit 30 ups, and once 0.12 launched I knew it could be done! \n \nI have finally gotten around to it with some usable results. Currently, it only works for dedicated servers on windows that has nodejs installed. As it does not yet have a config file, there is quite a lot of manual setup work that has to be done, but I am working on creating a proper config. \n \n https://github.com/Danielv123/factorioClusterio \n \nEssentially, its a chest. Place items in it, and they get stored on a webserver. \nRequesting items in the requester chest I add will fetch items from that webserver and deposit them in the requesterchest. If the master server does not exist, you currently loose your items, so be careful. \n \nFrom the clients, this requires nothing more than installing the mod. For the factorio server, it also needs to run nodejs with client.js. \n \nThe master server that keeps track of items needs nodejs.",
"date": "2016-08-17T15:55:58+00:00",
"quotes": []
},
{
"author": "Overene",
"content": "Interesting. I'll give it a try",
"date": "2016-08-17T18:58:45+00:00",
"quotes": [
{
"author": "Danielv123 wrote:",
"content": ""
}
]
},
{
"author": "Danielv123",
"content": "Make sure to file a issue or something if problems appear. The setup right now is very confusing, but Im working on a config file.",
"date": "2016-08-18T12:46:43+00:00",
"quotes": [
{
"author": "Overene wrote:",
"content": ""
}
]
},
{
"author": "Overene",
"content": "Does it work offline, then? Since you mentioned it requiring a master server.",
"date": "2016-08-31T04:49:27+00:00",
"quotes": [
{
"author": "Danielv123 wrote:",
"content": ""
},
{
"author": "Overene wrote:",
"content": ""
}
]
},
{
"author": "Overene",
"content": "For me, the item disappears when I put it into a \"put\" chest and doesnt appear anywhere else",
"date": "2016-08-31T05:03:16+00:00",
"quotes": [
{
"author": "Danielv123 wrote:",
"content": ""
},
{
"author": "Overene wrote:",
"content": ""
}
]
},
{
"author": "Danielv123",
"content": "Well, the master server has to be run by you as well. Where you run it doesn't matter, local is just fine. Currently the mod is still broken, basic item transfers are working buggily in the master branch but it desyncs if you disconnect and reconnect without restarting the server. \n \nIm working on it, it might be done sometime. I really need someone who knows JS better than me. \n \nIf you still want to get it set up to do some testing or whatever, try find me on #factorio espernet IRC.",
"date": "2016-08-31T12:53:43+00:00",
"quotes": [
{
"author": "Overene wrote:",
"content": ""
},
{
"author": "Danielv123 wrote:",
"content": ""
},
{
"author": "Overene wrote:",
"content": ""
}
]
},
{
"author": "Overene",
"content": "wait so how do i run the master server then?",
"date": "2016-08-31T19:17:59+00:00",
"quotes": [
{
"author": "Danielv123 wrote:",
"content": ""
},
{
"author": "Overene wrote:",
"content": ""
},
{
"author": "Danielv123 wrote:",
"content": ""
},
{
"author": "Overene wrote:",
"content": ""
}
]
},
{
"author": "Danielv123",
"content": "Make sure you have nodejs installed. Then run \nnode master.js \n \nEach instance of the dedicated server also needs to have its own client.js running as an interface between factorio and master. Make sure you install the mod and configure everything in config.json right. \nIf you have any questions, use /msg Danielv123 on #factorio.",
"date": "2016-08-31T20:33:14+00:00",
"quotes": [
{
"author": "Overene wrote:",
"content": ""
}
]
},
{
"author": "lux",
"content": "This is very cool, but I am wondering if it could be generalized. Do you know if rcon commands can be executed on any dedicated server? The scenario I am thinking of is a centralized API server, which acts as a persistence layer, so the host does not need to install node.",
"date": "2016-09-18T20:02:39+00:00",
"quotes": [
{
"author": "Danielv123 wrote:",
"content": ""
}
]
},
{
"author": "Danielv123",
"content": "Well, no, it cannot work that way \n \nYou could create a package that bundled node into an executable, but you would still need to edit the files in script-output so something has to run on the factorio servers.",
"date": "2016-09-19T16:20:00+00:00",
"quotes": [
{
"author": "lux wrote:",
"content": ""
},
{
"author": "Danielv123 wrote:",
"content": ""
}
]
},
{
"author": "Danielv123",
"content": "Update to the whole situation: ITS DONE! https://github.com/Danielv123/factorioClusterio master branch should include everything thats needed. It also opens a webserver on :8080 on the master server that gives you an inventory of the chests. Planned for the future is also a live production graph of everything added to the chests and who added/took how much.",
"date": "2016-09-27T11:12:02+00:00",
"quotes": []
}
] | 17 | 2016-07-31T13:55:22-05:00 |
forum-topic-76160 | 76160 | Ore Eraser mod seems to be abandoned by author. | Modding help | https://forums.factorio.com/viewtopic.php?t=76160 | AlienRaven | Hello all.
Previously I used Ore Eraser alot in my playthroughs, so I was very happy to see it updated for 0.17.0, when it was released. However, when devs renamed the entity player to character the mod got broken, as many others.
I waited for some time for it to be updated with little luck. I also tried to contact the author by different means (mod portal discussion for mod, forum, email) but it did not work as well.
I understand, that technically this mod just executes an erase command on specified coordinates through GUI and the problem is exactly in player\character renaming, but I can not update it to work myself.
The reason why I'm writing this post is that Im hoping that perhaps someone from the mod creators community could step in to update it for current version, while original author is missing.
Many thanks in advance. | [
{
"author": "fishycat",
"content": "You could use Picker Extended . It has several tools, alongside ore eraser, integrated.",
"date": "2019-09-28T10:13:57+00:00",
"quotes": []
}
] | 1 | 2019-09-28T00:27:58-05:00 |
forum-topic-127339 | 127339 | Repeatedly getting "You've Beat The Game!" GUI & achievement | Technical Help | https://forums.factorio.com/viewtopic.php?t=127339 | TexanBred | I have Space Age.. Played it for quite a bit. Got to a point where I disabled the "Space Age" DLC in the Mods settings in game, so now I just have base Factorio, Quality of Life, and Elevated Rails enabled. I also have a list of mods enabled as well. Needless to say, I've launched many-a-rocket when I was using the Space Age base DLC enabled, but when I disabled it, I really didn't want to start over. So I loaded my current Space Age DLC map without the Space Age DLC, and of course, it took all the Space Age DLC stuff out.
Now whenever I'm in game and I launch a rocket with a satellite, I repeatedly get the achievement GUI for launching a rocket prompting me to load a new game or continue. Obviously I select continue and keep playing, but the next time I load the save-- when a rocket launches, it gives me the "You've beat the game!" GUI and again, the launched a rocket achievement.
Any ideas? I'm at a loss. This does not happen on a save where I have not enabled Space Age, Quality of Life, or Elevated Rails. I have tried to enable Space Age DLC on that map and then disabled it, loaded it, and tried to recreate the issue, but it launched with no "You've Beat The Game!" GUI, I just got Space Science. I have not tested a new map, as I just /really/ don't want to start a new map. I don't believe it is any of the mods I have enabled as this wasn't an issue in a different save game when I tried to recreate the issue.
But my main map that I do play, it happens every time I load the save and it launches a rocket.
Mod list:
https://imgur.com/a/factorio-mods-aaWYZf9
Edit: This only happens whenever I load the save to play. Not every rocket launch after loading the save.
Edit2: I've uploaded my save file to mediafire. Click https://www.mediafire.com/file/ny0sy3mn ... E.zip/file | [] | 0 | 2025-03-08T05:12:05-06:00 |
forum-topic-117962 | 117962 | Modular Grid Train Network, Project Cybersyn | Railway Setups | https://forums.factorio.com/viewtopic.php?t=117962 | GoliathMrk1 | Hi there Engineers!
First Post, Whoop Whoop.
I've Been Working on a modular train network to use with vanilla or more specifically Project Cybersyn, would love some feedback on the design? (Maybe XD). Blueprint Book Below!
https://factorioprints.com/view/-OAQmP66MoRq6YOuflR2
**EDIT**
I will continue to update the blueprint book with my latest findings and expansions.
V.01 Had to adjust the requester stations to keep them dynamically for stack size calculations, now you don't have to worry calculating items required based on item max stack size.
V.02 Fixed issue with stack sizes, included additional blue prints
* All Pieces are assigned to network A - can you make a copy of the book and assign a different network id in the paramaters for more networks.
* All Pieces are grid aligned
* All pieces are parameterized, so you only specify network and item/fluid, it automatically sets stack/fluid counts, specific item/fluid used and train stop names.
* All factory pieces includes map tags
* All pieces linked to global "Green" circuit network, to measure all resources (red is only used locally per station so untouched and usable for anything globally)
* All pieces can be placed anywhere (except depo and solar due to size)
* Depo includes two "Fluid Depos" which you can swap for items and vice versa
*All Pieces are focus on Max Red Belt Through put, Yellow is just mellow.
Pieces included:
Track Section
City Block 1x1
City Block 3x3
Station Item Provider
Station Fluid Provider
Station Item Requester
Station Fluid Requester
Defence Track
Defence Section
Defence Corner Section
Depo
Item Train
Fluid Train
Solar
Solar Wide
Solar Full
Indicator Lamps
Control Block
Furnace Block
Steel Block
Green Circuits Block
Images: | [
{
"author": "antisocialian",
"content": "Hi there, great idea. I like how simple Cybersyn seems. \n \ntho after using your blueprints, i'm thinking perhaps i've misunderstood the simplicity. is there a central control that's needed to send out the trains from the depot? i have trains and provider stations and requester stations, but the trains just go to the depot and stay there. i've added coal to fuel them, forced one to do a run for fuel for the depot but it just goes back there and sits. none of the trains go get the other resources that are requested&provided. \n \nalso, i'm noticing your item depot uses stack inserters which are fairly late game compared to the bulk inserters and trains stuff.",
"date": "2024-10-29T13:36:04+00:00",
"quotes": []
},
{
"author": "GoliathMrk1",
"content": "Hi @antisocialian \n \nThanks for giving it a try XD \n \nSo apparently i miss understood how the stacked threshold works, and in a pristine test env with a Perma drain on provider station to stimulate factory processing this setup works \n \nBut any way I'm updating the original post with v0.2 book string, please give that a try and let me know? This uses the normal stack thresholds which parametrized and formulated blueprints to stimulate stack calculations. \n \nSo no central control needed once you release a train(also a blueprint) the trains will go to the depo automatically and should wait there for there first orders. \nSo coal is perfect for fuel. \n \nI also downgraded most of the inserters due to the same issue (testing world is in creative so didn't really think about tech levels XD) \n \nPS. added bonus of a few extra blueprints XD",
"date": "2024-10-30T04:38:10+00:00",
"quotes": []
},
{
"author": "xlfish233",
"content": "I really love your blueprint,whick really a qol . \nBut seem is still work in progress signal for now is uselees? \nMay be you can connect signal wire to station make train interrupts to provider?",
"date": "2024-11-20T12:48:54+00:00",
"quotes": []
}
] | 3 | 2024-10-27T11:23:55-05:00 |
forum-topic-93457 | 93457 | [1.1.6] If a train stop name contains rich text icons, make the icons (optionally) visible in alt-mode. | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=93457 | brevven | Now that it's easy to add rich text icons to train stop names, most of my stops do contain them. It'd be nice to be able to see those outside of the map and train stop/train GUI.
Proposed behavior
When "alt-mode" is on, I'd like to be able to see what rich text icons I've placed on a train stop, the same way you can see on e.g. a constant combinator. It's almost always 1, so 1 would generally be enough, but a sane limit would be fine. So, for example, if I have train station named "[item=iron-ore] dropoff", it would show the iron-ore icon on the train stop in alt mode. | [
{
"author": "Gummiente27",
"content": "Good idea!",
"date": "2022-01-26T21:01:07+00:00",
"quotes": []
}
] | 1 | 2020-12-23T03:26:13-06:00 |
forum-topic-127335 | 127335 | [2.0.39] Force build fails on belt intersection | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127335 | Teura | Force build seems to fail if used on belt intersection where there is an underground belt going either from right to left or upwards (bottom to top)
See video for setup. The first one fails, second works. Same failure happens if the undergrounds were instead on the vertical belt (video has them on horizontal), and the vertical belt is going upwards. Downwards works fine. | [
{
"author": "ctalkep_",
"content": "the underground belts created by force build also don't display the \"last user\" tag\n \n \n \n name_missing.gif (2.42 MiB) Viewed 63 times",
"date": "2025-03-14T20:36:38+00:00",
"quotes": []
}
] | 1 | 2025-03-08T01:22:34-06:00 |
forum-topic-127409 | 127409 | Starting ships for Space Age | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=127409 | Kingdud | For those who hate designing ships, here are some pre-made ones, (and the blueprint book also has blank templates for customizing).
A starting ship that works for all plants prior to aquilo. It is 'safe' to sit in orbit of any planet, stable (in the sense that it will not run out of ammo even under constant pressure). It does need about 5 uncommon solar panels to really be 'safe' though. It's able to go between planets in roughly 1 minute.
starting_ship.png (898.89 KiB) Viewed 224 times
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A ship that uses advanced asteroid processing, and foundries, to allow for even more cargo space / less clutter.
adv_proc_ship.png (819.79 KiB) Viewed 224 times
(see next reply for BP)
A ship designed for aquilo. Requires advanced asteroid processing, and nuclear power.
aquilo_ship.png (927.48 KiB) Viewed 224 times
(see next reply for BP)
Do you need ships this big? Heck no. "So why" Because. The actual reason for these designs was that my very first ship ever had 9 engines, becuase that was how many I made. After that, i designed my ships around using a full stack (10) of engines. The massive cargo space really helps when you need to move, say, 16,000 refined concrete from Fulgora to Nauvis or Aquilo, along with other things.
In terms of 'being efficient' or using the least amount of resources, these ships aren't that. These ships are designed to be bulletproof and absolutely absurd in terms of cargo capacity. | [
{
"author": "Kingdud",
"content": "Advanced Asteroid Processing ship: 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 Copy blueprint",
"date": "2025-03-12T01:02:23+00:00",
"quotes": []
},
{
"author": "Kingdud",
"content": "Aquilo Ship: 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 Copy blueprint",
"date": "2025-03-12T01:02:39+00:00",
"quotes": []
}
] | 2 | 2025-03-11T20:01:46-05:00 |
forum-topic-13553 | 13553 | [MOD 0.15] F.A.R.L. 1.0.8 Download & Changelog - Page 4 | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=13553&start=60 | Choumiko | FARL 1.1.1
Added an option to place ghosts when running out of items, defaults to true, ghosts for rails and concrete are not created
FARL now accepts blueprints in any rotation (horizontal/vertical), the chainsignal can be placed to allow travel in any direction
clicking the Read button with a blueprint reads the blueprint from the cursor instead of searching the hotbar
clicking the Vertical/Diagonal button with a blueprint writes the FARL blueprint to it
In blueprints with multiple electric poles with the same wire reach distance, FARL will use the pole closest to the chainsignal to connect the circuit wires
reduced message spam | [
{
"author": "Choumiko",
"content": "FARL 1.1.7 \n \n \n1.1.7\n \n fixed error when removing stones that don't have a drop probability \n added missing locale key \n1.1.6\n \n fixed error with Autopilots \"drive without me\" option \n1.1.5\n \n fix possible desync \n1.1.4\n \n fixed error when loading with Factorio 0.15.27 \n1.1.3\n \n fixed desync when FARL removes stones/trees with results with probability != 1 \n1.1.2\n \n changed wire selection from button to drop-down \n cruise control adjusts max speed based on fuel type \n fixed error trying to connect red/green wires to non existing pole \n fixed error when out of concrete/stonepath with blueprints containing tiles",
"date": "2017-07-15T11:12:07+00:00",
"quotes": []
}
] | 1 | 2015-07-17T16:21:14-05:00 |
forum-topic-119405 | 119405 | Factorio Forums • [Rseding91] [2.0.14] SA: Atomic bomb in space platforms request error text | 11-03-2024, 01-19-36.png (125.54 KiB) Viewed 1116 times
Except it doesn't | [
{
"author": "",
"content": "For whoever works on this: the actual rocket weight is 1.5 tons but it seems the tooltip is not showing the fractions.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "apparently fixed in 2.0.30 125799",
"date": "",
"quotes": []
}
] | 2 | ||||
forum-topic-127509 | 127509 | Boolean operators for train stop selection | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127509 | CaffeinatedCucumber | TL;DR
I believe the train scheduling system could benefit from the ability to optionally apply boolean logic operators to stop selection, just like how it can be applied to wait/interrupt conditions, to allow players to heavily optimize train networks in ways that currently either aren't possible or require an unreasonable amount of circuit network manipulation.
What?
By default, the train schedules will have "then" selected, just like how conditions have "and" by default. In this state, trains act as they do now. However, clicking it will cycle it between "then", "and", and "or" (or bring up a selection menu).
I am not suggesting that this is where you should actually put the button. I am not a UI designer.
then.png (73.51 KiB) Viewed 373 times
OR operator:
When multiple stops are linked with OR, the train will just choose between them as if they were all stops with the same name.
or.png (66.56 KiB) Viewed 373 times
AND operator:
When multiple stops are linked with AND, the train will visit all of them in any order
and.png (80.2 KiB) Viewed 373 times
Why?
OR Operator:
I've found in many instances there were certain schedules I wanted to make that were seemingly impossible without it, mainly when dealing with trains of mixed sizes. If I wanted an "iron unload" station that could accept trains of different sizes, and another that only accepted small trains, as it is, I can't have the smaller train treat both sizes of station the same. Another case I've ran into was when wanting to mix 2-headed and 1-headed trains; I would like 2-headed trains to visit both pull-through stations and back-out stations while 1-headed trains only visit pull-through stations. Ultimately, it boils down to the fact that in 2.0, this setup, which at least for me is desired surprisingly frequently, isn't possible without horrendous double-headed train pathing abuse:
Train A sees Station A and Station B as the same
Train B doesn't
However, that's not all. As of right now, this less common but still common thing isn't possible:
Train A sees Station A and Station B as the same when choosing next destination
Train A waits for condition A at Station A, but waits for condition B at Station B
That is, unless you want to break out the circuit network and use it to emulate your desired wait condition—or shove all possible wait conditions for each optional station into the single wait condition while reading a constant combinator signal ID for each station to disambiguate the and decide between them and then translate all of that into conjunctive normal form (which means comparing with the station ID in every term of the expression , which is incredibly annoying). I feel both of these are overkill and too inflexible to be a good solution for such a simple task, especially once multiple trains get involved.
Closely related are interrupt conditions. While not as prominent, as players don't always check what station a train is at when using them, it's still something that would be made more flexible and easier to set up when it's relevant.
AND operator:
While this doesn't technically allow for schedule types that aren't possible now aside from some really esoteric ones that I'm not sure are practical, I personally have found that the addition of interrupts has made it so my trains are a lot less predictable and are more susceptible to:
being unexpectedly and significantly closer to the station it's going to next than the station it's going to currently
having to wait for other trains to leave the station it's currently going to while the next station in its schedule is completely open.
This isn't an issue for trains which just move single resources around because order matters in that instance, but the second a train starts carrying around resources to and/or from multiple stations at once, suddenly it would be much more efficient to be able to rearrange the order while guaranteeing all still get visited.
Unlike the functionality of the OR operator, I'm not entirely sure this behavior is even possible to recreate reliably in 2.0, circuits or not . If it is possible to make a circuit network that tracks where trains are and signals to them to reorder their dispatch, it would would absolutely be unjustifiably complicated for something so incredibly simple conceptually and would not be expandable at all, requiring manual tweaks every single time the rail network was changed whatsoever. | [] | 0 | 2025-03-14T23:58:48-05:00 |
forum-topic-102175 | 102175 | Sprite sheet for ore | Texture Packs | https://forums.factorio.com/viewtopic.php?t=102175 | RogueTaleTeller | Could somme one teach me on how to do sprite sheet for ore and how to make the right bonding box for them | [] | 0 | 2022-04-18T11:34:32-05:00 |
forum-topic-125974 | 125974 | max_fluid_flow as a fluidbox prototype | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=125974 | protocol_1903 | max_fluid_flow should be a fluidbox prototype, not a utility constant. Currently, there is no way to have "high throughput" pipes, the only way to differentiate pipes is to have ones with larger extents. This effectively removes a potential technological improvement where the player starts with low throughput pipes, and eventually gets higher throughput pipes. If there's concerns about mixed flow rate fluidboxes connecting, just average it out over all pipe and pipe-to-ground fluidboxes in a network. That, or use the lowest value of the network.
A bit of reasoning: Playing pY in 1.1 with a 73x science multiplier, I had to make some larger than usual builds for science, even in the very early game. I had something like 4 or 5 water lines running across the base, because I needed so much water to different places. A couple of the builds were so large that I needed some FluidMustFlow ducts to supply the whole thing. It was an interesting mechanic to have to use bigger ducts to bring fluids in bulk, then split off smaller arteries for specific builds. I'd really like to have something like that in 2.0 | [
{
"author": "MrSmoothieHuman",
"content": "+1",
"date": "2025-03-08T21:08:14+00:00",
"quotes": []
}
] | 1 | 2025-01-14T18:50:40-06:00 |
forum-topic-30465 | 30465 | [MOD 0.14-1.0]Helmod: Assistant to plan its base. | Mods | https://forums.factorio.com/viewtopic.php?t=30465 | Helfima | Helmod: Assistant to plan its base.
Assistant to plan its base. calculates the needs, resources, factories, beacon or electric power.
tutorial en francais: https://youtu.be/zrdLD2QOA0w
@see MOD and description: https://mods.factorio.com/mods/Helfima/helmod
@see for help: click on help icon
@issues: https://github.com/Helfima/helmod/issues
the last version is build for 0.15.x
production line
production-line-sample.png (1.66 MiB) Viewed 53031 times
production block
production-block-edition.png (1.8 MiB) Viewed 53031 times
recipe selector
recipe-selector.png (384.44 KiB) Viewed 53031 times
recipe edition
recipe-edition.png (532.69 KiB) Viewed 53031 times
summary
summary-tab.png (712.76 KiB) Viewed 53031 times
resources
resources-tab.png (407.69 KiB) Viewed 53031 times
pinned block
pinned-block-panel.png (71.61 KiB) Viewed 55157 times
options
options.png (284.68 KiB) Viewed 53031 times
Sample for balancing oil
See the number in the screen
1) you must use Product field in recipe edition and set production ratio
-ligth oil = 0.4
-Heavy oil = 0.17
-Refined = 1
2) the light oil recipe produce 40% of required gas
the Heavy oil recipe produce 17% of required ligth oil
the refine recipe produce 100% of required Heavy oil
3) the production of refine is consumed for the rest
4) when the are few products in a recipe my mod always balances the recipe
balancing oil
helmod_oil.png (2.01 MiB) Viewed 55155 times | [
{
"author": "Helfima",
"content": "Version 0.2.0 commited and wiki updated with the change",
"date": "2016-08-04T20:24:01+00:00",
"quotes": []
},
{
"author": "Helfima",
"content": "arf i had removed icon file \ni have commited quick fix version 0.2.1",
"date": "2016-08-04T22:11:42+00:00",
"quotes": []
},
{
"author": "Nexela",
"content": "From the mod portal post: \n \nIn addition to the config option defaulting to off also do something like this so that even if the speed portion is enabled if time-tools is present it will be hidden \n Code: Select all in function PlayerController.methods:init()\n\n --Don't create time controls if TimeTools mod is installed.\n --Clutterfree GUI\n if game and not game.active_mods[\"TimeTools\"] then\n self.controllers[\"speed-controller\"] = SpeedController:new(self)\n end \n\nAlso would love a 32x32 icon for the gui.top part instead of the text button \n \nThanks",
"date": "2016-08-29T13:21:49+00:00",
"quotes": []
},
{
"author": "apriori",
"content": "russian locale Code: Select all helmod_speed-menu-down=<\nhelmod_speed-menu=x1\nhelmod_speed-menu-up=>\nhelmod_planner-command=Планировщик\n\n[helmod_common]\nblock=Блок\nblocks=Блоки\nrecipe=Рецепт\nrecipes=Рецепты\ningredients=Ингредиенты\nproducts=Продукты\nbeacon=Маяк\nbeacons=Маяки\nfactory=Фабрика\nfactories=Фабрики\nresources=Ресурсы\nmodule=Модуль\nmodules=Модули\nversion=Версия\ninput=Ввод\noutput=Выход\nquantity=Колич.\ngenerator=Эл.генератор\ngenerators=Эл.генераторы\n\n[helmod_button]\nsave=Сохр.\nadd=Добав.\nupdate=Обновить\napply=Применить\noptions=Настройки\nrefresh=Обновить\nclose=Закрыть\n\n[helmod_label]\nelectrical-consumption=Энергопотребление:\nblock-number=Номер блока:\nlimit=Макс/блок\nenergy-nominal=Станд.потребление\nspeed-nominal=Станд.скорость\nmodule-slots=Слоты модулей\nenergy=Энергия\nspeed=Скорость\n\n[helmod_product-edition-panel]\ntitle=Редактирование продукции\n\n[helmod_recipe-edition-panel]\ntitle=Редактирование рецепта\ncurrent-modules=Активные модули\nselection-modules=Модули\n\n[helmod_settings-panel]\ntitle=Настройки\nbase-time=Время\ndata-section=Таблица\nmodel-section=Модель\nabout-section=Инфо\ndata-col-index=Показывать индекс колонки\ndata-col-level=Показывать уровень колонки\ndata-col-id=Показывать ИД колонки\ndata-col-name=Показывать имя колонки\ndata-col-weight=Показывать ширину колонки\nmodel-auto-compute=Автовычисление\nmodel-loop-limit=Лимит цикла\nmod-version=Версия мода\nmodel-filter-factory=Фильтровать по фабрике\nmodel-filter-beacon=Фильтровать по маяку\n\n[helmod_result-panel]\nback-button-production-line=Назад к произв.линии\nadd-button-production-block=Добавить произв.блок\nadd-button-recipe=Добавить рецепт\nrow-button-delete=X\nrow-button-up=<\nrow-button-down=>\ntab-button-data=Инф.\ntab-button-production-line=Производственная линия\ntab-button-disabled-recipes=Запретить рецепты (__1__)\ntab-button-resources=Ресурсы\ntab-button-summary=В целом\ntab-title-data=Инфо\ntab-title-production-line=Производственная линия\ntab-title-production-block=Производственный блок\ntab-title-disabled-recipes=Запрещ.рецепты\ntab-title-resources=Ресурсы\ntab-title-energy=Энергия\ntab-title-summary=В целом\ncol-header-index=Индекс\ncol-header-action=Действие\ncol-header-level=Уровень\ncol-header-weight=Ширина\ncol-header-id=ИД\ncol-header-name=Имя\ncol-header-recipe=Рецепт\ncol-header-factory=Фабрика\ncol-header-extractor=Добытчик\ncol-header-beacon=Маяк\ncol-header-energy=Энергия\ncol-header-products=Продукция\ncol-header-ingredients=Ингредиенты\ncol-header-ingredient=Ингредиент\ncol-header-total=Всего\ncol-header-type=Тип\ncol-header-input=Ввод\ncol-header-output=Выход\ncol-header-production-block=Блок",
"date": "2016-09-05T07:48:08+00:00",
"quotes": []
},
{
"author": "Helfima",
"content": "@apriori: locale added for v0.14 i mean our source file is not full and check the file https://github.com/Helfima/helmod",
"date": "2016-09-06T00:28:45+00:00",
"quotes": []
},
{
"author": "apriori",
"content": "Most locale entries for UI can be found in \"Factorio\\data\\core\\locale\\\".",
"date": "2016-09-11T08:22:14+00:00",
"quotes": []
},
{
"author": "Helfima",
"content": "It is not false \nbut now I do not think adding more translation, you made me a base and the last few I made by myself and another personne on github i have help me \nthank \n \ni have update the first message",
"date": "2016-09-11T13:30:09+00:00",
"quotes": []
},
{
"author": "Jupiter",
"content": "Hej Helfima, \n \nI love your mod. I am planning out my first base with it and I thought of some suggestions. \nIt would be handy if you would show how many belts (user picks which kind) I need to transport all my good around. With your mod I calculated that I need 9.5k of green circuits per min but then I had to go to the factorio wiki and look up the capacity of a blue belt to calculate how many belts that is. \nMaybe you can show similar numbers regarding bots. Like the number of jobs generated per time or so. \n \nThe number of factories a single beacon reaches in a production block is kind of useless right now. This is because the resulting number of beacon never actually matches what you will need in practice. \nFor example. If a have a single row of assemblers next to a row of beacons, then every factory is reached by 4 beacons and every beacon reaches 4 assemblers but you still have as many beacons as you have assemblers. Of course the ends of the line are different but that's okay. \nYou can even say that every assembler will be reached by, say, 8 beacons but if you need just a little bit of production the mod actually predicts you will need less than 8 beacons. I understand why this happens but it isn't useful and just weird. \n \nOil derivatives are a bit awkward right now because refining has multiple outputs and there are 2 different recipes for LO and gas (refining and cracking). This pattern doesn't really fit the system you've built so maybe you can treat oil derivatives as a special case and handle them differently in the UI so users can specify that gas will come partly from refining AND from cracking the LO by-product. And LO will come partly from refining and from cracking HO which also comes from that same refining process. Or maybe you can give the user a choice as to whether they want to crack the by products or not. \nYou could pack all this stuff in a special kind of product block I think.",
"date": "2016-09-15T23:30:37+00:00",
"quotes": []
},
{
"author": "Helfima",
"content": "@Jupiter \n \n1) Transport by belt, robot, train, we have lot of container, perhaps is better to add a new tab for that \n \n2) For the ratio factory/beacon is important for the power calculation and the combo is even more important, it's for ingredients calculation \nfor me i have factory/beacon = [1.1,1.3] perhaps for other template is 1 \n \n3) for oil, i have try few solutions but i have use a new property, Production property is the ratio of ingredients consumption and it can use for other \n \ni know is not perfect but you can estimate the necessary \n \nsee this sample\n Light oil cracking to petroleum gas \n \n \n 2016-09-16_185117.png (1.93 MiB) Viewed 56268 times \n \n \n Heavy oil cracking to light oil \n \n \n 2016-09-16_185244.png (1.97 MiB) Viewed 56268 times \n \n \n Advanced oil processing \n \n \n 2016-09-16_185257.png (1.93 MiB) Viewed 56268 times",
"date": "2016-09-16T17:19:12+00:00",
"quotes": []
},
{
"author": "Jupiter",
"content": "would love that \n \nFirst of all, I don't think we were talking about the same number. Because I thought that this number is the number of factories that each beacon can reach (perhaps on average), not the actual ratio of factories per beacon per ce. But it seems you meant the latter (which makes more sense actually). If that's the case then this works actually very well if you assume that the player designs his product build designs to be tileable (which I do). The player puts in the data about his blueprints (by supplying this ratio) and you tell him how many times he needs to stamp it. \nThings are clicking in my mind \n \n\nAh, I was actually wondering what that production number was for. But now I know. That is actually quit a nice solution even though it needs a little bit more thinking on the users side (for figuring out this percentage). \nIs it also possible to specify that the remaining LO or gas will be used for solid fuel (and rocket fuel subsequently)? I ask because I noticed in your example that you would have some left-over LO which I assumed you would be using for solid fuel. You also had some left over gas which you've might used for acid.",
"date": "2016-09-17T00:24:44+00:00",
"quotes": [
{
"author": "Helfima wrote:",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Helfima",
"content": "i have put a new version for 0.13 and 0.14 \n \nI have change the number of element, now is before icon \nI have change the recipe edition \nI have added the rest of products \nand other \n now we can see percent production in the list \n \n \n 2016-09-17_194812.png (743.43 KiB) Viewed 56389 times",
"date": "2016-09-17T17:52:37+00:00",
"quotes": []
},
{
"author": "Mechanical",
"content": "I'm currently using version 0.2.13 of Helmod with version 0.14.10 of Factorio. \n \nWhat does the number for product represent? \n \nWhen I want to input an amount for a final product, for instance Science Pack 3, I want it to produce 1 per second. I'm using Assembler 2s, and input an amount of 15 to achieve this. The results is it recommends I build 4 Assembler 2s. In order to get it to recommend 15 Assembler 2s, I must input a the number 53.",
"date": "2016-09-29T22:07:05+00:00",
"quotes": []
},
{
"author": "Helfima",
"content": "I have push new version \n \nAdd 1s base time \nAdd scroll on recipe selector panel \nMoved main panel in center gui \n \n\nif u have few same productions with different recipes, the fisrt recipe produce for all ingredients and the next produce 0. \nif u set for the first recipe Production = 0.5, the second recipe produce for the reste ect... \nin recipe edition u can change machine, click on icon \nnew i have add 1s base time\n Science Pack 3 \n \n \n 2016-10-26_205541.png (1.68 MiB) Viewed 56113 times",
"date": "2016-10-26T19:06:20+00:00",
"quotes": [
{
"author": "Mechanical wrote:",
"content": ""
}
]
},
{
"author": "Durabys",
"content": "I have a problem. The newest version is borked. The window is 'moved' to the side so much that I cannot move the mouse to close it by clicking on its close button.",
"date": "2016-10-28T11:43:04+00:00",
"quotes": []
},
{
"author": "Helfima",
"content": "normaly the top button close window \ncould you give me your display size? if it's under 1600*900 u can i have a problem, with screen shot is better \nbut u can change display % in game options",
"date": "2016-11-01T16:51:18+00:00",
"quotes": [
{
"author": "Tomik wrote:",
"content": ""
}
]
},
{
"author": "Durabys",
"content": "The problem happens if you have UI scale set above 100% in the graphics setting. I have a 1920×1080 BENQ display.",
"date": "2016-11-03T18:08:15+00:00",
"quotes": [
{
"author": "Helfima wrote:",
"content": ""
},
{
"author": "Tomik wrote:",
"content": ""
}
]
},
{
"author": "Gecko",
"content": "Holy Sh***, Sir your mod is severely under-rated!! It's purely awesome!! Thank you very much for integrating all my printed excel tables and my calc into the actual game.",
"date": "2016-12-08T21:08:18+00:00",
"quotes": []
},
{
"author": "Kamikatze",
"content": "Hi, \n \nfirst of all: great mod! (the first tool i found, that supports productivity module calculations) \nsecond: it doesn't allow me to put productivity modules in mining drills even though it is possible \n \nEdit: I'm using the Advanced Drills mod and i can select the new drills, but it doesn't change the properties automatically. \n \nAlso there is no field to enter the Mining Power which affects the time it takes to mine something:\n Code: Select all (Mining power - Mining hardness) * Mining speed / Mining time = Production rate (in resource/sec) \n Code: Select all Mining time / ((Mining power - Mining hardness) * Mining speed) = Seconds for one resource item",
"date": "2016-12-10T06:44:11+00:00",
"quotes": []
},
{
"author": "Gecko",
"content": "As I stated earlier, your mod is awesome! After excessively using the mod to plan, I encountered a behavior I can't approve and would kindly ask you to fix. Please refer to the picture below for annotations in brackets. \n \nThe calculation of the oil stuff doesn't take in account the surplus of it's intermediate steps(arrows + question mark). Further testing is required to see if this is the case for other intermediate products, too. \n \nAlthough I at least tried to put it in the right order, \n The surplus light oil (1a) from the initial advanced oil processing is not used in the step for light oil->gas (1b). \n The same goes for (2) respectively. Only the products of the step before are taken into account for calculation of the current step. (see 3 and 4). \n The calculation is right, but there are still 31 light oil (see 1a) left to be converted to gas by the concerning step (arrow pointing left). \n Also there are 35 gas (2) and 31 light oil (1) left for converting to batteries. This would lower the requirement for Refineries (arrow pointing right) significantly. \n\nMaybe you are willing to fix this, maybe not. \nEither way it's not on me to tell you how to implement this but I can tell you what my approach would be: An if-case to check if the *output* items can be reused again in any step starting from the bottom until every item in the *output* is not used in any intermediate step. \n \nThanks for reading! \nKind regards, Gecko \n Illustrating Picture \n \n \n ModHalmod.png (1.1 MiB) Viewed 55586 times",
"date": "2016-12-10T09:02:45+00:00",
"quotes": []
}
] | 19 | 2016-08-04T06:38:09-05:00 |
forum-topic-117021 | 117021 | Default display version 2.0 | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=117021 | Tserup | The Mod Portal should be updated to: by default, display mods that support version 2.0. | [
{
"author": "jamiechi1",
"content": "Yes. Please.",
"date": "2024-10-29T23:31:38+00:00",
"quotes": []
}
] | 1 | 2024-10-23T19:23:07-05:00 |
forum-topic-33786 | 33786 | No long inserter assembly | Show your Creations | https://forums.factorio.com/viewtopic.php?t=33786 | Juggla | So, I've adapted a new strategy for setting up assembly lines. I am not a fan of long inserters and have been trying to completely eliminate them from all of my gameplay, in an effective way that doesn't screw me over, for a long time. I have come almost to the precipice of doing that using this layout. I mean don't get me wrong I could eliminate them completely from everything but that would require some "ugly" lines. I don't want to do that. So there are a few things I still use them for. But I am currently using this setup for almost anything that I need to mass produce.
Assembly line.jpg (361.68 KiB) Viewed 2678 times
Yes I see the missing inserter for the coil. I am a good many hours into this map and this is the first I've noticed it. It's fixed now
Assembly line.jpg (377.27 KiB) Viewed 2678 times
Assembly line.jpg (339.77 KiB) Viewed 2678 times | [
{
"author": "mooklepticon",
"content": "You might be able to get rid of them in the bot frame construction by liberal use of underground pipes. See below. \n Code: Select all AAA>AAA P\nAAAUAAA.......UP\nAAA AAA P\nA = assembler\n> = inserter pointing right\nU = underground pipe\nP = regular pipe\n \n \nAlternatively, you could do inserter->blank space->inserter, but, really, why bother.",
"date": "2016-10-04T20:24:05+00:00",
"quotes": []
},
{
"author": "Juggla",
"content": "I've used this in the past. I may delve into it and see if i can adapt one of my old setups to my new desires. \n one of my previous bot lines \n \n \n 4-4.jpg (598.51 KiB) Viewed 2643 times \n \n \n \n\n1) That wont work in the current setup since it is th pipes that are blocking the tile directly adjacent to the assembler. \n2) Even if i could do that I wouldn't unless I needed/wanted some buffer via a chest. \n3) As to your \"what's the point\" . There could be reason to do this if you needed the speed of a fast inster to keep up with production. But in this case it's not required. \n \nI could also make it work by moving some of the power poles. But that's one of those instances where I don't like my options. The pole placement makes me happier than the long insterters make me sad. So I keep the inserters until I find something i like",
"date": "2016-10-04T22:58:03+00:00",
"quotes": [
{
"author": "mooklepticon wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
}
] | 2 | 2016-10-04T13:01:21-05:00 |
forum-topic-31701 | 31701 | Belt of Death | General discussion | https://forums.factorio.com/viewtopic.php?t=31701 | joseailton | MP was rewritten and more people can Join now without lag. This leads obviously to more people AFK ingame.
I'm no exception. I woke up and my character is on a long belt that goes from spawn point directly into a hunger alien's claws.
So I decided to kill everybody else AFK (Only I was online) and watch them die while I was struggling to defend the base against a alien's invasion. | [
{
"author": "steinio",
"content": "",
"date": "2016-08-27T15:14:35+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "Somehow I had to think immediately of the penultimate line of that one particular Gone with the Blastwave comic: http://www.blastwave-comic.com/index.php?p=comic&nro=29 \n \n \"Note to self: Do not get injured or pass out.\"",
"date": "2016-08-27T15:58:48+00:00",
"quotes": []
},
{
"author": "joseailton",
"content": "https://www.youtube.com/watch?v=gh2DzGccvJc \n \n3:25 - \"Try not to do anything stupid, like getting yourself killed\" - Lt. Dan Taylor",
"date": "2016-08-27T16:47:12+00:00",
"quotes": []
},
{
"author": "",
"content": "Haha... \n \n... when I saw the belt I thought this: \"We definitely need more food stuff in Factorio. Some machine, where you can drive in biters and out come some nice cookies. Not longer only stupid fish.\" \n... \n... Some would now look quite confused ... \n... \nEver wached \" Soylent Green \"?",
"date": "2016-08-28T23:44:20+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "Hahaha, reminds me of the time my friend AFK'ed and I put him on a belt that was shaped like a penis and then took screen shots.",
"date": "2016-09-01T21:27:28+00:00",
"quotes": []
},
{
"author": "JCav",
"content": "Personally I fail to see the humor in deliberate griefing of other players, AFK or not, and the subsequent waste of resources and time to reconstruct the items they had before death.",
"date": "2016-09-01T22:22:32+00:00",
"quotes": []
},
{
"author": "Thomasnotused",
"content": "It's just for a little fun. Who doesn't like dickin around every now and then?",
"date": "2016-09-01T22:30:36+00:00",
"quotes": [
{
"author": "JCav wrote:",
"content": ""
}
]
},
{
"author": "vanatteveldt",
"content": "As long as the grieding is properly automated, I think it is perfectly factorio-fahig \n \nAnyway, if the belt is from spawn point to nest, only respawning characters would die, so no equipment is really lost, right?",
"date": "2016-09-02T10:25:16+00:00",
"quotes": []
},
{
"author": "Killavirus",
"content": "As some may know I am not a fan of griefers to the point i asked far an official standpoint from the devs and started WW3 .... \n \n If what the OP did happened to me if would just think it's mildly amusing, had I lost lots of items then less so, but killing AFK respawns is quite amusing and hurts ultimately no one. \nI wouldn't personally define this as griefing - unless said person went round hunting AFK people and purposely then getting them killed.",
"date": "2016-09-02T12:21:21+00:00",
"quotes": [
{
"author": "JCav wrote:",
"content": ""
}
]
}
] | 9 | 2016-08-27T10:13:30-05:00 |
forum-topic-60162 | 60162 | Deadlocks Stacking for Pyanodons mods | PyMods | https://forums.factorio.com/viewtopic.php?t=60162 | The_Ghost | While playing pyanodons mod i missed stacking features from Deadlocks Stacking for products like coke. So i decided to mod them in myself on top of Deadlocks Stacking/Crating (which was surprisingly easy thanks to Deadlocks modding interface).
Since i started using pyanodons mods only a few days ago i do not really know what should be stackable. Currently only a few things can be stacked (in addition to everything Deadlock already made stackable). If you want something from pyanodons mod to become stackable just answer this post and i will see what i can do for you. If something is already planned i will write it down here.
Done Stacking and Crating of:
Coke
Iron Oxide
Fawogae
Ralesia
Clay
Ceramic
Raw Fiber
Urea
Melamine
Melamine Resin
Boron Trioxide
Bone Meal
Lime
Borax
Ralesia Seeds
Treated Wood
Optical Set
Ground Sample 01
Printed Circuit Substrate 1
Fiberboard
Fawogae Substrate
Graphite
Other changes
Change the stack icons for circuits if pY HighTech is also installed
Todo Currently nothing
Mod Portal
https://mods.factorio.com/mod/Deadlocks ... orPyanadon
Changelog
0.1.6 - Stacking and Crating for Boron Trioxide, Bone Meal, Lime, Borax, Ralesia Seeds, Treated Wood, Optical Set, Ground Sample 01, Printed Circuit Substrate 1, Fiberboard, Fawogae Substrate, Graphite
0.1.5 - Stacking and Crating for Ceramic, Raw Fiber, Urea, Melamine and Melamine Resin
0.1.4 - Changed the stack icons for electronic circuits, advanced circuits and processing units if pY HighTech is installed
0.1.3 - Stacking and Crating for Iron Oxide, Fawogae, Ralesia and Clay
0.1.1 - Stacking and Crating for Coke | [
{
"author": "Mr. Tact",
"content": "Any of the ores would be an obvious choice.",
"date": "2018-05-07T12:40:09+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "Please do Clay,Fawogea,Iron Oxide,Ralesia",
"date": "2018-05-07T14:29:15+00:00",
"quotes": []
},
{
"author": "The_Ghost",
"content": "Done",
"date": "2018-05-07T15:51:12+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "Thanks, \nhave a problem with the mod \n \n \n \n https://imgur.com/7qmOQt1",
"date": "2018-05-07T15:57:29+00:00",
"quotes": [
{
"author": "The_Ghost wrote:",
"content": ""
}
]
},
{
"author": "The_Ghost",
"content": "My bad... uploaded another version than i tested. Give me a minute to recheck and fix it.",
"date": "2018-05-07T16:01:34+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "okay",
"date": "2018-05-07T16:05:38+00:00",
"quotes": []
},
{
"author": "The_Ghost",
"content": "It should work now.",
"date": "2018-05-07T16:11:05+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "i will try it out \na rather odd question \ni know that deadlocks stacking already stacks the electronic circuits (still has the green circuit pic) but could you make it work with the new version (pic) off PY High Tech?",
"date": "2018-05-07T16:15:30+00:00",
"quotes": [
{
"author": "The_Ghost wrote:",
"content": ""
}
]
},
{
"author": "The_Ghost",
"content": "I'm sure its possible. Its worth a try but probably a thing i need a bit more time getting comfortable with factorios api.",
"date": "2018-05-07T16:19:25+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "im confirming \nit works now its so much better now \ni hope you do more off stacking items on the Py mods \nthanks for doing this",
"date": "2018-05-07T16:26:38+00:00",
"quotes": [
{
"author": "The_Ghost wrote:",
"content": ""
}
]
},
{
"author": "pyanodon",
"content": "I really thanks for that my friend. Keep the good work!",
"date": "2018-05-07T22:03:55+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "Nice work. \n \n\nPro-tip: if you've got an item that exists in vanilla and DSB stacks it by default, but some other mod then changed the item in some way (e.g. the icon or the stack size or whatever), just ask for it to be added again (to the same technology) the way you added the new mod items, and the vanilla stack will be replaced by the modded stack. For an example of this see orzelek's Angel/Bob's add-on , the same thing happens there with vanilla ores.",
"date": "2018-05-07T23:15:13+00:00",
"quotes": [
{
"author": "chrisdec wrote:",
"content": ""
}
]
},
{
"author": "The_Ghost",
"content": "Actually i tried that but it resulted in having one receipe (i forgot if it was stacking or unstacking) to be added twice to the corresponding technology. I will try looking into this later this week.",
"date": "2018-05-07T23:59:18+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "hi i can see you have changed the icon for green circuits and advanced circuits, thank you for this \ncan you do ceramic,raw fiber,urea,melamine,melamine resin? \n \nthanks again",
"date": "2018-05-11T08:38:38+00:00",
"quotes": []
},
{
"author": "The_Ghost",
"content": "I updated the code to include them. Thank you for your input.",
"date": "2018-05-14T20:22:01+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "thanks but i had to restart my map to get the stacking working of urea,melamine",
"date": "2018-05-15T15:47:15+00:00",
"quotes": [
{
"author": "The_Ghost wrote:",
"content": ""
}
]
},
{
"author": "The_Ghost",
"content": "The others worked? That's strange: The stacking effect for urea, melamine and e.g. coke are in the same technology, so there should be no difference. \n \nDid you tried replacing the loaders or filling the stacking beltboxes manually? I have a testing savegame in which i built loaders next to beltboxes and feed them coke. Since this was built without my mod it did not work when building all this. After applying the mod the loaders still don't feed the beltboxes. That is until i put coke in them manually. After doing this the loaders just start working. Could you try if this works for you to? I will of course search for the bug in my code in parallel, but i doubt i will have the time for this before Friday.",
"date": "2018-05-15T22:48:27+00:00",
"quotes": [
{
"author": "chrisdec wrote:",
"content": ""
},
{
"author": "The_Ghost wrote:",
"content": ""
}
]
},
{
"author": "chrisdec",
"content": "i only tested it with urea and melamine \ni did what you recommended putting it in manually and it worked (all of them) \ntomorrow i will put another request list for you",
"date": "2018-05-17T13:51:22+00:00",
"quotes": [
{
"author": "The_Ghost wrote:",
"content": ""
},
{
"author": "chrisdec wrote:",
"content": ""
},
{
"author": "The_Ghost wrote:",
"content": ""
}
]
},
{
"author": "chrisdec",
"content": "here is my next batch of items for stacking \nBoron Trioxide,Bone Meal,Lime,Borax,Ralesia Seeds,Treated Wood,Optical Set,Ground Sample 01,Printed Circuit Substrate 1,Fiberboard,Fawogae Substrate,Graphite \ni hope you can do these",
"date": "2018-05-21T04:19:57+00:00",
"quotes": []
}
] | 19 | 2018-05-07T05:48:00-05:00 |
forum-topic-126860 | 126860 | Rename unknown union member of TriggerEffect | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=126860 | Geheim | TriggerEffect contains the unknown union member DamageEntityTriggerEffectItem, which was probably meant to be named DamageTriggerEffectItem , e.g:
Code: Select all data.raw["tile"]["lava"]["trigger_effect"][1] = {
"type": "damage",
"damage":
{
"amount": 50,
"type": "fire"
}
}
(or see lines 142084-142091 of data-raw-dump.json)
Related: 118305 | [
{
"author": "",
"content": "Fixed in various ways in various versions.",
"date": "2025-03-14T16:56:24+00:00",
"quotes": []
}
] | 1 | 2025-02-15T08:41:19-06:00 |
forum-topic-127160 | 127160 | LuaSchedule::clear_records/clear_interrupts | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=127160 | LuziferSenpai | Hey,
it would also be awesome if we could clear all the records & interrupts with one command.
Greetz,
Luzifer | [
{
"author": "hgschmie",
"content": "+1",
"date": "2025-02-27T07:04:02+00:00",
"quotes": []
}
] | 1 | 2025-02-26T20:19:08-06:00 |
forum-topic-126084 | 126084 | A book of automated LTN-like roboport grid rails for vanilla Factorio 2.0 | Railway Setups | https://forums.factorio.com/viewtopic.php?t=126084 | Mashaa | After trying a bunch of other people's rail books I ended up being not satisfied with any of them and decided to make a rail book to my own liking - one that manages to simultaneously be minimalistic, easy to use, and do everything I want it to do - and I hope other people will like it too.
Link: https://factoriobin.com/post/abdttx
The basic building block of this rail book is a 50x50 tile roboport grid and it's designed for 1-4-0 trains sticking to right hand drive. All blueprints are designed to be fully rotationally symmetric and as many design elements were reused as possible - the fork consists of two corners and some widened lines to bridge them, the cross consists of a few forks rotated around each other, etc., which will hopefully make base expansions significantly easier.
Unloading stations push requests onto the global circuit network when no train is heading towards them, loading stations cancel them out when a train is heading towards them. This makes checking unfilled demands in the network very easy - simply hover over one of the large power poles, any positive signal in it represents an unloading station that is not having its' demand met, which makes figuring out what to expand next very easy.
Unloading and loading stations have automatically assigned priorities based on how much stuff they have. They are also designed around it being possible to fit four of them in a single 50x100 scaffold and are made to be as compact as possible, which makes densely packing stations easier than with any other rail blueprint book I tried using. Simply align them by the chain signals to place them, select the exact good to unload or load, and connect the green wire from any of their medium power poles to the global circuit network to set them up.
All trains are generic and pre-programmed - they will automatically fulfill any requests in the network that are of the right type (cargo vs fluid).
Everything is properly signalled so you won't have to deal with that.
However:
1. Ideally you want to have at least N-K+1 trains at all times (calculated separately for the two types of stuff), where N is the total number of loading stations of that type and K is the number of unique Loading stations of that type. For example, if you have 3 iron stations, 1 copper station, and 1 brick station, N-K+1=5-3+1=3 trains. Stuff won't immediately explode if you don't have this number of trains, but you might get edge case issues where most or all of your trains are sitting full of unwanted goods in shunting yards.
2. You need at least as many shunting yard stations as you have trains. The shunting yard blueprint includes 8 of them, so slap it once for each 8 trains you make.
Credit: u/dododome01 helped me with inspiration for the unloading station design. | [
{
"author": "Mashaa",
"content": "Version 1.1 - improved the signal placements on the shunting yard and station skeleton blueprints to avoid \"can't place signals too close\" issues and improved blueprint icons: https://factoriobin.com/post/pixlp6",
"date": "2025-01-17T22:41:11+00:00",
"quotes": []
},
{
"author": "Mashaa",
"content": "Some images: https://imgur.com/a/F7HiKyj",
"date": "2025-01-17T23:18:36+00:00",
"quotes": []
},
{
"author": "Mashaa",
"content": "Extra considerations: it would be possible to eliminate the requirement of having at least N-K+1 trains to avoid backlog problems, but it requires a global clock and I don't think that solution fits the ethos of this rail blueprint book, as it makes for much harder expandability - it would need an automated way to get the number of stations in the network and assign a unique identifier to each one, and I don't think those two things are possible in vanilla factorio.",
"date": "2025-01-18T16:11:38+00:00",
"quotes": []
},
{
"author": "AnyoChili",
"content": "Hi! Firstly, thanks for sharing. Love your blueprint. Would gladly use it, but I don't yet understand where to connect which wire with the global network. Could you elaborate on that? \n \nI might have solved my issue, but please comment on my solution being correct, if you could. I just had to connect the medium power pole of the stations to the large pole of the grid using a green wire connection, am I right?",
"date": "2025-02-11T19:08:06+00:00",
"quotes": []
}
] | 4 | 2025-01-17T16:08:37-06:00 |
forum-topic-110884 | 110884 | Learn-a-Language Special (Ft. Factorio) [GER] | Multiplayer | https://forums.factorio.com/viewtopic.php?t=110884 | JimmyDubDub | TLDR- I want to learn German but find Duolinguo-grinding lonely and half-complete. I'd like to make some friends and play a low-stakes game of Factorio where we may speak casually about anything in any language, but I force myself to communicate all game information in German.
Hi Forum,
I'm an Australian who usually plays this wonderful game singleplayer.
In Aus, we don't really have a strong culture for Bilingualism and learning new languages can be expensive and difficult; finding someone who is fluent in a language you want to learn and then coordinating the time required to learn it with them is a bit of a nightmare.
I was thinking about making a strong commitment to learning another language (I spent a good chunk of school learning Japanese) and German seems like a pretty cool European language to have a go at. One thing I lament is that as useful as rote-learned apps like Duolinguo are, they're not an actual person to practice with. I want to learn languages to speak to people, and apps just miss that social aspect.
So, if anyone is comfortable in German, and ideally English too, I'd like to invite you to a chill game of Factorio where the biggest challenge of the run is a language barrier! The rules are straightforward: All game-related communications must be spoken in German, any chatting on the side can be in either language.
I think that Factorio would be a great environment to trial-by-fire a new language in, and I'd love to meet like-minded factory nerds while doing it. Reply to this topic or DM me, and I'll get back to you and see if we can work something out.
Have a great day!
-Jim | [
{
"author": "Natha",
"content": "This is a great idea and I would offer myself, but you have to consider timezones. Australia is 8-10 hours later than germany, so when I'm home from work you'll be asleep already, if you don't want to play your whole night \nWeekend are the only possible days when playing in your afternoon and my forenoon.",
"date": "2024-01-24T19:08:08+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "I'd be interested as well, though I'm not a fluent German speaker; I'm somewhere between B1 and B2. But same problem, what hours of the day would cover everybody?",
"date": "2024-01-24T20:11:35+00:00",
"quotes": []
},
{
"author": "JimmyDubDub",
"content": "Hi folks! Thanks for posting replies. Here's some potential solutions for your consideration: \n-I'm a distance runner who has to get up before dawn to practice; I could just add another super early start to my weekdays to work with your after work schedules, I'd just need to know how early we're talking. \n-If we play a weekend game then I can practice some vocab over the weekdays, and then try it out in game. \n \nDoes that help at all?",
"date": "2024-01-25T10:57:24+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "Germany's all in one time zone. What time zone are you in, in Australia?",
"date": "2024-01-25T11:42:53+00:00",
"quotes": []
},
{
"author": "JimmyDubDub",
"content": "My Timezone is: Brisbane AEST (UTC+10). Brisbane doesn't do daylight savings, so I'll be 9 hours behind you guys Year-Round. \n \nIt's also probably a good idea to set a concrete goal/expectation so we know what we're looking at going in. Something like 'We'd play for four hours a week, for 8 weeks', but that's probably easier to organize over a call. \n \nAny thoughts? And you you guys/girls have any hard work constraints?",
"date": "2024-01-26T03:07:40+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "9 hours ahead, actually. Currently I'm writing this at 7:39am, and in Brisbane it's 16:39 (4:39pm). It's 9 hours later in Brisbane. We do Daylight Saving Time in Germany. Since we \"spring forward\" by setting our clocks an hour later, in that period your time would be 8 hours later. \n \nSo during the evening in Brisbane, here in Germany we'd be at work. But if you get up in the early morning as you say, it'll still be evening here; 5am in Brisbane is 8pm in Germany. And Saturdays and Sundays allow more flexibility. \n \nWhat specific times are you available?",
"date": "2024-01-26T06:43:56+00:00",
"quotes": []
},
{
"author": "Natha",
"content": "I wouldn't go for such a time-related goal, maybe even not for a game-related goal (starting a rocket). I'm a flexible guy and play if I have time and desire and don't want to enforce regularity as it is still a game and reallife is sometimes more important. Just do it as long it is funny...",
"date": "2024-01-26T09:10:28+00:00",
"quotes": [
{
"author": "JimmyDubDub wrote: Fri Jan 26, 2024 3:07 am",
"content": ""
}
]
},
{
"author": "JimmyDubDub",
"content": "Very fair. It's probably best to set a loose start time on a given day of the week that suits both schedules, and then just go from there. \n \nI'm happy to add an extra very early start to my schedule. In that case, the only morning I can't do is Tuesday Morning BNE (Monday Evening GER). \n \nI think we've hit the point where switching over to DM's is much more useful for getting a game underway. I'm going to start turning attention away from this forum because I've already got a lead or two. If you want to get involved or find an update, please shoot a direct message to my inbox and I'll get back to you! \n \nThanks everyone! \n-Jim",
"date": "2024-01-26T13:47:22+00:00",
"quotes": [
{
"author": "Natha wrote: Fri Jan 26, 2024 9:10 am",
"content": ""
}
]
}
] | 8 | 2024-01-22T19:54:33-06:00 |
forum-topic-35215 | 35215 | I feel Railgun turrets would improve gameplay | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=35215 | GodDammitKael | It looks like Railgun turrets have been brought up a few times, but let me give a (hopefully quick) explanation of why I feel Factorio needs them.
In a typical game of Factorio my base defense goes through a few stages, I'll assume others probably have the same experience. First I start by plunking down gun turrets and loading them buy hand. A bit later I automate the loading of the turrets with belts, which gives me a logistic problem to solve. Sometime later I unlock lasers, at this point powering these is not easy near the start, and attacks will cause brown outs, so need to mix in gun turrets. As I ramp up power production I slowly switch to all lasers, supplying power to them becomes trivial, and I don't need to solve the logistics of supplying ammo to them. Lasers also far outclass the damage and range of gun turrets, so there is no reason to switch back or mix the two. Defending outposts only involves placing down power lines to them and then some laser turrets. Solving the logistics puzzle of moving ammo to outposts never needs to happen. They are the best and easiest option at late game.
And that's the problem; the easiest option shouldn't also be the best, (in Factorio anyway) there should be a trade off, that logistics puzzle to solve for the reward of better defenses should be there, but it isn't. That's where Railgun turrets could come in. They would require both power and ammo, provide the player with better defenses and another thing to automate, which is, what the game is all about. | [
{
"author": "Ghoulish",
"content": "Am pretty sure gun turrets have higher damage than lasers (once upgraded) As they benefit from turret and bullet upgrades. I like to have both laser and gun turrets though as the lasers deal with the ranged spitters better and then the gun turretrs shred any behemoths that get close.Throw in some flamethrowers if there is oil near by I'm too lazy to barrel > train > unbarrel (barrels are such a pain to make and use). \n \nThe question is though where would a railgun turret fit in? You have the range on lasers, with lower dps, and the force of guns at short range, and the BBQ that the flamethrowers now give.",
"date": "2016-10-25T19:43:48+00:00",
"quotes": []
},
{
"author": "aubergine18",
"content": "This mod contains railgun turret IIRC: https://mods.factorio.com/mods/sore68/Additional-Turret",
"date": "2016-10-25T20:46:38+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "I like all your logic and stuff, but the REAL reason we need railguns is because they're freaking AWESOME.",
"date": "2016-10-25T21:57:08+00:00",
"quotes": []
},
{
"author": "",
"content": "Added to viewtopic.php?f=80&t=14640 New Weapons / New Defenses & Armor / Combat / Turrets",
"date": "2016-10-25T22:45:13+00:00",
"quotes": []
}
] | 4 | 2016-10-25T14:30:35-05:00 |
forum-topic-110541 | 110541 | [1.1.100] Steam power desync | Not a bug | https://forums.factorio.com/viewtopic.php?t=110541 | Dimava | https://drive.google.com/file/d/1ZdUn9C ... p=drivesdk
Player cannot join when the turbines are working
Player can join when they are not working | [
{
"author": "Dimava",
"content": "",
"date": "2024-01-06T12:07:55+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. This is likely because you're trying to emulate x86 on an arm virtual machine (at least from what I'm seeing in the logs) and it's doing it incorrectly.",
"date": "2024-01-06T15:59:40+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Seems to be a known issue with box64, see https://github.com/ptitSeb/box64/issues/211 \nMaybe you can add more information to that bugreport.",
"date": "2024-01-17T19:13:16+00:00",
"quotes": []
},
{
"author": "",
"content": "I’m not sure what I could add. We have arm builds of the game that are cross platform multiplayer compatible so code wise everything should “just work” regardless of the CPU it runs on. \n \nThe fact it’s an arm CPU emulating x86 incorrectly means some translation is extra wrong.",
"date": "2024-01-17T21:09:06+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Sorry, I was talking to the OP. I mean, the linked bugreport is from February 2023, and if it still happens maybe OP could update them with details on how to reproduce. Maybe the box64 devs could help figure out what exactly causes this and fix the emulator. Not sure what would be required to analyze this issue either.",
"date": "2024-01-17T23:28:47+00:00",
"quotes": []
}
] | 5 | 2024-01-06T05:59:56-06:00 |
forum-topic-97649 | 97649 | The Factorio symphony by a Russian composer and a Russian engineer | Videos | https://forums.factorio.com/viewtopic.php?t=97649 | Filin | https://youtu.be/o87jYCIpT8Y | [
{
"author": "Filin",
"content": "download/file.php?id=68653 \n \n \n \n fs.png (2.53 MiB) Viewed 2780 times",
"date": "2021-04-05T10:10:42+00:00",
"quotes": []
},
{
"author": "Filin",
"content": "After some time \n download/file.php?id=68850",
"date": "2021-04-20T13:54:31+00:00",
"quotes": []
}
] | 2 | 2021-04-05T04:53:21-05:00 |
forum-topic-121438 | 121438 | Upcyclers (Fully parameterized blueprint book) | Show your Creations | https://forums.factorio.com/viewtopic.php?t=121438 | kvdveer | While attempting to obtain rare Mech-armor, I needed several rare quality base ingredients. After building a few very similar factories to obtain those, I decided to make parameterized blueprints.
2024-11-14_16-49.png (535.63 KiB) Viewed 7416 times
2024-11-14_16-46.png (663.3 KiB) Viewed 7416 times
I've made blueprints for each quality level, and 3 style of production:
* Regular assemblers
* Assemblers with fluids
* Electromagnetic plants (with or without fluids)
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 Copy blueprint | [
{
"author": "gr0mpel",
"content": "thank you good sir! \n \nedit: seems to be an error in the \"rare\" and \"epic\" assembling machine upcycler. the last stack inserster is filtering for legendary quality instead of the respective epic/rare quality",
"date": "2024-11-16T10:17:11+00:00",
"quotes": []
},
{
"author": "NuclearPotato64",
"content": "This should fix the issue with non-legendary upcyclers requesting/filtering for legendary ingredients at the last stage: \n \n 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 Copy blueprint",
"date": "2025-02-02T18:50:34+00:00",
"quotes": []
}
] | 2 | 2024-11-14T10:04:24-06:00 |
forum-topic-115718 | 115718 | Lego Inserter | Fan Art | https://forums.factorio.com/viewtopic.php?t=115718 | Usul | I made this with my 6 year old boy...
Filternder Stapelgreifarm. It can swing 360°.
P1420343.JPG (2.15 MiB) Viewed 2628 times | [
{
"author": "cbhj1",
"content": "I approve of your plastic production.",
"date": "2024-10-03T22:48:02+00:00",
"quotes": []
},
{
"author": "landmine752",
"content": "Nice piece. The factory must grow... into real life!",
"date": "2024-10-10T00:58:58+00:00",
"quotes": []
},
{
"author": "OreoMonster",
"content": "looks like it needs something to grab",
"date": "2024-10-26T07:54:09+00:00",
"quotes": []
}
] | 3 | 2024-10-03T12:02:53-05:00 |
forum-topic-116772 | 116772 | Space Platforms - Page 6 | Show your Creations | https://forums.factorio.com/viewtopic.php?t=116772&start=100 | BraveCaperCat | I personally think it has too many grapplers...
It does however have the right number of tractor beams! (that being 0) | [
{
"author": "",
"content": "Moderator-me here. @BraveCaperCat @Khazul @mmmPI If I see anything resembling even loosely to fighting between you three past this post, know that I have a couple bans up my sleeve that are longing to get out.",
"date": "2024-12-26T07:11:41+00:00",
"quotes": []
},
{
"author": "the_potty_1",
"content": "Hah, that's a fine solution, thank you \n \n \nTried my hand at automating a single crusher. \n \n \n \n \n Nauvus science platform.png (737.62 KiB) Viewed 2740 times \n \n \n \n 0eNrtm+1uozoQhu+F32Tljzhpo91zI1UUETBba8FkDXQ3qnLvO4YE0oS0IW9bqdL5RwIzHr9+PEzG7XOwzmq9ccZWweI5MHFhy2Dx8ByU5qeNMv+djXIdLIJyE8V6ssmiKi1cPnms18EuDIxN9N9gwXfLMNC2MpXRrX3zYbuydb7Wjh4ID37SqKwmxpbaVXQjDDZFSVaF9UORpwn/psJgSxezb4oGSIzTcXt/GgYUXuWKbLXWj9GTKZw3io2La1OttI3WmU6CReVqHXZfk0nSDZAaV1ars7nluoqyzMQTik27wiST+LG2v/wEvSBV5NURzH/KN5GLKj9y8F+wowdSk5FNO+mDGuFbjsPgdx1lJBA9Y0lOiubE+Y/AS1qXetUN4Oe1C8+kFddKKw/Kzk+VvfvIaYSdwz7SOHLrwsIOZeew+GsS/ZEq90MlOqax3IQcrY1tHJ1JPR+H8N5lz2rZgH306eEiu8YVttmW+iWunDE/t6KuNnV1uqer7cbbUlyGLl5bZ1eXj8b+bH1vthRibatV6op8ZSx5DhZplJV6t/R7gcLY0jQSXcbObNopBw+m0vmPPsxlMCDvdHx+UJ+XHy7hemN+eKd9cCW5ary008+TdnDj3qjrJ6aDWTdUP0iRZaTXUDpgL5l9TUqno8QLV9GA3fBHgbvI+Q3rdFlnfjGf6LnC0R1bZ9lAoPNrV19c3Fdc/P96eIuHu9Ev4XaPvaprkzOLZr0hIW/XzcT6XWW67yPzL5YhgaZd/XdVCiq13zPNa+yVzdLeP8Pg8HI7PLIamKl/e+3XJznKWzpNTWy0jbeTvEjq7KVOtSWBcgp71znw6q6O9muz4N0nmh2lu/gX5Yp2IQbucP+SXQ6oytktxYn6hOJkz9+LfK7G1yUD+eC96pLW9WBNwvktsk4/o+aLNazppb0AF3rxcIXHr/6d0mUAOfpNNC5jXpm0uBwduRiA4O3A2yr+XUPv62rtixNHeyitnY2avH4S/exl9Gdp9CtkQjV6qdgQZB9U7LY9lLJRS082fi4npS47LXa/v91kGMvOVygUeF9gDzSezgvsZi0JGEpzv2tN2ncD+BIh7jNqr15E3z7pLq0dmfqct67T9CjA7mZuypLS5KpZNFc3nlc5ae8M+Tl4G5jQfCyZfGwOGaDrXZfk7ug3T6nzdUY6TPIopteGnsjL+YQNp5OuKhuM+2sXZH2dG8VxndfZcMnQ6iN3FyI9b/Wx6/zOx/o9gqjIIkeLYHV2+TeiOlnRV32L63yrN30Tp39oN/i1f+ChCGehWIYPkq744VKG9yGnq2l3W3VXdCekSlkeLnlzSd909pwfXSv/zIy80bCVyfZt7dNfc+075G53KVulVEUlUWPhtTntuIh9Q/ZGe4mZTzFzhZnPMPM5Zn6QfnarPcfsGWYOjg5OXmLmU8xcYeYzzHwOcrOXXoHcKYw7hXGnMO4Uxp3CuFMYdwrjTmHc3czNfvLTW+0laC9Ae47ZM8wcHB2cPKg9uPQKM59h5nOQm/3kJci9BLmXIPcS415i3EuMe4lxLzHuJca9xLiXGPcS5F6A3AuQewFyLzDuBca9wLgXGPcC415g3AuMe4FxL0DuOcg9B7nnIPcc455j3HOMe45xzzHuOcY9x7jnGPcc455h2DOMeoZBzyDmGYQ8g4hnEPAM4p1BuDOIdgbBzjDWwRQPZngwwWP5HUvvWHbHkjuW27HUjmV2LLGDeR0s48EqHizisRoeK+GxCh4r4LH6HSvfseodK97B2h1s1YCdGrBRg/VpsDYN1qXBmjRYjwZr0WAdGqxBg60Y1k/G2slYNxlrJmO9ZKyJj51dYUdX2MkVdnCFnVthB4bYOTV2TI2dUmOH1NgZ9XXWy/Yvmuih/l85w+BJu7Lxp2bifnp/r5RQMyn4bvcPed2tBA== Copy blueprint",
"date": "2024-12-26T18:58:34+00:00",
"quotes": [
{
"author": "mmmPI wrote: Tue Dec 24, 2024 12:17 pm",
"content": ""
}
]
},
{
"author": "floydwalker",
"content": "Ship for Aquilo: \n \n \n screenshot-tick-27315907.png (1.3 MiB) Viewed 2708 times \n \n \n\nMade it to the edge, symmetry was the challenge: \n \n \n screenshot-tick-33817320.png (1.44 MiB) Viewed 2708 times \n \n \nNow the quality upgrades needed to go beyond",
"date": "2024-12-27T15:16:25+00:00",
"quotes": []
},
{
"author": "BlakeMW",
"content": "My mid game quality asteroid upcycler trawler. Asymmetrical side engines are an atrocity, but I wanted to leave lots of space at the bottom to extend things. Some of the crushers are adaptive. It cycles between Nauvis and Vulcanus at about 77 km/s. Drops the quality products to the surface. \n \n \n \n Screenshot From 2024-12-29 19-26-47.png (1.83 MiB) Viewed 2604 times",
"date": "2024-12-29T18:28:06+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "Maybe it's possible to make a space platform with symmetrical side engines. That way, it's at least a bit better than asymmetrical side engines.",
"date": "2024-12-30T16:38:15+00:00",
"quotes": [
{
"author": "BlakeMW wrote: Sun Dec 29, 2024 6:28 pm",
"content": ""
}
]
},
{
"author": "coffee-factorio",
"content": "Looks carefully . I butcher my own stuff plenty. But that works. Symmetric won't go so well because you have to throw an entire fluid line to another part of the ship and that's just not sound on a compact design like you have. The exception would prove the rule because you'd move the engines back behind the ship somehow (long fluid line). Edit: or redesign to have engineering in the back. But that's pain too because it's a long asteroid line :\\ The fact that you have a dedicated engineering section shows you know what's up.",
"date": "2024-12-31T01:09:34+00:00",
"quotes": [
{
"author": "BraveCaperCat wrote: Mon Dec 30, 2024 4:38 pm",
"content": ""
},
{
"author": "BlakeMW wrote: Sun Dec 29, 2024 6:28 pm",
"content": ""
}
]
},
{
"author": "Cipherpunk",
"content": "nuclear_freighter.png (5.77 MiB) Viewed 2361 times \n \n \n \nThis is the primary ship design for my fleet after about 350 hours of play and a whole lot of tuning. It's capable of making non-stop trips to/from Aquilo at 180 km/s and I'm really proud of how it turned out. \n \n 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 Copy blueprint",
"date": "2025-01-03T00:24:54+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "But I don't have a compact design:",
"date": "2025-01-03T13:14:06+00:00",
"quotes": [
{
"author": "coffee-factorio wrote: Tue Dec 31, 2024 1:09 am",
"content": ""
},
{
"author": "BraveCaperCat wrote: Mon Dec 30, 2024 4:38 pm",
"content": ""
},
{
"author": "BlakeMW wrote: Sun Dec 29, 2024 6:28 pm",
"content": ""
},
{
"author": "BraveCaperCat wrote: Fri Nov 15, 2024 11:04 am",
"content": ""
}
]
},
{
"author": "Consumefudge",
"content": "Late game aquilo science transporter. Brings 100k packs to and from Aquilo at 500km/s. Buffers up excess calcite to drop off at Nauvis as needed. Got the fuel and oxidizer sides wrong and never felt like fixing it",
"date": "2025-01-03T22:04:57+00:00",
"quotes": []
},
{
"author": "coffee-factorio",
"content": "I was trying to reply to Blake. My health kind of took a rollercoaster ride in late December. A long term problem just... started to really effect me badly.",
"date": "2025-01-03T23:02:20+00:00",
"quotes": [
{
"author": "BraveCaperCat wrote: Fri Jan 03, 2025 1:14 pm",
"content": ""
},
{
"author": "coffee-factorio wrote: Tue Dec 31, 2024 1:09 am",
"content": ""
},
{
"author": "BraveCaperCat wrote: Mon Dec 30, 2024 4:38 pm",
"content": ""
},
{
"author": "BlakeMW wrote: Sun Dec 29, 2024 6:28 pm",
"content": ""
},
{
"author": "BraveCaperCat wrote: Fri Nov 15, 2024 11:04 am",
"content": ""
}
]
},
{
"author": "POJO",
"content": "My Aquilo supply ship after some hours. Not perfect but i am pretty happy with it.\n \n Asteroid crushing recipe is set on demand. E.g. iron ore missing = crush iron asteroid \n Asteroid belt buffer tries to keep a 1-1-1 balance automatically by recycling asteroids \n Speed is set to 370 for all planets and 280 back/to aquilo for safety reasons. Can be tuned later with better research \n \n \n \n \n 01-05-2025, 19-14-40.png (2.68 MiB) Viewed 2095 times",
"date": "2025-01-05T18:21:57+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "Oh, I'm so sorry...",
"date": "2025-01-05T19:46:23+00:00",
"quotes": [
{
"author": "coffee-factorio wrote: Fri Jan 03, 2025 11:02 pm",
"content": ""
}
]
},
{
"author": "coffee-factorio",
"content": "Don't let it bother you. Spaceships help me recover",
"date": "2025-01-07T23:04:10+00:00",
"quotes": []
},
{
"author": "spacedog",
"content": "My endgame transport ship: \n \n \n \n \n SmallTransport.jpg (681.46 KiB) Viewed 1718 times \n \n \n \n 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 Copy blueprint \n \nFeatures:\n \n UPS efficient design with no belts, a single common quality asteroid collector, and minimal crafting machines \n Travels at 514 km/s, making trips between Nauvis/Vulcanus/Gleba/Fulgora in under 30 seconds, and between Fulgora/Aquilo in under 1 minute \n Completed 10,000 non-stop trips between Fulgora and Aquilo in the editor with zero damage taken, so AFAIK it's 100% reliable \n Recipe switching on the crafting machines is 100% resilient to ingredient and/or power shortages, should they occur \n \n\nRequires:\n \n Railgun Shooting Speed 5 \n Physical Projectile Damage 15 \n Steel Plate Productivity 15 (can go as low as zero with a legendary foundry) \n Asteroid Productivity 20 (higher levels will reduce UPS, can go as low as 10 with an epic or better asteroid collector) \n One fusion power cell about every 35 minutes of continuous operation \n \n\nThe blueprint is set up with the minimum required quality for the components. Most things aside from the engines, crafting machines, and certain inserters are just normal quality. Anything can be made higher quality if desired, but don't increase the quality of the railguns as that will only waste ammo. \n \nThe engine section is modular and can be moved down as far as needed, if pipes are added to carry the thruster fuel and oxidizer. This allows for additional things to be added in the midsection. The picture below shows a version capable of receiving 50 rocket payloads at once (while still traveling at over 500 km/s). \n \nThere are three empty tiles near the cryo plant and assembler that allow routing an underground turbo belt and inserter back up to the hub. This allows for optionally adding some asteroid collection/upcycling/processing to make use of the huge number of asteroid chunks that go by. There's also 2 empty tiles where the thruster oxidizer comes into the engine section, where a pump can be added if speed control is desired for any reason. \n \nThe only downside of this design is that it's a little bit fiddly to construct. The fusion reactor and assembler have to be built first, and powered with a temporary solar panel. Then send up the fluoroketone and fusion power cells to get the fusion reactor going, then go ahead and build the rest. The recipes for the thruster fuel and oxidizer in the two chem plants can't be set until after everything is built, or the circuit that tracks the water level in the pipes can end up with bad values. I should probably create separate blueprints for doing each of these stages, but I'm kind of ready to move on to other things. \n \n \n \n \n LargeTransport.jpg (609.6 KiB) Viewed 1718 times",
"date": "2025-01-12T10:19:53+00:00",
"quotes": []
},
{
"author": "EAXP",
"content": "my cargo ship\n \n \n \n Factorio_1377_12_0_34403238979872222.png (7.03 MiB) Viewed 1503 times \n \n \nand my promethium science ship\n \n \n \n Factorio_1377_12_0_344000000320000000000000000032.png (8.28 MiB) Viewed 1502 times",
"date": "2025-01-18T13:35:21+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Do those artillery cannons work on platforms? Is it manual or auto?",
"date": "2025-01-22T21:49:18+00:00",
"quotes": [
{
"author": "EAXP wrote: Sat Jan 18, 2025 1:35 pm",
"content": ""
}
]
},
{
"author": "theolderbeholder",
"content": "> Do those artillery cannons work on platforms? Is it manual or auto? \n \nOnly when playing the Imperial March at the same time. \nSCNR",
"date": "2025-01-23T13:14:36+00:00",
"quotes": []
},
{
"author": "BlakeMW",
"content": "The best worst ship I actually use. \n \n \n \n Screenshot From 2025-01-27 18-15-00.png (1.3 MiB) Viewed 1142 times \n \n \n\nIt's actually a \"Biter ship\" I posted to reddit , except with the legs removed. \n \nIt's not particulary capable, though with 5 electric furnaces it's not terrible in terms of trip frequency mainly held back by the low cargo capacity meaning it's only useful for low throughput routes (In my current playthrough I'm using it for Vulcanus-Gleba which is basically tungsten plate one way and maybe later bioflux the other way). It's also surprisingly ship-shaped for something designed by me.",
"date": "2025-01-27T17:18:00+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Here's my promethium platform: \n \n \n \n mig.png (4.32 MiB) Viewed 1037 times \n \n \n\nI chose static crusher recipes for full prod bonus. The recycling is too simple, but I haven't bothered changing it. It goes to shattered planet at around 200km/s then slows to about 90km/s. Fully automated, fully stable. All standard quality. \n \nThe meters are from top to bottom: railgun ammo, AP ammo, explosive rockets, iron chunk, ice chunk, carbon chunk, promethium chunk in 10% intervals of max storage. \n \nThere are also handy constant combinators that control the filters of all onboard turrets. \n \nHere is the BP: \n \n \n mig.txt \n (206.95 KiB) Downloaded 31 times",
"date": "2025-01-29T17:18:25+00:00",
"quotes": []
}
] | 19 | 2024-10-22T22:39:05-05:00 |
forum-topic-102686 | 102686 | Fish graphics settings please? | Angels Mods | https://forums.factorio.com/viewtopic.php?t=102686 | jlsheriff87 | Now that I'm playing with the Cargo Ships mod and the many islands world gen settings, there's mostly water. I'm sure Seablock is the same way but I've never played that. It really is kind of messing with my immersion of the game with all your fish rendered so much darker (and there are fish everywhere) than the factiorian fish which have barely noticeable shadows. I know I'm being picky but I was wondering if you could make them less jarring? I love your mods and have played them many many hours and I don't usually have gripes about them .
Have a nice day y'all. | [] | 0 | 2022-06-15T01:07:46-05:00 |
forum-topic-119603 | 119603 | Click to Enlarge | This Forum | https://forums.factorio.com/viewtopic.php?t=119603 | CheeseMcBurger | Please add a click to enlarge feature to images posted in the forum.
Wanting to get some inspiration here, the images are full resolution, but shrinked to fit into the layout. However, you can't see anything on these tiny images and right-clicking them indiviually to view them in a separate tab is just tedious. I should be able to click them to see them in full size.
viewtopic.php?f=8&t=116772 | [
{
"author": "",
"content": "I've added a lightbox feature -- let me know if this works for you.",
"date": "2024-11-04T09:52:52+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Moved to This Forum",
"date": "2024-11-05T10:15:44+00:00",
"quotes": []
},
{
"author": "CheeseMcBurger",
"content": "That is awesome, thank you!",
"date": "2024-11-10T19:47:38+00:00",
"quotes": [
{
"author": "Sanqui wrote: Mon Nov 04, 2024 9:52 am",
"content": ""
}
]
},
{
"author": "Hares",
"content": "Can you describe how to use it?",
"date": "2024-11-30T07:30:34+00:00",
"quotes": [
{
"author": "Sanqui wrote: Mon Nov 04, 2024 9:52 am",
"content": ""
}
]
},
{
"author": "Jap2.0",
"content": "Click on an image. \n \nDoes that not work for you?",
"date": "2024-12-01T18:14:39+00:00",
"quotes": [
{
"author": "Hares wrote: Sat Nov 30, 2024 7:30 am",
"content": ""
},
{
"author": "Sanqui wrote: Mon Nov 04, 2024 9:52 am",
"content": ""
}
]
},
{
"author": "Hares",
"content": "Oh. I see. I thought this was some additional tag like gallery or so. \nThx.",
"date": "2024-12-01T18:16:26+00:00",
"quotes": [
{
"author": "Jap2.0 wrote: Sun Dec 01, 2024 6:14 pm",
"content": ""
}
]
}
] | 6 | 2024-11-03T12:31:23-06:00 |
forum-topic-126573 | 126573 | ask for help“cannot build in an uncharted area” | Modding discussion | https://forums.factorio.com/viewtopic.php?t=126573 | sdgmlj | I have created a surface where no ghosting can be placed slightly away from the center point(Approximately 1500)I can place the entity normally, but this prompt appears when placing the phantom,May I ask where I should modify? | [
{
"author": "sdgmlj",
"content": "Is no one willing to help? It has been bothering me for a long time \nWhen I stand at the (0,0) coordinate, clicking on the black area displays the area outside the map, while when I stand at the (1500,0) coordinate, clicking on the area outside displays the unknown area. \nWhere should I set up to make the unknown area disappear",
"date": "2025-02-04T08:24:34+00:00",
"quotes": []
},
{
"author": "sdgmlj",
"content": "The problem has been resolved",
"date": "2025-02-04T08:29:25+00:00",
"quotes": []
}
] | 2 | 2025-02-03T22:33:05-06:00 |
forum-topic-18102 | 18102 | [Mod 0.12.x] Creative Inventorys | Mods | https://forums.factorio.com/viewtopic.php?t=18102 | CNR_Thunder | Mod-Info-Header
Name: Creative inventorys
Version: 0.0.2
Factorio-Version: 0.12.16
Description: Adding some creative like inverntorys to the game
License: feel free to use it
Release: 2015-11-29
Download-Url:
c-inv_0.0.2.zip
(4.85 KiB) Downloaded 1741 times
Category: Helper.
Tags: Free
Description You want to setup a test build of your factory and wont refill your input chests or fluids by hand?
Then use this Mod.
The Mod adds:
a Creative Chest ---> a passive provider chest that refills its first slot
a Void Chest ---> a requester chest that empty itself
a Creative Tank ---> a storagetank that refill itself
a Void Tank ---> a storagerank that empty itself
c-inv.jpg (180.86 KiB) Viewed 19650 times
How to get the items?
Use this commands do give You the items
Code: Select all /c game.player.insert{name="c-inv_creativeChest",count=10}
/c game.player.insert{name="c-inv_voidChest",count=10}
/c game.player.insert{name="c-inv_creativeTank",count=10}
/c game.player.insert{name="c-inv_voidTank",count=10}
How to use the items?
place the Creative Chest and insert an Item into the first slot. The chest will constantly refill this slot. You want to stop it? remove the item and it will stop.
place the Void Chest down. Any item in it will get destroyed.
place the Creative Tank. Insert any fluid in the Tank to get it constantly filled. If you fill it with hot fluids it does the same.
place the Void Tank. Any fluid will be lost.
I haven't seen something that does the same in 0.12 so I made this for myself and thought you can need this as well.
I use vanilla icons and entity's because the names don't needing explanation.
This is my first mod so I hope I've done everything right | [
{
"author": "Danielv123",
"content": "Whenever I find something I need, I always find a new mod that does it on the forums. I love this game! 3rd mod attempt discarded!",
"date": "2016-01-03T10:33:36+00:00",
"quotes": []
},
{
"author": "judos",
"content": "Awesome, thanks for this mod! \nHelps me a lot with testing while I do modding myself. \n \nDo you have a github repository for this mod? I would like to add a few things myself. \nI created already these creative items: InfiniteProducer (Solar panel which creates 5 GW energy), InfiniteConsumer (Furnace which uses 5 GW Energy). \nWould be cool if we can extend this to a general Creative mod",
"date": "2016-01-18T21:48:16+00:00",
"quotes": []
},
{
"author": "captncraig",
"content": "I really love this mod. \n \nI made some modifications to my local copy to add a few features: \n \n1. creative chests with adjactent belts pointing away from them will fill the belts to capacity. \n2. void chests with incoming belts will clear the belts. \n \nMy code is in this gist: https://gist.github.com/captncraig/10e8 ... 2b2172b18f \n \nIt did require performing chest actions every game tick to fully compress belts. seems to run ok in my worlds. you can integrate the changes or not. It helps me out.",
"date": "2016-04-01T20:40:44+00:00",
"quotes": []
},
{
"author": "Lurkily",
"content": "Have you considered an assembler version of this? This way you can select recipes rather than having to mine/pump/refine the resource before you can use the creative item to produce it. \n \nThis is the first problem I encountered when trying an extremely low-resource, low-water game so I could focus on my factory.",
"date": "2016-04-08T13:11:39+00:00",
"quotes": []
},
{
"author": "Octorob",
"content": "hello i dont get how to get the createive chest i can see the void chest but i dont see the one that gives u all the stuf",
"date": "2016-04-26T22:35:31+00:00",
"quotes": []
},
{
"author": "Amerem",
"content": "I fixed the filename issue and added in the creative chest and tank with recipies as I believe they were supposed to be I also corrected a spelling error in the desc of the creative chest. Not sure if the original author is still around so I would just like to share the fixes I did on my own.",
"date": "2016-05-17T17:55:32+00:00",
"quotes": []
}
] | 6 | 2015-11-29T12:21:18-06:00 |
forum-topic-13136 | 13136 | Download for Facorio 0.11.X | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=13136 | McGuten | == 5dim's mod ==
We post here all downloads links
Released
Core Version: 0.0.2
Link: http://adf.ly/1IrpKt
Date released: 14/06/2015
Dependencies
Don't have dependencies
Version: 0.0.1
Link: http://adf.ly/voZ2k
Date released: 01/01/2015
Dependencies
Don't have dependencies
Automatization Version: 0.0.6
Link: http://adf.ly/1KxDrb
Date released: 17/07/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.5
Link: http://adf.ly/1KKpF1
Date released: 06/07/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.4
Link: http://adf.ly/1JqjmU
Date released: 26/06/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.3
Link: http://adf.ly/1IrpNb
Date released: 14/06/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.2
Link: http://adf.ly/1CBvgQ
Date released: 07/06/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.1
Link: http://adf.ly/1IQk0f
Date released: 28/03/2015
Dependencies
Core - Version 0.0.1
Decoration Version: 0.0.5
Link: http://adf.ly/1Jqjxn
Date released: 26/06/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.4
Link: http://adf.ly/1IrpIy
Date released: 14/06/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.3
Link: http://adf.ly/1IQk4e
Date released: 07/06/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.2
Link: http://adf.ly/1CBw5u
Date released: 28/03/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.1
Link: http://adf.ly/voZ6z
Date released: 03/01/2015
Dependencies
Core - Version 0.0.1
Energy Version: 0.0.5
Link: http://adf.ly/1KKpSb
Date released: 06/07/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.4
Link: http://adf.ly/1IrpGR
Date released: 14/06/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.3
Link: http://adf.ly/1IQkA1
Date released: 07/06/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.2
Link: http://adf.ly/1GAUoj
Date released: 01/05/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.1
Link: http://adf.ly/1Ed6cj
Date released: 14/04/2015
Dependencies
Core - Version 0.0.1
Logistics Version: 0.0.2
Link: http://adf.ly/1IrpF0
Date released: 14/06/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.1
Link: http://adf.ly/1GAUh5
Date released: 01/05/2015
Dependencies
Core - Version 0.0.1
Mining Version: 0.0.6
Link: http://adf.ly/1IrpCm
Date released: 14/06/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.5
Link: http://adf.ly/1IQkD7
Date released: 07/06/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.4
Link: http://adf.ly/1CBw8L
Date released: 28/03/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.3
Link: http://adf.ly/wCzx4
Date released: 13/01/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.2
Link: http://adf.ly/vwty0
Date released: 06/01/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.1
Link: http://adf.ly/voZ9Z
Date released: 03/01/2015
Dependencies
Core - Version 0.0.1
Resources Version: 0.0.1
Link: http://adf.ly/1KKq9v
Date released: 06/07/2015
Dependencies
Core - Version 0.0.2
Trains Version: 0.0.10
Link: http://adf.ly/1KU9ND
Date released: 09/07/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.9
Link: http://adf.ly/1KR5M5
Date released: 08/07/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.8
Link: http://adf.ly/1KKpXE
Date released: 06/07/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.7
Link: http://adf.ly/1JSxWm
Date released: 20/06/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.6
Link: http://adf.ly/1IrpA6
Date released: 14/06/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.5
Link: http://adf.ly/1IQkGS
Date released: 07/06/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.4
Link: http://adf.ly/1Ed6jK
Date released: 12/04/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.3
Link: http://adf.ly/wQbRH
Date released: 19/01/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.2
Link: http://adf.ly/3134130/mediafire---trains---002
Date released: 14/01/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.1
Link: http://adf.ly/voZKU
Date released: 03/01/2015
Dependencies
Core - Version 0.0.1
Transport Version: 0.0.7
Link: http://adf.ly/1KxFRe
Date released: 17/07/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.6
Link: http://adf.ly/1Jqk1V
Date released: 06/07/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.5
Link: http://adf.ly/1Jqk1V
Date released: 26/06/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.5
Link: http://adf.ly/1Irp6m
Date released: 14/06/2015
Dependencies
Core - Version 0.0.2
Version: 0.0.4
Link: http://adf.ly/1IQkKG
Date released: 07/06/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.3
Link: http://adf.ly/1CBwAf
Date released: 28/03/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.2
Link: http://adf.ly/wQb6S
Date released: 19/01/2015
Dependencies
Core - Version 0.0.1
Version: 0.0.1
Link: http://adf.ly/wEjJw
Date released: 03/01/2015
Dependencies
Core - Version 0.0.1 [/list][/list][/list]
Not released yet
War War : (soon)
Modules Modules : (soon)
Vehicles Vehicles : (soon)
You can support 5Dim's mod on Patreon or Paypal and unlock goals for you or all. | [] | 0 | 2015-06-21T17:01:16-05:00 |
forum-topic-119133 | 119133 | [Kovarex] [2.0.13] Parameterized system doesn't work with Chemical Plant or Electric Furnaces | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=119133 | Skellitor301 | With the introduction of parameters and using them to create blueprints with dynamic recipes, I've found that while it does work with assemblers it doesn't work in chemical plants nor electric furnaces. The electric furnace I've not been able to figure out a way to use parameters since you can't set the recipe with them, but when utilizing parameters for blueprints it would be nice to include. As for chemical plants, I'm not sure why it doesn't want to work when you can set the recipe. I've found a youtube video that explains how to set up parameters pretty well when it comes to making bot mall blueprints. Video . The only difference between this video and what i do is I set the recipe and requester chests to use parameter signals since setting it up in the blueprint will set these requests/recipe to these signals anyway. But this method does not work with chemical plants for some reason. The parameterise/reconfigure blueprint section does not recognize the recipe parameter, whether or not I only set the parameter signal in the chemical plant to be the only one with that signal or not, none of the other parameters will recognize it as a viable recipe and wont let you set other parameters to be ingredients of that recipe signal. I did think it could be a liquid recipe issue, but considering you can set the Foundry recipes to use parameters properly even with lava/molten metal recipes, this doesn't seem to be the case. So I'm at a bit of a loss when it comes to why the chemical plant doesn't work.
Blueprint for the attempt to set chemical plant as a parameterised blueprint:
0eNrVlW2PmzAMx7+LX4ep5alXtH2S6YQouHfWQsIloVtV8d3nwLXQHirj5YSEqPX3z7Fjuxc4yBYbQ8pBdgEqtbKQ/byApTdVSG9TRY2QQfmONZWFDBpZsLgTQKrCP5Btu1cBqBw5wsG3/3HOVVsf0LBAXBkGP1q0Dk3ANOtAQKMt+2nlAzErir4lAs7swx8c4tMhP5JkL+tVFkvvMES6HkHATXFn/YzbFIY/fNwtx/xoC8nnY7vSpuYkBZS69hqn+bjwoze0viLbTtxw4QwuXIcLJ7hoBhetw0UTXDyDi9fh4gkumcEl63DJBJfO4NJ1uLR75cczH9prvJcaK2rrACW3iKEyaLTEmR6Lpz02A5zejLV0wqAx+kTVk7ZNFpDj7RwL6wJSFg3X4NkAxP0A8Dw6o2V+wPfiRL4mF29TnGHudC71G1lHZa7Q/dbmF2TOtCjgZmdtdeMfyfAsfZns8Up2MIS0rui7f7N5uI/v0M2ll/xzesl9ehWZYZwhe/lfkh17+WElPum09DHb2O+2kpr7I23gas6/TIbfsjflsOfcufenit34db/n/MmfCMIlQbQkiJcEyZIgXRLslgSbvizksGbz+E8m4MQ16gudpOE+3u+TONxF4cu26/4CECBOKQ== Copy blueprint
Here is a blueprint I have set up with both the foundry and assembler 2 with parameters set up in the method mentioned above. Electric furnace is also included in this book but parameters aren't set on it due to the issue mentioned above:
0eNrtmF9vmzAQwL9K5adtgg7MnzXR9rSnvU17nSrkgGmtgqG2yZZVfPedgRASKA2k29QuihSFw/c7n+073+UBrZKC5oJxFayy7A4tH3YSiZbfO4/6HQszXoslu+Ek0TJOUoqWiEhJ01XC+I2ZkvCWcWpiVBqI8Yj+REu7vDYQ5YopRmtC9bAJeJGuqIABxijJQHkmQTnj2iYATefSM9AGfliXHtgRNGS5Vs+JAI6iwrTQVhzcFyQBa/CaZyKFiZdGbwa4nUFMpDIZl1QAZsC025i2K8uwJkpkSbCit2TNMqFHgYzTUAUqC5LshknFwoBT9SMTsMZKFNRArRzGRi0+ZkKqoLe6Xadqk1IRvSe2ZenHVA9Q2jb6iMpywDvnaO/wnncRgyWsX1+9FF9dY8eSkq2pmYtszSJAhrdUqpEtBeeHiF5LTGnEitSkCbgsWGjmWUJHTucjPL/lCXpfwJRGpoY7KGM7PohZAkpSD5L1BtVhtY03A7Uj9qS9RbbBZC88Dtb5UyUoqk3Q3jQ4PIDD03C4g3MGcM40nNPBuQM4dxrO7eC8AZw3Ded1cP4Azp+G88tr+OjE2iLq3VabKhOyCLVGPgsSq4sviqZLEMKbwzjb1zoYoM8I5GMBZx8OspnF09TxaerOaeruaereaer+8epNcjC2P5YIMh48xnAQioRoRSuQIIhoTuEU6TOg8+s4Yg+QMv4mtwNpAInZ7+FbvfOttxOZuM/EDRPPZTp9ptMwnblMt890G6Y7l+n1mV7D9OYy/T7Tb5j+GBMin0FEg86uSjPQGtJAdX14Pl64i4Xn4g8OvrJ3xZilZ3NsYdfedHEhOAnpvKKuR3mioHs19dn/U52da7N/X5sdURBMv/v/yP0yN3fZU3JXDOsSic28lLVVHjhAbaqy8bM3n08fOsfbmr86twR/vyWoYmwsha+K5G4she/2b/EKWuxjk67TdXo0jT+5fvb++r2MFfOnX3w7R3WgT2n0vlWZ59zqTWq2zp3Ss3ZKRzavcwsBPKRpVv9iQ2yTFYXwRV/15hNFBPtFo4sqNvQcRkqGg0Dvlg0EkvSaBtsmamSS5W9sg7/H Copy blueprint | [
{
"author": "Skellitor301",
"content": "Follow up can also confirm this does not work with the Biochamber either. None of the parameter icons will attach itself to the parameter set in the Biochamber which is expected. Blueprint string below for a Biochamber version of the blueprints above. What is expected is parameter 0 being set to the machine's recipe would in turn cause parameter 1-6 to set themselves as ingredients to parameter 0. But the system does not recognize parameter 0 to be a viable recipe to attach ingredient parameters to. \n 0eNrVVduOmzAQ/Zd5dlbhYpqg9kuqFXLASUYFm7XNdqOIf+8YsoQkbCgPfaiQuIzOnJkzPjZn2JWNrA0qB+kZMNfKQvrzDBYPSpQ+pkQlIYUd6vwoqp000DJAVcgPSIP2lYFUDh3KPq/7OGWq6ZBpwD7zjXxrpHXSrPIjPYFBrS3laeWLENdq/cIZnOglSF441bhkZHssKc16mJW5z+hLffbAYEDcRC+Fa2HoxRcOqOhbI0pqkOJKm4oUMsh15TFOU7/wows0fhxBywa6cIIuXEYXjuiiCbpoGV00oosn6OJldPGIjk/Q8WV0fESXTNAly+iSEd23gU41ziAZzi5ciDWDSnxkw2f7SpevcGfe66JbIhEH+ZV1g3/t3PVS536h6Oq7ShbYVCtZUl8G81WtS/ko7HZLThBenbcX1q1QWWmo4ae7m3czopPGGV1mO3kU7+gVnH1MUT+Z01mpD2gd5pmS7rc2vyB1ppEMhjhhi6HAHg2N++HMGg+wL2md6AZ0N7vv0E6p43+rLrgTV6Dp1xvSzf8h9bpJRwf9Ez9EF6PnWD9atQ9nD471f4sB2Zvenbp8LCiNbrfHte/zCSCcA0RzgHgOwOcAyRxg3alGJys/2+Fny+CdRtBNlifhNt5ueRxFm02wads/rK6EeQ== Copy blueprint",
"date": "2024-11-08T22:13:27+00:00",
"quotes": []
},
{
"author": "LCStark",
"content": "Try this: \n 0eNrVls+Om0AMxl+l8hlWCf+2i9oH6LXXaoUImKzVYYadGdJGEe9eDySEJGxalFOVS+L4++HP47E4wEa02GiSFtIDUKGkgfTHAQxtZS5cTOY1QgrFG9ZU5MJvRM7JnQckS/wN6bp79QClJUs4aPsf+0y29QY1J3gnRo0ltbWPAgurqfAbJRA8aJRhsZLuaQz0o6fYgz0Lw/VT3HXeDTEYiRrfWzQWtc/1GTsDiy9gHrBDq5XINviW70hpl1eQLlqyWa1KzFSVqQZ1PkC4+NO/rCx7dIYy3wgsIa1yYZChxzKyigTXYhzTsEc6dfPUKg/GjIvo0U2Ta/7i3KzZyXubC3bNcal0zYfhiq9djnVlw9c+0LqTW7smHXHBDC5YhgsmuHAGFy7DhRNcNIOLluGiCS6ewcXLcPEEl8zgkmW4pHvlz8zQThtpDO3Qb7TaUXlndsO/XYRzN6vcWJ+kQc01370GwcfXQEnJU5tZlQm1JWOpyCTaX0r/hNTqFj0Y4+NlcMKKNA//zco49/AZhkcam/fjulpdNfALdHP+4n/2F175K0kPFxDSz/+L2/P0XS3beysyurYbuXVUUHNZ0wpO4exmmN0CHzOH1WT3vZ5KGGv6PkA9F7wkOytTwVWC22Ukt5qXPxv2VbVMHjwmDx+TR4/J48fkyUL58ai+He/Jp/Pc3qCf+2MnizWHzy8BHux4BvpBipPgJXp5iaNoFYVx0nV/AErau3E= Copy blueprint",
"date": "2024-11-08T22:44:41+00:00",
"quotes": []
},
{
"author": "Skellitor301",
"content": "So that does fix the issue, not sure why setting the parameter in the inserters to the same as the recipe doesn't work since p0 has ingredients. Might be an ordering issue on how the logic for reading the parameters is done. \n \nbtw, updated to include the math used for the bot mall logic: 0eNrVlttum0AQht9lrtoKUnOMg9qX6G0VoTUMyaiwS3YXt1HEu3cW4yPEje2rypKFxzMf8w+zv/0Gq7rDVpO0kL0BFUoayH6+gaEnKWoXk6JByKB4xoYKUfttLTi594BkiX8gC/pHD1BasoSb2uHDay67ZoWaE7wto8GSusbHGgurqfBbVSN40CrDxUq6uzEwuks8eIXMD+O7pO+9CTDcATW+dGgsap/bM3bKCo9YHrA+q1Wdr/BZrElpl1aQLjqyeaNKzFWVqxa12DC49e23XFkO5BylWNVYQlaJ2iBDxy7yimpuxTimYYW0neV2UB7sMo6io5hWaL5wYgIW8tKJmkVzXCrd8KNwzTcux7q24fsQ6NxzC9yMRlw4gwsvw4UHuGgGF12Giw5w8QwuvgwXH+CSGVxyGS45wKUzuPQyXNo/8mtmZw8HaQyt0W+1WlP5/urG/zoG+2FWwlifpEHNLZ87BNH7h0BJyTubW5XX6omMpSKXaH8r/Qsyqzv0YBffHQVXWJHm1Z/YxX6C97C5pbFiWNbF4mR836Cfk5d8VF58Iq8kvTl9kC3/F7H71Tvx2TPuGJyqjZ0VFdQet7SAbTifLLKz7l3mxpbs61BPJexa+rGBei54THZKDgtOEpyPkXzSbPus11fVZeXhbeXRbeXxbeXJbeXpx8vHHfK2Fxm4uVf8hLtauF9dkp/aIDdeu8gp+Mrv9ku6+Mw5JbbI1uc21W39WWY4ZYYjM7yWGU2Z0ciMrmXGU2Y8MuNrmcmUmYzM5FpmOmWmIzO9lsl2c0RljDmLmNu8+8EVyGLD4f2/Qw/WbBGDzyRp+BA/PCRxFC2XwbLv/wLh4Geo Copy blueprint",
"date": "2024-11-09T00:42:20+00:00",
"quotes": []
},
{
"author": "LCStark",
"content": "Sorry, I should have explained what I did. Yes, it is an ordering issue. It looks like parameters can only be used as ingredients of recipes set as other parameters if that recipe is a parameter above them in the list. In your original blueprint I just moved the parameter 0 to the top of the list and set the other parameters to be ingredients of it without an issue.",
"date": "2024-11-09T00:49:17+00:00",
"quotes": [
{
"author": "Skellitor301 wrote: Sat Nov 09, 2024 12:42 am",
"content": ""
}
]
},
{
"author": "Skellitor301",
"content": "Looking through the suggestions page I did see that other people have been running into this issue as well, and from what they consider the issue, it seems just as likely the issue stems from the recipe and the output item not being considered separate items as we've discussed in the other thread. So when you select a processing recipe like unbarreling, you can't really set that in inserters or put those in chests as that's a processing recipe and not an actual item.",
"date": "2024-11-09T01:05:14+00:00",
"quotes": []
},
{
"author": "",
"content": "Hello, \nto decrease the amount of confusion, I added a label into the ui which should help to understand the issue, it basically says:\n \n\nand in tooltip it says:",
"date": "2025-03-04T14:04:07+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
}
] | 6 | 2024-11-01T15:05:53-05:00 |
forum-topic-18145 | 18145 | Strange Stuff - Storys, Pictures around Yuoki-Industries | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=18145 | YuokiTani | Yep, i know some of you ask why ? - it's simple because i can ( or not or have too much time ^^ )
this sub-thread should provide you with strange short-storys, wallpaper around Yuoki-Industries and from a little outside view off the planet based factorio-things. it will give you some informations about the things and i hope i can develop a little more story behind Yuoki-Industries items and machinery. of course all is fictional and helps not in game, but maybe its also entertaining after a hard and long (frustrated ?) factorio game
if you expect serious examples or descriptions you are wrong - sorry.
also i'am not good in english and storys in english way more harder - so you can learn german ^^ or use google to translate. google is not perfect, but i think it will work, and maybe you will laugh more often as intended
Why you start with Scrap and no one come to rescue ! > F001-2151201 - PDF - German <
Why you still on the planet even if you build the rocket ! > F002-2151202 - PDF - German < | [
{
"author": "YuokiTani",
"content": "click image to expand 1920x1080",
"date": "2016-02-18T20:06:58+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "version 0.2.41 + 0.2.42",
"date": "2016-02-23T16:24:33+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "Upcomming Addon for Railways ... \n(click picture to enlarge ^^) \n \n \nfor people how thinking it's to good to be true \n Screenshot",
"date": "2016-03-06T21:42:06+00:00",
"quotes": []
},
{
"author": "Neotix",
"content": "",
"date": "2016-03-09T20:14:01+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "a little rough in quality - but colorful and bright as always.",
"date": "2016-03-28T19:12:17+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "prepare some changes and fancy preview to next version \nclick picture for 1920x1200 view",
"date": "2016-10-03T12:00:13+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "i take some time and improved the good old workhorse \nthe idea behind is to include the tender. i changed steam-locomotives fuel-inventorys, so it makes more sense to use tenders or mid-sections(b-units)-diesels. In a video i tested a reload-station to transfer fuel from tender to locomotive. \ningame comparsion/view (but i'am not sure why the V is low?) \n \n \n \nklick for a bigger view",
"date": "2017-05-02T16:48:23+00:00",
"quotes": []
},
{
"author": "steinio",
"content": "Wow it looks fantastic. \n \nAs i understand you, we need an inserter which takes fuel out of the mid-unit and put it into an A-Unit or will this be automated? \n \nGreetings, steinio.",
"date": "2017-05-02T16:52:47+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "No, but i want to try change all A-Units(Switchers too) and locomotive with no visible fuel-slots to a 1-slot fuel-inventory. So short ranges no problem, but for long ranges you need to refuel. B-Units and Tender or locomotives designed for long-range will have a larger-fuel-inventory. It's not so bad as this sounds - most people will use high-power-fuel and can ignore/overwrite this.",
"date": "2017-05-02T19:34:06+00:00",
"quotes": [
{
"author": "steinio wrote:",
"content": ""
}
]
},
{
"author": "foodfactorio",
"content": "its all cool, but i think this is really cool \n http://johnsmith.ktec.de/factorio/mods/ ... erm_wp.jpg",
"date": "2017-08-08T00:51:24+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "Thank You ! - i had already forgotten i made this in the past \nIn Forum FanArt/Wallpaper you can find some more.",
"date": "2017-08-09T14:08:13+00:00",
"quotes": [
{
"author": "foodfactorio wrote:",
"content": ""
}
]
},
{
"author": "foodfactorio",
"content": "cool, thanks i will have a look. \n \nhave you ever thought about doing a small mini-animation / mini-film (similar to Roughnecks the Starship Troopers series), but set in the Yuoki Industries world",
"date": "2017-08-12T20:50:08+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "i had made animations in the past, but it take much time. so for factorio no videos yet",
"date": "2017-08-14T16:02:12+00:00",
"quotes": []
},
{
"author": "foodfactorio",
"content": "cool",
"date": "2017-08-15T23:07:32+00:00",
"quotes": []
}
] | 14 | 2015-12-01T14:46:59-06:00 |
forum-topic-109114 | 109114 | Passive Requester Chests | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=109114 | ThePiachu | TL;DR
Add an option / new chest that requests items from Storage Chests only.
What ?
It would be nice for us to either have an option on Requester Chests to only request items from Storage Chests, or have a new type of chest - Passive Requester Chest.
Why ?
I tend to build Storage Chests all over the place (usually tiled with a Roboport across my entire factory). This keeps the bots from having to fly too far to dump items they delete. However, that means I have random items all over the map!
I like keeping my factory tidy. Sometimes I delete an entire part of the factory, or a filled chest and so on and I suddenly have a lot of items floating around the network that generally won't be useful, be it stone, wire, chests, inserters, pipes or whatever.
Sure, statistically, over time, it you request such items with a Requester Chests they will *eventually* get cleaned and used up, but if you have Passive Provider Chests from your production line closer to your bot-powered mall, you won't request items from across the map ever.
Using an Active Requester Chest to put items back into some organised part of the factory also won't help if you are using Passive Provider Chests to store the same item.
Sure, being able to put a filter on a Storage Chest is very useful in mitigating this issue, BUT if you ever overfill that chest (say, due to a low demand of a given item, but a spike in the item count like deconstructing your entire starter base) you are back to having a mess in your factory!
So in order to keep our factory tidy for the time being, you can only use your Storage Chests in the heart of your mall / production area.
Ideally, we should be able to somehow request items from Storage Chests *ONLY* to be able to clean up our distributed Storage Chests.
EDIT:
I think the simplest implementation of this feature would be three toggles for the Requester Chest:
- Request items from Storage Chests (default ON)
- Request items from Passive Provider Chests (default ON)
- Request items from Buffer Chests (default OFF) | [
{
"author": "jamiechi1",
"content": "I don't see the point of this. By default the game pulls from the Yellow chests first which basically takes care of any cleanup. \n \nWhat I do that helps with this is to only place 1, or very rarely, 2 Yellow chests without limiting them to a specific item (no filters). \nThe ones with filters in them are placed near the source and fed to a splitter that is set to take from them first. \n \nAn example of this is to place a chest that is filtered for Coal at the beginning of the Coal belt or belts, and using a splitter to use their output first.",
"date": "2023-10-11T15:46:08+00:00",
"quotes": []
},
{
"author": "ThePiachu",
"content": "If you place a requestor chest to grab items to filter them from the logistic network and put them back to passive provider chests, you will easily end up with an infinite request loop where the requester chest will request items from the passive provider if there isn't anything in the storage chests. Not an ideal situation. \n \nIf you only have 1-2 storage chests, then the bots will have to travel a far distance away when you mass deconstruct something on the periphery of a large base. Also not ideal. \n \nWith a passive requester chest you could have storage chests everywhere to make construction bots stay more distributed and not travel far after deconstructing 1 item (they can drop items off locally) and then you would have the logistic bots move 5 items at a time back to where they belong. \n \n---- \n \nI guess one way you *could* accomplish the same is to provide items to the network via buffer chests rather than passive provider chests, and then request the excess with requester chests without enabling them to grab from buffer chests. But then you would run into the problem of other buffer chests not working elsewhere...",
"date": "2023-10-11T20:18:32+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "This isn't exactly correct. \n \nWith logistics requests, it goes player trash and active providers (same priority, so closest first), then storage and buffer (same priority, so closest first), then finally passive. \n \nBut for construction , it's closest first regardless of chest type .",
"date": "2023-10-11T23:09:19+00:00",
"quotes": [
{
"author": "jamiechi1 wrote: Wed Oct 11, 2023 3:46 pm",
"content": ""
}
]
},
{
"author": "morsk",
"content": "Buffer chests are supposed to solve this. It would be better to add missing features to buffer chests than to add a whole new chest.",
"date": "2023-10-13T17:42:33+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "Yep. Distribute storage chests all around your explored area, and put buffer chests into your mall area, with filters what each chest should contain. Then items delivered as trash to all the storage chests are being sorted and consolidated back to the mall area in the buffer chests as second step. Intermediates like ore, plates or circuits could have a buffer chest or requester chest next to the facilities that are producing them, so you could inject these from the buffer chests into the output of the facility, bringing the items them back into the regular cycle of intermediate products. \n \nIn this setup, storage chests are just buffering the unsorted heap of trash items, and the real long term storage is in the buffer chests.",
"date": "2023-10-13T17:57:55+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "I'm not disputing anything you've said... I just wanted to comment on the irony of how the chests are named and (ideal) usages seem backwards.",
"date": "2023-10-13T18:03:25+00:00",
"quotes": [
{
"author": "Tertius wrote: Fri Oct 13, 2023 5:57 pm",
"content": ""
}
]
},
{
"author": "ThePiachu",
"content": "Yeah, it could be accomplished with existing chests with an option to request from Storage Chests only.",
"date": "2023-10-13T18:56:21+00:00",
"quotes": []
},
{
"author": "morsk",
"content": "If you do this, you can't use buffer chests for anything else, because buffers can't draw from other buffer chests. \n \nI like to use buffer chests at the construction areas before building, so the construction bots get their job done quickly, and don't spam me with yellow alerts for as long. It is a hassle to get the numbers into them, but mods can help with that. The real problem is they count against logistic totals. Players using the buffer as storage probably like that behavior, but I'm using it as an actual buffer and I hate it.",
"date": "2023-10-13T22:17:10+00:00",
"quotes": [
{
"author": "Tertius wrote: Fri Oct 13, 2023 5:57 pm",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "I don't actually use the buffer chest sorting I described, because it's sorting without purpose. I just keep everything deconstructed or trash as unsorted heap in storage chests and use a few buffer chests to consolidate assorted items to places where they're expected to be picked up. Requester chests are used, if the items are to be processed with inserters and to bring deconstructed/picked up/trashed intermediate items back into the production loop, and for train fuel supply. \nThe loading station for my supply train requests its items with requester chests. The mall outputs its items into passive provider chests. Used up uranium fuel cells are put into active provider chests. And the currently unused and currently not needed stuff is waiting as unsorted heap in the storage chests, wherever they may be in the base. \nThat's probably the way how the chests were designed for in the first place. I don't care for a nice sorted warehouse - the only thing I care for are filled buffer chests, so refilling the player inventory is as fast as possible. \n \nMaterial needed to expand the outskirts of the factory is brought by supply train and supplied to a local logistics network, local to the area that is about to be expanded. \n \nIf it comes to the topic of this thread, I really don't see a need for a new chest. The use case described is implemented by the buffer chest: consolidate items into a chest near to their pickup place, so access is faster. Also, items in a buffer chest are still being advertised and available for robots to pick up. They're not dead as in a requester chest, they don't need to be \"put back\", since they're always available. Just having a tidy storage area isn't a very strong reason to implement a new kind of chest, to be honest.",
"date": "2023-10-13T23:36:26+00:00",
"quotes": [
{
"author": "morsk wrote: Fri Oct 13, 2023 10:17 pm",
"content": ""
}
]
},
{
"author": "ThePiachu",
"content": "I think the simplest implementation of this feature would be three toggles for the Requester Chest: \n \n- Request items from Storage Chests (default ON) \n- Request items from Passive Provider Chests (default ON) \n- Request items from Buffer Chests (default OFF) \n \nThis way the basic behaviour remains unchanged, we don't need a new chest type and those that need the granular control can get it.",
"date": "2023-10-15T07:19:46+00:00",
"quotes": []
},
{
"author": "AnimeDev",
"content": "TL;DR \nA \"Request only from storage chests\" option for requester chests similar to the buffer chest option \n \n What ? \nJust an extra option that would make a request for the items but only if they are present in storage chests \n Why ? \nI think it would make cleaning up storage chests that start filling on larger networks way easier. \n \nLets say you have a passive provider to supply some stone if you need a bit. But at the same time when you clean some rocks you have a huge surplus, you can't clean those from the entire network with a requester chest because it would keep asking amounts from the passive provider as well. (ofc you can solve this with circuits, but it does make it alot harder, especially if you have multiple chests spread out over a large base, plus if you forgot you have it set up and would add another provider somewhere the circuit would break and you'd have infinite loop problems all over again). Especially on modded saves with 100s of items at the same time this would make it so much easier! \n \nThanks for the time and the great game!",
"date": "2023-11-01T16:13:18+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged two different ideas trying to address the same issue.",
"date": "2023-11-01T19:59:57+00:00",
"quotes": []
},
{
"author": "ThePiachu",
"content": "Another problem with the current setup - Storage Chests with at least 1 of any given item have a higher priority than Storage Chests with a filter. So if you want to, say, have a Storage Chest where you return deconstructed items like Assemblers, if any other Storage Chest in the network has that item that Storage Chest would have to be filled first, wherever it is. You could mitigate it by \"seeding\" the Chest with the item, but then you'd have to make sure your Inserters don't take away that one last item just in case it's somewhere else in the Storage Chest network. \n \nNot an ideal solution!",
"date": "2023-11-03T09:56:47+00:00",
"quotes": []
},
{
"author": "Cerberus",
"content": "I second this. I also use storage chests with filter to accomplish the feature being asked in this topic. But storage chests already containing the item are ruining it. Making storage chests with filter having greater priority over storage chests without filter but already containing the item would solve this problem a little, but not completely because it does not automatically clean up storage chests already in existance, before the storage chest with filter was added. \n \n\nThis is also not ideal. If your player character is auto-trashing stone or coal, you also want it to go straight to your requester chest instead of first storage chest and then get picked up immediately again. \nWhat you actually want is disabling \"request from passive provider chests\" on your requester chest.",
"date": "2023-11-06T04:41:36+00:00",
"quotes": [
{
"author": "ThePiachu wrote: Fri Nov 03, 2023 9:56 am",
"content": ""
},
{
"author": "AnimeDev wrote: Wed Nov 01, 2023 4:13 pm",
"content": ""
}
]
},
{
"author": "Zaflis",
"content": "This will not be an issue in 2.0 when we can make robot requests to roboports. It's fine that they will carry items all the way to the central storage, but the important bit is that they arrive to the pickup location fast every time they are needed.",
"date": "2023-11-17T05:56:18+00:00",
"quotes": []
},
{
"author": "ThePiachu",
"content": "Fast / smart robots won't fix the issue. You will still have random items appearing in the Storage Chests and you won't be able to put them back where they belong without messing with your logistic network.",
"date": "2023-11-17T07:09:39+00:00",
"quotes": [
{
"author": "Zaflis wrote: Fri Nov 17, 2023 5:56 am",
"content": ""
}
]
},
{
"author": "Zaflis",
"content": "What do you mean random items? Generally a central storage means something like a 10x10 grid of storage chests, couple roboports around it for faster management. If you want certain chest to contain only 1 type of item you can set filter to it.",
"date": "2023-11-17T14:17:06+00:00",
"quotes": [
{
"author": "ThePiachu wrote: Fri Nov 17, 2023 7:09 am",
"content": ""
}
]
},
{
"author": "DarkShadow44",
"content": "Similar ideas in Would like a \"Request from Storage\" chest and Passive requester chests . \n \nI'd also like this added in one way or another. Current situation:\n \n I have a lot of coal in storage chests, including a coal passive provider, but no coal requesters \n If I now put a coal requester, the bots will empty the storage chests, but then keep flying between provider and requester, what I don't want",
"date": "2024-08-24T17:12:17+00:00",
"quotes": []
}
] | 18 | 2023-10-09T15:46:49-05:00 |
forum-topic-118446 | 118446 | Update 2.0 AAI Programmable Vehicles | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=118446 | Ignus | Hi, I've learned to play with Earendel's vehicle mods using AAI Programmable Vehicles as well as other AAI controllable vehicle mods like Mr.YaR's Xenos tanks among others and now I can't play without those mods, do you know if they will be updated or will I have to stay stuck on 1.1? | [
{
"author": "pertur4bo",
"content": "I would love for an update to AAI Programmable vehicles.. However, I have not heard that such a thing is on the way. \nFrom what I have observed the mod might be dead. \nI hope someone will pick it up. \n \nI'm playing with the thought of giving the modding tutorial a go, but I am affraid that the AI mod might be a bit above my hobby programmer skills.",
"date": "2024-11-25T16:02:56+00:00",
"quotes": []
}
] | 1 | 2024-10-29T14:30:00-05:00 |
forum-topic-121220 | 121220 | Add stone to some asteroid crushing recipe | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121220 | tsevasa | TL;DR
Add stone as a byproduct to some asteroid crushing recipe, so that stone can be naturally obtained on space platforms.
What?
Currently, it is possible to obtain iron, copper, calcite, coal, water and all oil products on space platforms from asteroid chunk crushing recipes and their derivatives. However, it is impossible to obtain stone on space platforms without using rocket launches. Suggestion: change some asteroid crushing recipe or add a new recipe in order to also allow for infinite stone generation on space platforms.
Why?
Three main reasons:
This change would make space platforms much more self sufficient and allow them to also efficiently produce military science and production science, as well as oil refineries, chemical plants, walls, furnaces, etc. This would allow for interesting challenge games where players can make gigantic self-sufficient space platforms that produce all non-planet-specific science packs.
Extra logistical challenge from having to deal with an extra byproduct in space.
Stony-type asteroids are the second most common type of asteroid in real life. From that standpoint, stone could maybe be an extra byproduct of advanced oxide asteroid crushing?
Admittedly, this would be a large change post-release and it might already be too late for it anyways, now that people have already built their space platforms. But maybe it is a nice idea to keep in mind for the future? Or do you think that stone in space is too useless in most cases? | [
{
"author": "Stargateur",
"content": "can't agree more",
"date": "2024-11-17T18:27:57+00:00",
"quotes": []
},
{
"author": "AileTheAlien",
"content": "I don't mind breaking peoples' existing platforms, since the cost of a platform is a lot less than the other stuff it's transporting over many trips. Plus, spaceships already need to have at least half-way intelligent circuit conditions set up, to either not catch or crush certain asteroids, or throw overflow materials overboard. Rocks in space plz.",
"date": "2024-11-17T22:12:26+00:00",
"quotes": []
},
{
"author": "HadesSupreme",
"content": "I find mass space mining and construction kind of cheesy and annoying since its infinitely scalable and clutters the ship list respectively. But I respect that doing so is an interesting alternative way to play the game and stone being the one resource you can't get in space feels logically ridiculous.",
"date": "2024-11-18T06:25:20+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "I agree that it feels weird that you can't get stone in space. \n \nI can see that it's a gameplay hurdle (gleba and aquilo have stone issues), but it feels counterintuitive that space doesn't have rocks. We can send infinite iron, carbon, ice etc... But not regular old rocks.",
"date": "2024-11-26T17:03:26+00:00",
"quotes": []
},
{
"author": "CyberCider",
"content": "Infinite stone generation is possible, here’s how to do it: \n1) Make calcite, plastic and rocket fuel from asteroids \n2) Drop them onto Vulcanus \n3) Use the calcite to do lava processing, it will produce the stone you need as well as some metals \n4) Use the metals and the oil products you dropped from space to build a rocket \n5) Launch the stone into space \n \nLava is infinite, calcite came from asteroids, which makes all of this 100% renewable. \n \nI know it’s not very elegant, and technically not entirely in space… But it works",
"date": "2024-11-26T17:17:25+00:00",
"quotes": []
},
{
"author": "Nemoricus",
"content": "None of my platforms use circuits for that.",
"date": "2024-11-26T17:23:27+00:00",
"quotes": [
{
"author": "AileTheAlien wrote: Sun Nov 17, 2024 10:12 pm",
"content": ""
}
]
},
{
"author": "Yodo",
"content": "+1 I would like to see silicate/S-type asteroids in the game. \n \nMeanwhile, there are some mods that already add a way to get stone in space: \n Rocky Asteroids \n Stone From Oxide \n Advanced Asteroid Reprocessing \n More Asteroid Resources, Forked",
"date": "2024-12-04T12:20:18+00:00",
"quotes": []
},
{
"author": "Khazul",
"content": "Anything breaking existing space age builds? Hard NO! \n \nBreaking build may be fine for folks who spent 5 minutes designing a barely functioning scrappy ship, but ultra annoying for anyone who may have spent ages designing tightly laid out ships that just would not have any room to cope with such change without a total from scratch redesign. \n \n \nAdding a new recipe to the crusher to extract stone - yes agree. It would at least mean that walls can be made on board. \nI would also quite like a means to get Uranium in space as well while we are at it. \n \nI suspect however that the existing recipes and asteroid types were considered as a bare minimum for a functioning ship for space science and ammo crafting with the intent being to have to make everything else on planets to avoid people having a huge factory hovering over every planet to make anything that may be needed and thus not really having to deal with interplanetary logistics and/or solve local production problems and especially not having to make provide millions of rocket parts in silos.",
"date": "2024-12-04T13:41:58+00:00",
"quotes": []
}
] | 8 | 2024-11-12T20:36:34-06:00 |
forum-topic-56598 | 56598 | Possibly Dectorio Bugs and Issues | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=56598 | BHakluyt | Can't find this being suggested. I see that when blueprinting accumulators it always place the new ones with the circuit output signal as "A." Can accumulator output signals kindly please persist through blueprints? | [
{
"author": "m44v",
"content": "Check again because that's not the case for me.",
"date": "2018-01-14T12:34:29+00:00",
"quotes": [
{
"author": "BHakluyt wrote:",
"content": ""
}
]
},
{
"author": "BHakluyt",
"content": "Ahh thank you for checking. \n \nDude who made Dectorio, your mod has some whack issues. See above. \n \nAlso when placing Splicer's battery indicator that can be found on factorioprints.com it doesn't work with your mod for some weird reason. In vanilla the outer border turn green when at 100%. With your mod it just doesn't happen and I can't figure it out why. I love the extra signals but your mod just mess so much stuff up for me that I think I must make my own additional signals mod. Love the battery and star image and bell etc. \n \nAlso, and I suspect its Dectorio's doing, when copying a circuit contraption/thingy via exchange string into a new vanilla game it completely remove combinators which had Dectorio signals instead of leaving the setting blank as it is when using signals from other mods and placing blueprint into a vanilla game. \n \nCool mod concept tho... maybe you can fix these issues? And add some more colours? And oh wow please your black signals turn lights purple. I love how lights now display correlating colours when supplied by an ore/product signal, example iron produce a blue signal and copper an orange one. This is genius. Now I can supply a display with only the resource quantity and the display wil have a nice fitting colour too.",
"date": "2018-01-14T12:49:14+00:00",
"quotes": []
},
{
"author": "PantherX",
"content": "Thanks for the feedback, I wasn't aware of these issues. \n \nI'll take a look at the battery indicator blueprint and see if I can figure out what is going on. \n \nThe issue with combinators disappearing when copying blueprints into vanilla games surprises me because the signals Dectorio creates shouldn't be any different to the ones other mods create. I'll have to do some more testing here too but do you have any examples of blueprints that have modded signals where this does work correctly so that I can do a comparison? It may be that this is a bug/feature in the base game to do with how the blueprints handle modded items when the original mod isn't present. \n \nWith regards to signals, which colours do you think need to be added? You can add as many as you like in the mod config and I figured there were already enough bundled with the distribution to keep most people happy as a starting point. The black signal outputting purple is on purpose as it's meant to resemble UV light (ie. what you would call black light in real life) - again this can be changed in the config if you don't like it (I can't tell from your comment if you do or not!). And yes, the ores/products outputting colours is so that you can do exactly as you have suggested and make useful warning or status lights and things when the factory is running without needing bunches of combinators to achieve the same thing. \n \nI'll try to fix the issues you've mentioned so that you don't need to create a new mod for that purpose (doing so would probably only just cause more conflicts and confusion if people ever tried to install them both at the same time).",
"date": "2018-01-14T23:08:40+00:00",
"quotes": []
},
{
"author": "BHakluyt",
"content": "That meter still mess up with latest Dectorio update, see below. Maybe signal priorities are changed such that yellow are now more important than green? i.e. displayed first/before \n \nSee screenshot:\n \n \n \n Dectorio Battery Problem 15Jan.jpg (555.93 KiB) Viewed 3827 times \n \n \n\nedit - then after a while I noticed this... Don't even know how that happend. But it was in the last 2 hours or so after updating mod. This is getting all too much for me. I am going to go work now rather - to go clear my head.... \n \n \n \n wtf01.jpg (774.02 KiB) Viewed 3824 times \n \n \n \n \n \n wtf02.jpg (656.57 KiB) Viewed 3824 times",
"date": "2018-01-15T11:00:29+00:00",
"quotes": []
},
{
"author": "BHakluyt",
"content": "Hi PantherX. I hope you're not pulling hairs yet. I think that water came from Mylon's Global Warming mod. Sorry for the mini heart attack.",
"date": "2018-01-15T16:22:07+00:00",
"quotes": []
},
{
"author": "PantherX",
"content": "I'm glad you've worked some of it out. The water issues definitely aren't Dectorio as the mod doesn't do anything to water like what you're seeing. I notice your UPS is only ~20 so your game must be pretty heavily modded. In those scenarios you're far more likely to have conflicts and things so you need to consider how all the various mods you're using work together otherwise you'll end up having issues that can be hard to track down. \n \nThat said, I'm constantly updating Dectorio to reduce conflicts when players raise them, so keep the bug reports coming if you notice any issues.",
"date": "2018-01-15T23:50:38+00:00",
"quotes": []
},
{
"author": "BHakluyt",
"content": "Hey man! Yeah I got a lot of mods but its not them. My whole map is red with idiotic biters standing still and eating UPS. When I console then game run a smooth 60 again... tonight my arty will be researched then I will try to aggro them and thin them out in the hope to get proper ups again. \n \nMu biggest issue right now is that that battery meter of splicer should show green when full and it does in vanilla but not with your mod on. Thats weird as fck. Keep up the good work man!",
"date": "2018-01-16T04:59:56+00:00",
"quotes": []
},
{
"author": "PantherX",
"content": "Can you send me the exact version of the blueprint that you're using and I'll see if I can replicate the problem at my end?",
"date": "2018-01-16T06:05:33+00:00",
"quotes": []
},
{
"author": "BHakluyt",
"content": "I get this one from factorioprints.com: \n Code: Select all 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 \n\nand then I import it in game just like that. Can a blueprint's code be changed by a mod in the process when importing it in the game?",
"date": "2018-01-16T07:36:11+00:00",
"quotes": []
},
{
"author": "BHakluyt",
"content": "Anyways, so after importing it into may game its this: \n Code: Select all 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sjdCnPEJJ5DbpoSieHpZGsJO6rirbrqsH1BTRPiwgDeM3pM5spvh1kJmaWFwPSiP4Sf3ZTPGbIFEykTICLI3g55ReYK74g3zJRKoJsDSCX1A6grniD8ozwXtoWfMi98Opg0MBXoT32KMKbPV7mIYlpfWYq4aDxNhEYlpYGsGvKA3IXPEH5m0isS0sjeDXlDZkrviDZMFEusCwNIKf8uacXOkHzV0TqWbA0gh9yht0cqUfFOVMpCEMSyP0HaExmSv9IE+2kbQOlobpW8rtuZnSD9+raCNpBSyN0KfcpZur7QdFChupKMHSCH1OaJnlavvh3Hgk4oelEfqURnGu9IMKkY3kw7A0Qp9yr26uxVRFsX1YGqFPuVc3V9vnlKYxLI3Q3yW7d+WouisXV/WR31bTzZFjJW3zAVPE8yI7MMsTjCOGzwq4HMzWq/masGaDdbPq/LE+uPV0dfN5MZvcVNN6lcH15+F4WT5RHlnPrAvKdcVhfa0JNC8HHF8ivA8jWJS5oz+D+zVD063qQrefvNG7V9YtsNt4wULAUT36hVU8w7A0jchX2G3NW9AONPLPf/zPyXWy8X8UBxhJsBszR9SF1G1jVVpMc7vMfDgarSfrMaIy/uHYNqKS/Eh6HGRoi777UIGxomR1fC3gvknfexXHehroXnF72fj6tjbODeUQeOEDT/PfGnC92JHsMtPholo9TMr60h/duOzbMdVHdFcttgf0PBQSGsRu0RNs5GXZrHGzt59rjrN5udjyux78tsVmbkyQ4kBFqo55W7K2U7LlcPSwB5emkX3437W5vG1/nRSdBCoIe4v62FUNf7S0E1S1icw3hEQjw1+3f2RbRbzvn3h0H7y+JNDh0agQf8apU1S1qcz3j6LtH5m6f3RbRbzvnyP7xxyLO4/uH/zhem6X2H4zy6jSDLR3JKyyz9V4VTYlmvpokgkV21Rn3WyPK1YY44TevG+nmt6Vf38OnJNXYwerCStZfUXgL4tx0mL8YDFXFEWNj+1WE6TVxN5q9XkKI5lt7p57XkySFpMHh8aMVc7JvdUUaTV1qAMnDRNC7lbTpNX03mqcScGt21/MkBYzB4emVJ1rcNl0G59Xs6TV7MFqWjBlJW8eWvC8miOt5g5W4/V/lLB7q22f+EotJninultt67kJfkSnunLbxifYd5/w7hPefcIb8wnJ4Z2j+YTn7oY7dAr8hE7hsRyPZ1/3N0xLf/AJXIOjJFPq3IRKIBaabZoTpAr3czydxvwc9W6tgmYdPUTeUjttf0kTu0npOmI0HfHudfTpDB3ATyfsRzi8HxFrH4EFe5O6C6ENi2iY0zRcvPouPMUm/PpQrcqTN3mPNpMQFYi2pW3XwxrPv5y9xrPpskSbTU4QCwiOp26X1mXUXHUljumKWuxJjek2ZaR2JbtMdQWMlChiZJGahPNCt0nC3XsS/p6EvyfhbywJBy+udehax2CT+mdvx+tyvqjqn7scjIe3ZX2Mg+8fhov7anp/8elxWUtd/Kn2r6PGMyx/+4fhqt7djxd/Luv/ufjCPvD6e1/q/b711dbUjp8rwfTT0/8B9CJh4A== \n\nMaybe if you can check if the BP code text have any differences with some program? \n \nedit - veeeeery interesting... I see by just looking at the first few lines of code that they DO differ! Why is that!? Hmm must test with other BPs too...",
"date": "2018-01-16T07:37:45+00:00",
"quotes": []
},
{
"author": "Jap2.0",
"content": "viewtopic.php?f=30&t=56464#p335332",
"date": "2018-01-16T22:03:46+00:00",
"quotes": [
{
"author": "BHakluyt wrote:",
"content": ""
}
]
},
{
"author": "featherwinglove",
"content": "Public Service Announcement \n \nI've hit the path tile ID limit by trying to install too many flooring mods at once, in my case Dectorio, Extra Floors, Alien Biomes, and several smaller mods which have paths (something Bio Industries, not Dp77's, Asphalt Roads, Inlaid Lamps (I think), etc.) \n \nThis is one of those big mods. I suspect (but not have rigorously tested) that Dectorio, Extra Floors, and Alien Biomes can't exist in the same installation, and that only two of the three are supported by core Factorio before blowing this limit.",
"date": "2018-12-27T16:35:32+00:00",
"quotes": []
}
] | 12 | 2018-01-14T04:22:19-06:00 |
forum-topic-87410 | 87410 | Factorio Forums • Multiplayer blueprint sharing | TL;DR
Blueprint sharing in multiplayer was effectively killed after the .37 update. Currently you need to use game blueprints (No one is going to dump their entire library in game BPs) or manually make a copy of a blueprint and share it in chat.
What ?
With the recent blueprint updates, in multi player we are no longer able to view other players blueprint libraries. Sharing BP's is a critical part of the multiplayer experience. Of course the game blueprints still exist, but with the updates unless everyone knows what they're doing, players can unintentionally remove blueprints from the library (unless you specifically know to click the copy button, selecting a blueprint from game blueprints removes it for everyone.) And of course, the game blueprint library only shows what has been shared and hasn't been deleted.
Essentially, I am suggesting that you implement the ability to browse and copy other players blueprints in multiplayer. There are third party websites for this, but they are far from an ideal way to share, especially for newer players.
Why ?
I, like many people learned a lot of what I know about the game in multiplayer. I operate and play public servers and have seen countless (especially new) players join servers just to get inspiration and grab some blueprints that they can toy with offline. I would argue that it's an essential part of the online multiplayer experience. | [
{
"author": "",
"content": "Actually, I think it does make sense that when playing on a server, you access to a blueprint library designed for that map/server, and not like the blueprints of maybe tens of people. \nI think it's best as it is. People put together the blueprints they want used for a certain server. \n \nIt's like when I want to share a friends phone number with another. I don't share my whole contacts list, just the relevant info.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I could kind of see that, server admins setting game BPs, but the current permissions allow anyone to add / remove blueprints from the game blueprint library and it is not possible to restrict that. So as an admin I can add blueprints but any rando can join and wipe them out. If the intent was to have server operators /trustees manage game blueprints, permissions have not be implemented for that. But even then, I still think exploring BP's is an essential part of the MP experience on public servers.",
"date": "",
"quotes": [
{
"author": "Koub wrote: Sat Aug 01, 2020 9:56 am",
"content": ""
}
]
},
{
"author": "",
"content": "I admit I'm abysmally ignorant of what people who play multi find interesting in playing with other people, but in my mind, using others' blueprints is about as rewarding as solving a puzzle with the solution under the eyes. That's why I have hard time to imagine the interest in having full access to all the other players' blueprints.",
"date": "",
"quotes": [
{
"author": "n3ss wrote: Sat Aug 01, 2020 11:08 am",
"content": ""
}
]
},
{
"author": "",
"content": "This is all such a bizarre response, for you to deflect and minimize the play-style of hundreds of players. The blueprint overhaul has a lot of fantastic features but without being able to default expose to my friends, they are crippled. I am their blueprint hub. Additionally, the fact that the personal and game libraries are physical collections means I am *constantly* permanently losing blueprints. You may say \"well, don't do that\" but this puts me, the player, in a position to do configuration management responsibilities with my blueprint library which is work and that is not what I play factorio to do. It is whimsical fun for me but now I'm constantly fighting blueprint problems I never had before. Can't something be done? Our server has been upended over all this.",
"date": "",
"quotes": [
{
"author": "Koub wrote: Sat Aug 01, 2020 11:24 am",
"content": ""
},
{
"author": "n3ss wrote: Sat Aug 01, 2020 11:08 am",
"content": ""
}
]
},
{
"author": "",
"content": "I disagree : I neither deflect nor minimize anyone's playstyle. I'm expressing the way I percieve things, not necessarily the way they are. I didn't write \"all the people who use others' blueprints are lazy\" or something analogous. Just that using solutions designed by other people in a puzzle oriented game (like Factorio) is beyond me. \n \nEveryhting is a question of balance. I also use design parts or clever tricks I've seen in a random let's play or speed run and found ingenious, but not whole smelting arrays or nuclear plant blueprints for example. My own conviction is that not solving things by oneself removes something to the game. And in that perspective, I think the devs' choice is appropriate.",
"date": "",
"quotes": [
{
"author": "darklich14 wrote: Sat Aug 01, 2020 3:42 pm",
"content": ""
},
{
"author": "Koub wrote: Sat Aug 01, 2020 11:24 am",
"content": ""
},
{
"author": "n3ss wrote: Sat Aug 01, 2020 11:08 am",
"content": ""
}
]
},
{
"author": "",
"content": "That's fair but you are devaluing the challenge of integration. Our server is a blueprint integration server rather than the sort of atomic problem-solving to which you allude. And in that perspective, I think the devs' choice is inappropriate.",
"date": "",
"quotes": [
{
"author": "Koub wrote: Sat Aug 01, 2020 4:23 pm",
"content": ""
},
{
"author": "darklich14 wrote: Sat Aug 01, 2020 3:42 pm",
"content": ""
},
{
"author": "Koub wrote: Sat Aug 01, 2020 11:24 am",
"content": ""
},
{
"author": "n3ss wrote: Sat Aug 01, 2020 11:08 am",
"content": ""
}
]
},
{
"author": "",
"content": "This is true. However, maybe the devs think the game they are making is more an \"atomic problem-solving\" than a \"challenge of integration\" , thus their decision to change the way blueprints are shared in multiplayer games (just speculating).",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Regardless of what anyone thinks the devs are thinking, this is ultimately about a regression in features.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Yeah. If nothing else it's neat to see what other prints people have for the same problems.",
"date": "",
"quotes": [
{
"author": "n3ss wrote: Sat Aug 01, 2020 9:30 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Progression in the privacy feature.",
"date": "",
"quotes": [
{
"author": "n3ss wrote: Sat Aug 01, 2020 9:30 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I agree, removing the ability to easily sharing of blueprints is a massive step back. \n \nWhen I play multiplayer, I don't play the game as a puzzle but a conquest to increase outposts to ultimately help other players with resources. When there is a need to increase the production of an item, instead of asking around for blueprints and ultimately not getting them because the one player that had the BP is AFK. It is a massive setback. A task of simply setting down a BP and connecting the belts in 10 minutes, becomes a spaghetti mess that takes hours to complete and massively inefficient. \n \nMy playstyle is undercut by this removal and it makes me not want to play anymore. \n \n3rd party BP sharing sites are not very good in my opinion, for example, factorio prints. Because the prints are not tested for the highest production and UPS optimization. \n \nI understand that some people don't like sharing BPs because they feel like they put hours of work into a print, and all they get back is someone stealing the print and slapping their name on it then uploading it to Reddit. It is unfair and annoying. On the other side of the coin, some people love playing the game together and helping out the community free of charge. So the change should be a setting where you can selectively share BPs freely and openly instead of having to manually upload the BP to the game and ultimately some random player coming online and wiping out all the BPs with no trail to administrate consequences. \n \nI love this update in the fact that they added a lot of features that the community has be begging for since BPs released in the game. My BP library has gone from 70 BPs in a single page to 4. All by BPs are now sorted by category. I will eventually comment on the BPs to tell me the throughput and other qualities that I need to know but that will take time. \n \nThis removal feels like a slap in the face to me.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I understand better. Is there no way for the server/map administrators to set up privileges allowing people to share whatever they want in the game blueprints, while only administrators have the privilege of deleting blueprints ? If not, would that be a good enough tradeoff ? I had a quick look at the group management in the admin panel, would one of those do what I said ? \n Blueprint related privileges \n \n \n 2020-08-02 09_53_47-Factorio 0.18.40.jpg (50.4 KiB) Viewed 10071 times",
"date": "",
"quotes": [
{
"author": "superstalkerX wrote: Sun Aug 02, 2020 7:05 am",
"content": ""
}
]
},
{
"author": "",
"content": "Hm. I don’t think so. I think it either has been forgotten or is now solved in a super clever way. \n \nBTW: There is also a discussion about this in the general (initially by KatrinOfSky): viewtopic.php?f=5&t=87401 \nIn this special case (normally I would be against such things) I recommend to bring in this issue into there, because it has a higher chance to be recognized by the right persons. \n \n Off topic: \nYesterday I updated, because I had time. I think I like most of the changes; at minimum it solves a lot of issues I had with the old bp-lib, but I need time to get used to some things, for example I don’t understand why the blueprints are not just another tab in the player inventory... and I don’t like the useless changing UI (I think I’m little picky about that, because that’s part of my job). \n \nAnd what I thought yesterday evening was this: “hm, this looks like a quite well produced part of Factorio (DEEP INSIDE) but there was not enough time to get enough user feedback and put it in. Because it is such a complex subject and not every player (including me) knows every aspect of blueprints. And the other point is: it doesn’t break anything (At least it tries hard), which makes the UI quite complex from UI-design view.” \n \nI think some things will be changed, but after 1.0 release.",
"date": "",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "Can you please elaborate? This is quite opaque!",
"date": "",
"quotes": [
{
"author": "ssilk wrote: Sun Aug 02, 2020 8:28 am",
"content": ""
}
]
},
{
"author": "",
"content": "Hm. \nFirst: This is just a guess, wich came in my mind after a beer on a very hot day. Don't take me too serious, just my personal opinion. \n \nThe blueprints are complex and playtesting means you need players, that don't know too much about the game. Because if you play-test with experienced players, you will not find problems in the UI, because those players already know, how to go around the weaknesses. But on the other hand you need experienced and creative testers to find those situations that needs to be tested. In this example players that are used to share the blueprints in multiplayer. \n \nThis is especially a problem with new User Interface around a complex problem, that haven't been tested like so during development. \n \nAgain: Because I cannot know how this was developed it is just a guess. I thought it was funny, but it isn't.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Ha, all in good fun. Thing about playtesting is this thread has some of the most experienced and open-minded and objective players I've come across, so *shrug*. I promise we're not all ganging up or anything, but it certainly has thrown us for a loop. I think after getting used to some of the physical metaphor analogs it's working out. *HOWEVER*, not having an option to default share is a major bummer. \n \nAlso, I keep crashing with the new version and I've been told my playstyle that involves any AFK is \"wrong\" and that a manual blueprint libary sync to disk is \"wrong\" so that's still a bummer.",
"date": "",
"quotes": [
{
"author": "ssilk wrote: Sun Aug 02, 2020 10:59 pm",
"content": ""
}
]
},
{
"author": "",
"content": "TL;DR \nto prevent people from accidentally deleting books from their BPL blueprints and blueprint books in the BPL should only be deletable from the BPL \n \n What ? \nremove the button to delete a blueprint or book unless it comes from your inventory and not your BPL \n Why ? \nI have seen people on the factorio Reddit complain about losing important books because they thought there was a copy in the library and they were deleting the book from their inventory, I've actually have been a part of said group, thankfully I had the same book in my inventory as well \n \nnot to mention it is impossible to tell if the blueprint or book comes from your inventory or from your BPL",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Yeah, it was red hard to learn not to delete things from your quickbar. It seemed unintuitive that something can be deleted from far away.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Problem: \nWe constantly loose Blueprints because some one accidently pull out the BP from the BP-Libary into the inventar instead to the shortcut. Only multiple people can use the same BP when you add it to the toolbar instead of Pulling it to the Inventory wich will delete the whole Blueprint from the Libary its is frustrating as hell when some one did this \"again by accident\" and one of your prints is not working or may he even loggs off ... \n \nSuggestion: \n1) \nMake Blueprints inside of the Libary only removeable by DELETING them within the Libary like a trashcanbutton at the top somewhere that deletes the selected BP otherwhise Copy them to your Inventory if you Drop it into the Inventory or creating a Shortcut to the Libary like it is now incase of the Toolbar. \n2) \nUnrelated to this Problem but can we rename My and Game blueprints maybe to something like Shared/Global (The one other peoples can access) and Personal/Local Blueprints the one only i have access to in a MP game? \n \n \nAnd no this is not an issue with only long time players the one who pull them out the most is acctually a fresh man and we need to tell him can you pls return the BP XY its missing again \nPS: I love the Book in Book in Book thingy, BP from map and the Redflag to hook the Blueprint positioning a blessing for rails \n \nThank you for reading my horrible english \n \nReTLoM",
"date": "",
"quotes": []
}
] | 19 | ||||
forum-topic-103567 | 103567 | [1.x] Pairwise Arithmetic / each op each | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=103567 | Nidan | Edit:
With factorio 2.0 the blueprints here are obsolete as both combinators have gained the ability to do each(red) op each(green) and thus all basic operations take one combinator and one tick. (Except for addition, which can still be done by joining the wires.)
As for the bonus blueprints, both long multiplies and logic right shift will need to be redeveloped, min and max now take two deciders and one tick each, any kind of filtering can be done in a single decider.
=================================
I occasionally search for blueprints for doing a combinator operation on two wires rather than two signals, i.e. both inputs being "each". But aside from the well known multiplier they seem hard to find (or nonexistent). To finally have a full set I decided to make a book with solutions for every combinator operation, whether well known or obvious and tried to design the missing ones.
All blueprints have constant combinators at the top for the input, and a wooden pole at the bottom for the output. Throughput is one tick per operation, i.e. input signals may change each tick.
Improvements welcome!
+ add
Latency: 0
Combinators: 0
The one thing the circuit network does for free, just connect both inputs to the same combinator or wire
- sub
Latency: 1
Combinators: 2
Negate one side, then add
* mul
Latency: 2
Combinators: 5
Limitations: All powers must fit into 31 bits
The well known rearrangement of the binomial formula (a + b)^2 = a^2 + 2ab + b^2 => a * b = ((a + b)^2 - a^2 - b^2) / 2
Latency: 3
Combinators: 20
Avoids the inaccuracies in the simple multiplier by putting the division before the exponentiation and processing the lost bits separately
By almania
/ div
Latency: 12
Combinators: 113
Limitations: Inaccurate by ±1, depending on inputs
Approximates the multiplicative inverse of the divisor, then multiplies that with the dividend. Special handling needed for dividing by 1 and -1.
% mod
Latency: 15
Combinators: 144
Limitations: Inaccurate by ±1 depending on inputs, inherited from divider
Calculates remainder by dividend - (dividend / divisor) * divisor. Thus also produces the result of the division as an intermediate
^ pow
No blueprint for this. It's certainly doable, I could chain 31 multipliers with logic to feed them the correct inputs, but that's huge. (around 2100 combinators)
& and
Latency: 3
Combinators: 12
And, or, and xor all use the same concept: Split the inputs into the individual bits, then add them. For and the result must be 2, for xor it must be 1, for or either is fine. So, test for the correct result and set the corresponding bit in the output. Since addition of two bits will at most produce a two bit result, we can split the inputs into even and odd bit positions and handle them in bulk. For and and or we need some special handling for the upper two bits since overflow both from and into the sign bit are awkward to handle.
Split even and odd bits, add each pair, then select, shift and merge the top bits of each addition. Special handling for sign bit
| or
Latency: 3
Combinators: 15
Split even and odd bits, add each pair, then select, shift and merge the results of each addition. Special handling for sign bit
^ xor
Latency: 2
Combinators: 6
Split even and odd bits, add each pair, then select and merge the low bits of each addition
<< sll
Shifting left is the same as multiplying by two. Thus, convert the right side into powers of 2, then use a multiplier.
One version for each multiplier above
Latency: 4
Combinators: 13
Limitations: All powers must fit into 31 bits, inherited from multiplier
Latency: 5
Combinators: 28
>> sar
Shifting right is not quite the same a dividing by two; also, dividing is complicated…
Latency: 5
Combinators: 199
Sort input into groups for each possible shift amount, then do a hardcoded shift
Latency: 7
Combinators: 70
Shift right by shifting left. a >> b = a * 2 ^ (32 - b) / 2^32
< less, > greater, != not equal
Latency: 2
Combinators: 3
In e.g. x86 assembly, comparison is the same as subtraction but ignoring the result; we can do the same in circuits.
Subtract, then do the compare against zero.
= equal
Latency: 3
Combinators: 7
All signals that are present on either wire, except for those that don't sum to zero.
The trick for </>/!= doesn't work, since circuits don't distinguish between zero and not present.
>= less or equal, >= greater or equal
Latency: 3
Combinators: 9
Combines the circuits for equal with less resp. greater than
Bonus blueprints:
* mul (long, unsigned)
Multipliers that also produce the upper half of the result, treating both operands as unsigned
Latency: 5
Combinators: 72
By almania
Latency: 7
Combinators: 66
* mul (long, signed)
Latency: 5
Combinators: 63
Multipliers that also produce the upper half of the result, treating both operands as signed
By almania
>> slr
Latency: 7
Combinators: 62
Shift right by shifting left. a >> b = a * 2 ^ (32 - b) / 2^32.
This is a logic right shift, i.e. the sign bit doesn't "stick"
min and max
Latency: 2
Combinators: 5 for one, 6 for both
Calculates the difference and conditionally adds it to one of the inputs
Filters
Whitelist (non-zero)
Latency: 2
Combinators: 7
Filters left side, only letting through signals which are present on right side
Author unknown
Blacklist (non-zero)
Latency: 2
Combinators: 6
Filters left side, only letting through signals which are not present on right side
Author unknown
Whitelist (negative)
Latency: 2
Combinators: 6
Filters left side, only letting through signals which are negative on right side
Author unknown
Whitelist (boolean)
Latency: 2
Combinators: 6
Limitations: Values on right side must be boolean (0 or 1)
Filters left side, only letting through signals which are present on right side
Blacklist (boolean)
Latency: 2
Combinators: 5
Limitations: Values on right side must be boolean (0 or 1)
Filters left side, only letting through signals which are not present on right side
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 Copy blueprint | [
{
"author": "mmmPI",
"content": "Thanks for sharing all those ! \n \nI had a look at the other operation but the division got most of my attention even though that's the one i'm the least likely to ever use in game, it feels like it's the one where there is the most to learn from at first, i hope you don't mind some questionning : \n \n\nCould you explain a little more what you call \"large numbers\" ? or is there a way to roughly quantify/ estimate those inaccuracies with a rule of thumb ? ( to me it seem from observation to sometimes underestimate the result, never the opposite; observations are limited compared to understanding better the formula though ) \n \nThe build itself is quite complex and it's not easy to understand where those comes from despite your explanations about p =31 instead of 33. \n \nThe 3 line of math are also complicated to understand, how come does this result in a division ? Do i have to find/read \"Hacker's Delight\" to understand ? or is it not explained there because it's supposed to be a prerequisite already ? \n \nI'm asking this because i thought about doing a limited version of this division similar to the multiplier version which needs to have all power fit into 2^31. My goal was to use less combinator and don't really care about inaccuracies while keeping the responsiveness, 1 tick per operation and latency. \n \nI saw the formula \"(a/b) = ((a) * (K/b))/K \" in the posted you linked , and decided to reuse the 2 different multipliers from your post to test the differences : \n \n 0eNrtnF1v2kgUhv8KmqtkFxrPmfEXait1Py+irbR3q626yJBpMxIYZEy0UcR/7xiaYMDG5zAusWTfVHVsju15/J5553jGT2w8XalFouOUDZ/YnVpOEr1I9TxmQ3bbe9fzXKfnOA7rMz2Zx0s2/PTElvprHE2z49PHhTIH6lTNzBFxNMu2okSn9zOV6slgMp+NdRyl84StTYT4Tv3Phnz9uc9UnOpUq23AzcbjKF7NxioxB7yEyk6ZRnGaD9Rni/lSby/xiZl4LoRv3D57ND8EPzT/N6cyP0yT+XQ0VvfRgza/Mod+0dNUJSW38KCTdGX+8nLq7RGDD2wTbZW1D3ec3E30CVF+yUUBJxcGSGF+zYWRTj6OIMX5Kx/HEyJ8iSNJcf7NxfH3rsclxfknFyfci+OR4vyeizPYo0XD9Uc+zh4vTgP2ZykwTiP2Mf8AuY5wd08Q7db+Lr0iEOvPW+XEapLJa5mF49k/ibrL61SbLWGO1MlkpdPNptH0ep1dyIGUgShlwS8l5RqUzKEGHXPZKBHXoGApalNwXQKuQ79Qk3wHws2r7nz5cqR6vyZKxYf6lTj9iope/WRnHDjm5tidTrZXtD1pgZp3oUdm951+ufwvOlmmI3TjqGhyn7XPUmVhRs8Zhw1NM80XKom++5qfzS/nq3SxIsde4xMk3/CAkr0+rvkluflzCbSm5t81o/GCm0fue/uSueQZ3NTOoPAxhx2Fwv0BjoNLl4Gf4yCbIQOAfQbv319CCN5xE5frgnMcEI8OJGgekOxuLw/EPWziflVqOsEL6QN9u35Etrcf8U7TOmh/OE0LcLQCu26nPekOY63ggFhYqq/CaBzp1EI6M2hlRsT5gH1m2UiEBM3FQcviUqmJFubFwkamCslDMuF2Zs9riJIcEPtYPnz87RXsRUWPhBwIcbAzEA2BAo70XwWKT4ECcDobQljhSZA2gws7F992qB4JKq+AilWiZU2iVekR4zWqShSANIDctXOArVITxlBUghEVaRBZy+CenQnswB3a8ypyvMLuQ8V+gZXkGWWPfK4MGkJ2H+t/Fymf89OjaB5SylTAjx+QQmD0ygeIFgJDDbAIyFD5tRQavfQB0KmsZPjVx6bMCngODh7QKyDgdvCKHX0ZPBDEUkl4WsngIuGeUUqRHdyiFytHCBzSaxq/IhoggYJdbazNQIGmKaqhOXCoyAI0nFGC8TrDU1zlJ2gU1ccexZNIlUq7Ymm7ocqzdYp0sWcq1bUrlrbZKAHaKElbl3sAF/nOCTy7omqb4aKHMEAcwogquMiKOdCrQMLp4KJcMGlyGVQMawRyNiAEdpX2rkp0HtJilfKaoIZ2VfhuaFOOgDRWBR/ncsUZc2e64kLJC/yyPrPoHdZJQ+Qh4dErQ8LtUihu3CmI404IkNDo1R/hdYpDpUhBSZHSQa7eoVd3RFeuK5vDVJYiiWNGESLhnTHRJuhSJM5lCuIbEbTiXKvSG3eaAW0AP3q1FqJMA+gyzemZb6LiWZDIeTrCbtFRU9jC6yzEI00LFsgXjMKutNJyJKT5owJrEu0WD7U7A/roDBiQ2FW8/pXIVXzCbpFRu+UmSEv1JHL+jLRbQdRquQm04RA0w1FRZ5bI9RGS25lJaOY6zLdvLwKXZDgkcq6hBLveDdq7kFk6PwSIsHOA0Mx1rxfSCMlFSE5La0f7kbPmpbRD2pBFsc9fS7l4tyZpRsMtw7ArZSxn0dRcyNScPDEoFvOpqoLgP3+7C3XFhRObTGe8+bDgMPeNwj6bRmNlmo1dRTfj69673tVVdN37qXd1azavb2575pAHlSw315U9DH4IvsfDMBTBev0NSRaFDw== Copy blueprint \n \nThis is the version using the non-limited multiplier, for a total of 42 combinators and i think the latency should be counted as 7 ticks . \n \n(edit : new bp string without dummy combinators, count 42 instead of 44 ) \n \n 0eNrtmM2O2jAUhV8l8graMCTOr5Fm0VZtF6iVuqtaTVESPIMlcCLHQUUo7147mYJhgNpNNIPUbpCMr4+v78lnO9mCdFnhghHKwWQL5rjMGCk4ySmYgKl1a/mh5zvABiTLaQkm37egJA80WcpovimwCCMcr0QETVaylTDCFyvMSTbK8lVKaMJzBmqhQOf4J5i49Z0NMOWEE9wKNo3NjFarFDMRsJOSU/KEclXIBkVekjbBLRB6gRPdBDbYiIEwitFNIKYSAznLl7MUL5I1EaNE6D1ZcszOLGFNGK/EP7up24jRG9CoVbI6ruMoi7ANVN4qKtBRZKCRzDtFxndUHc9I55OqE3oe2un4RjrfFJ3oIJ/ASOerooMOdEIjnfeKzujALTO7Pqg6B365ZoZ9PGuYa+bYZ/UBChwv2D9BZkv7cjYj6NV3LTkUZxKvUsq58ofhucopES1PRBKWVYQ3TcF0XctEjlCGpiij50K5B5Jd2APHrn9VEPdAsO/1RnBfAPfBL+wJ35EXqNT9Pb6uJr0PDGN6zK+vx6/3h1P98mGMRLXBnLA2o3bSEzTvpWeie0526d8TVvKZdnFwki1kfUosZWa/dxwwEWXKC8ySx1vNazEyr3hRGWvX+huk2/gBz/QGeuX3zcuP+i7/vozNTXBXXmNbVAvGvVtw8imHexNO9kd6NgTdKPCvgwJ4aMGP56Dg6JoAleLKdvi0/gZ2wTN2heZ2xf/tOr0t2drgXDIu1uMs6rbd/SvG6RzoHUkLLqshPT/jbiCGV+nnMx1d4dO97pJhSG9rRN0IuxJHRi9jSWRmSXyZIfl2owORjOviWXwdnj1eHl/AtpNoiIOt+Wo5UT5/2mCZpFhkAQbJOB1at9ZgkAytV9ZgKprD8dQSIWvMyiZ9GLu+uGJHoYsQ8uK6/gUDZCLo Copy blueprint \n \nThis is the version using the smallest multiplier, for a total of 8 combinators, and 5 tick latency if the other is 8. \n \nNow the 2 version do not use the same K in the (a/b) = ((a) * (K/b))/K formula. After trials i ended up choosing 650 000 for the non-limited one and 46340 for the limited one, those are the value hardcoded in the first and last combinator. I started to compare the result with another set of input than the originals one, and notice that all 3 methods are giving different approximation, while the latest attempt with only 8 combinators being not able to compute \"high numbers\" but sometimes being the more precise/accurate on small number. \n \nAs i don't understand where the imprecision come from when looking at the original build, and i'm not able to quantify them in the 2 version i quickly put together, it's loosing a lot of the practicality for me. \n \nIdeally for in game purpose i'd like those 8 or 10 combinators to perform a pairwise division on input that would be of known range, say [0-100 000] maybe more ? so that those correspond to the amount of material i would have in chest, i don't need to divide 500 020 000 / 650 082 precisely but knowing (48005/8000 > 6 ) is more the range of number that i use in factorio for trains. Limitations wouldn't be innacuracies as much as range of number instead. \n \nHow would you go to propose a simpler division in terms of combinators if you are allowed to discard large numbers ? \n \nCan the precision be 100% in a certain range if numbers outside of this range are discarded ?",
"date": "2022-09-27T13:09:48+00:00",
"quotes": [
{
"author": "Nidan wrote: Mon Sep 26, 2022 2:30 am",
"content": ""
}
]
},
{
"author": "Nidan",
"content": "With my few test inputs I've seen a difference of 2 (from 1G / 1k, see the wood/coal/stone/iron inputs). From there I generalized with what my intuition told me: more significant bits in input -> larger result in multiplier output -> more bits from \"m\" used for the upper half -> higher chance for inaccuracies. However, looking at it now, the difference of 2 comes from an error in the circuits: adding the lower half of the multiplier output overflows in that case, but the carry gets lost, which accounts for an error of 2. There's also a second bug: In the multiplier the result of the leftmost column should be shifted left by 12 instead of 11. \nGenerally the error should be within +/-1. Worst case overestimation for m is 1, thus m / divisor < (2^p / divisor + 1) * dividend / 2^p = dividend / divisor + dividend / 2^p. Since p = 31 and dividend <= 2^31, dividend / 2^p <= 1. Thus the input for floor, and therefore also the final result is at most one too large. \n \n\"those\" == errors? The division ceil(2^p / divisor) is inexact since it rounds up (\"ceil\" as in ceiling).\n \nI used := to mean \"defined as\". Fill is the value of m from line 2: \ndividend / divisor := floor(ceil(2^p / divisor) * dividend / 2^p) = floor(ceil(2^p / divisor) * dividend / 2^p) \nThis should look similar to the \"(a/b) = ((a) * (K/b))/K\" from the other thread, with K being 2^p and some extra rounding\n \nI count 7 and 4 ticks.\n \nIf my bp has the larger error that's probably due to the bug mentioned above. Generally, every division introduces an error, worst case the error is (b-1) / b, or about one too small. a * (K/b - 1) / K = a/b - a/K, so a/K is your worst case underestimation (or +/-1, since circuit division always rounds down).\n \nAs long as b is smaller than K (otherwise K/b == 0), and a is limited such that a * K (in case b == 1) doesn't overflow the multiplier, the error is probably small. I wouldn't expect exact results, but +/-1 should be the norm. \n \nI have to play around with it some more, but seems like as long as b < K and no overflows the result should be within +/-1.",
"date": "2022-09-27T19:34:00+00:00",
"quotes": [
{
"author": "mmmPI wrote: Tue Sep 27, 2022 1:09 pm",
"content": ""
},
{
"author": "Nidan wrote: Mon Sep 26, 2022 2:30 am",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "This would be so much simpler and faster if combinators had 2 extra virtual signals: \"each red\" and \"each green\" (as has been proposed for ages). \n \nThe wire signals are carried on different wires and are accessible from LUA and visible on a power pole. So clearly the game does have a notion of where a signal comes from. How hard can it be to extend the \"each\" virtual symbol to have flavors that only look at the red or green wire?",
"date": "2022-09-27T21:44:36+00:00",
"quotes": []
},
{
"author": "Nidan",
"content": "I know it primarily for the division algorithm and mentioned it since it's basically my source. It contains quite a few tricks for optimizing specific operations or doing something efficiently when your CPU doesn't feature the required instructions (thus the name). Today it's probably most useful to someone building optimizing compilers or programming in assembly. Some parts might also be interesting for hardware designers. Considering factorio's circuit network also sits in that general area, there are probably more useful things to be found.\n \nThe book gives proofs for most algorithms but they tend to be somewhat math-y, so they may, depending on your background, be harder to follow. \n \nI've seen quite a few suggestions/requests for this over the years, but personally I don't think Wube will implement it. But who knows? Maybe 1.2 will bring a pleasant surprise. At least we're now allowed to have each on the right input. Without that some of these operations are probably impossible.",
"date": "2022-09-27T23:59:05+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "mrvn wrote: Tue Sep 27, 2022 9:44 pm",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "That limitation has to be lifted too. For most stuff it would be enough to allow \"each red\" op \"each green\" or the other way around. But there is no reason not to allow \"wood\" / \"each\" = \"each\". Even \"each green\" / \"each\" = \"water\" could make sense to the user.",
"date": "2022-09-28T00:23:46+00:00",
"quotes": [
{
"author": "Nidan wrote: Tue Sep 27, 2022 11:59 pm",
"content": ""
},
{
"author": "mrvn wrote: Tue Sep 27, 2022 9:44 pm",
"content": ""
}
]
},
{
"author": "Nidan",
"content": "That one is allowed, it gets used frequently in the blueprints in this thread. (I should have written \"would have probably been impossible\".)",
"date": "2022-09-28T01:33:42+00:00",
"quotes": [
{
"author": "mrvn wrote: Wed Sep 28, 2022 12:23 am",
"content": ""
},
{
"author": "Nidan wrote: Tue Sep 27, 2022 11:59 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "Same here ! \n \nThank you for your math explanations ( and correcting my latency calculation ), i had not recognized the similarities and differences between the formula using log2(n) 2^n and the one using a K factor. \n \nCeil and Floor i wasn't sure that they are written because you do the operation on purpose to make the formula valid, or if you wrote them because that's what the game does with your circuit, and is a way to implement a division, despite the limitations of the numerical system used by combinators that floor and ceil when there are decimal part. I think it could be both or not as clear as 1 or the other as it was represented in my mind before. \n \nIt seem clearer for me now that the formula show where the inaccuracies come from. And that there is no rounding in the end result coming from the log_2(divisor). The K= 650 000 correspond to 2^19 or p = 19 as log_2(650 000) = 19.31... the discarded 0.31 would just represent K being a bit higher or smaller, but K doesn't appear in the end result. 19<31<33, the result is then less precise with only 19 compared to 31. But with the limited method, using more than 19 means most numbers will overflow if b is small, when doing the a*(K/b) part. (K =2^19). \n \nThe formula \" (a/b) = ((a) * (K/b))/K \" doesn't contain \"floor\" and \"ceil\" but i think it should because in the implementation it is happening, rewriting the formula to account for how combinators behave in game would be a/b ~= floor((a * floor(K/b))/K) and then it follows the same convention as the original formula ? \n \nI searched for other algorithm to implement division and found some using bit shifting and subtraction, that seem pretty comon as google gives plenty hit with different langages, however to implement them in factorio is not straightforward if the 1 tick per operation is the rule because they require a loop, with up to 32 cycles if the numbers are up to 32 bits. This would mean 32 circuit in parralel and a sync mechanism. And is unlikely to result in less than 120 combinators from my quick attempt as each loop require several operation and x32 it scales very quickly to add 1 operation to such loop. I think it has similarity with what you refered to as the loop you didn't like from the \"Hacker's Delight\" first described algo but maybe i'm wrong. \n \nIt makes me curious about the >> operation, i need to learn with those some more \n \nIf you consider things such as : you can \"easily\" do pairwise operation using those blueprints, then it becomes a game of finding what are the new opportunities and it's quite easy to find some system such as [logistic content] / [ quantity 1 chest can store of 1 particular material] = number of lamp to light. for iron it would be 2400 to set up on a constant combinators. then when you read 24000 on the logistic content it would light up 10 lamps 1 brain for all item. \n \nIt could be used with 10*[number of open outpost] / [number of outpost] to yield between 0 and 10 lamps lighting up for 0 to 100% available outpost. ( replace open outpost with non-limited outpost in case ). \n \nI will play with those too !",
"date": "2022-09-29T10:10:20+00:00",
"quotes": [
{
"author": "Nidan wrote: Tue Sep 27, 2022 7:34 pm",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "@Nidan, could you please check the blueprint you posted? If I try to use it, Factorio says: \"Decompression failed. Input is invalid or incomplete\".",
"date": "2022-09-29T10:33:09+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "Maybe it is required to have the mod text plate ? I had it in my game when importing the blueprint book and blueprints contains text plate with the name of the operation",
"date": "2022-09-29T11:16:05+00:00",
"quotes": []
},
{
"author": "Nidan",
"content": "I was under the impression factorio could handle blueprints with missing modded entities gracefully, guess that only applies to the blueprint library then. Will update them to vanilla-only later today, in the meantime you can use the Textplates mod.",
"date": "2022-09-29T13:40:11+00:00",
"quotes": [
{
"author": "Tertius wrote: Thu Sep 29, 2022 10:33 am",
"content": ""
},
{
"author": "mmmPI wrote: Thu Sep 29, 2022 11:16 am",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "This hasn't anything to do with textplates - even with that mod, I'm unable to import the blueprint from the OP. The blueprint is just defective. Try it yourself, I bet it doesn't work for you as well. May be you edited the OP and broke the code, and mmmPI copied it before the edit. \n \nBy the way, you can show any extracted blueprint json like this (blueprint data in file \"bp\"):\n Code: Select all $ cat bp | tail -c +2 | base64 -d |openssl zlib -d | jq",
"date": "2022-09-29T15:10:46+00:00",
"quotes": []
},
{
"author": "Nidan",
"content": "I fear the corruption happened on your side. Clicking the blueprint button and pasting it into a file gives me the same content as reexporting the book from factorio. (Also I hadn't edited the OP at that point.) \nHere's a checksum of the blueprint\n Code: Select all $ sha512sum each\\ op\\ each.*\n801404185c168f7077ae2064fd10304608513d1ba9d43644e0865ddb69b5110fa12e5775151b9d599f93a53a7e5e1db2053f81d58bd40eb728694d0b991014d9 each op each.blueprint\n$ wc -c each\\ op\\ each.*\n23206 each op each.blueprint\n \n\nIn any case… \n \n \n \n Updated the OP , fixing the bugs found in the divider. Managed to to so without needing an extra tick, and only one extra combinator since I could remove some in other places. \n \nChecksum and length of the updated blueprint, just in case:\n Code: Select all sha512: c9edd05d584bb3084264c5bf0efd642aff21cd32758bc9152eed0efd70888d8fa7aad16a9cf7b0ab2bb8d925812a1bdd137a99a5410890635a2782d2f3fe74a1\nwc -c: 23374",
"date": "2022-09-29T17:37:22+00:00",
"quotes": [
{
"author": "Tertius wrote: Thu Sep 29, 2022 3:10 pm",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "OMG, you're right. You never believe what was the cause. It's a Chrome browser extension that was changing website text. It's supposed to change some specific annoying gender notation in German language webpages (extension called \"No Gender\"). It's supposed to work with the German language, but it also triggered on some of the \"random\" base64 characters. \nI apologize for all the confusion. \n \nYou made some very interesting combinator setups. Takes time to get to the bottom of them. Especially MIN and MAX is cool, although it's not very high-level if you think about it. All just simple math.",
"date": "2022-09-29T18:10:29+00:00",
"quotes": [
{
"author": "Nidan wrote: Thu Sep 29, 2022 5:37 pm",
"content": ""
}
]
},
{
"author": "MEOWMI",
"content": "This seems very useful. I've wanted to do several of these on more than once occasion but they're such a pain to make on the spot. And like you said, hard to find as well... Big thanks! Well done making them have full throughput, as well as cataloguing their latencies! \n \nIt is somewhat sad that mere division ends up being 125 combinators large... it's hilariously large really, but that's not your fault.",
"date": "2022-09-30T12:31:20+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "There is one more operation that could be added: select / filter. \n \nOutput all signals of the green wire that are present on the red wire. If the red wire has signals = 1 then you can multiply green * red and it takes an extra decider combinator and extra tick to normalize the red input. But maybe there is a better way?",
"date": "2022-09-30T14:18:30+00:00",
"quotes": []
},
{
"author": "Nidan",
"content": "Das erklärt dann natürlich warum da \"BsIn\" bei rauskommt. \n \n \n\nConsidering division and modulus are the slowest operations on a modern CPU out of those supported by combinators, them also being comlpex ingame seems par of the course. The big outliers are the shifts which are rather simple in hardware, but I had to resort to workarounds in factorio. \n \n \n\nAt some point I found a blueprint book which also contained setups for filtering. \n 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 Copy blueprint \nSadly, I forgot where I found it. From my div blueprint you can also extract adaptions that only work with 0/1 inputs on the filtering side.",
"date": "2022-09-30T19:20:17+00:00",
"quotes": [
{
"author": "Tertius wrote: Thu Sep 29, 2022 6:10 pm",
"content": ""
},
{
"author": "MEOWMI wrote: Fri Sep 30, 2022 12:31 pm",
"content": ""
},
{
"author": "mrvn wrote: Fri Sep 30, 2022 2:18 pm",
"content": ""
}
]
},
{
"author": "Nidan",
"content": "Expanded the OP a bit, mainly extracting stuff I already had built for the divider into individual blueprints. That's an unsigned multiplier producing the full result and the filters already mentioned in my last post. And with the unsigned long multiplier lying around, I might as well create the signed version of it… so I did. With those two done, there's another option for shifting right: shifting left and then taking the upper half of the result. Depending on which multiplier gets used this implements either an arithmetic right shift or a logic right shift. \nAll six new blueprints are contained in OP's blueprint book.",
"date": "2022-09-30T23:44:14+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "I've recenently managed to design almost-fully-functinoal vector to vector divisor. It has some flaws (i.e., it likes off-by-one errors due to calcuations precision), but it generally works for larger numbers. \n \n Properties: \n \n Latency: 4 (minimal) to (5 for safe/isolated version) \n Constant Combinators: 0 (fixed presision) to 3 (configurable presision) \n Arithmetic Combintarots: 6 (minimal) to 10 (safe, synchronized, isolated, configurable) \n \n Limitations: \n \n Requires pre-setting a special constant. The bigger the constant, the more accurate results are. \n If that constant is not a multiple of divisor, off-by-one error may be present. The more factors that constant has the better. \n If that constant is low enough, higher error will be present. That constant MUST be greater than any potential value in the denominator. \n If that constant is high enough, the result will be 0. \n I haven't tested yet for the factorial-like (pun unintended) numbers, but looks like these should behave better. In my playthrough I used powers of 10, and they didn't behave well enough: evaluating 40 / 40 resulted in 1, but 28 / 28 resulted in 0. \n Looks like 2^4 * 3^3 * 5^4 * 7 * 11 = 20,790,000 might be a good number. \n \n How it works: \n \n Divide a very big constant by a denominator \n Use vector multiplication to multilply a nominator by the result of previous operation \n Divide the result by that big constant \n \n Code: Select all R = A / B - what wee need to find\nC - Constant\n\nR = A / B = A * (1/B) = A * C/C * (1/B) = (A * (C/B)) / C\n \n Screenshots Gallery \n Vanilla \n \n \n Modded, Overview \n \n \n Modded, Layer one: Division \n \n \n \n Modded, Layertwo: Multiplication \n \n \n \n Version for Compact Circuits mod \n Requires: \n \n Compact Circuits (required) \n Schall Virtual Signal (optionally, used for storing internal constants) \n \n\nUses two layer of compact processors. Inner layer is the signal multiplier, and the outer layer modifies inputs & outputs of that inner layer. \n \nBlueprint book: \n \n0eNrlmtcO7NiVnl9lcK5ssNvFHATMBXMo5kwahsCccyiSA72763TbGAnSjGZswze6KmyGtUPt9a3/3+C//Ej7o5jXZtz/mE5T9+MP//KvV7Yff/jvf9b8ea/JpvH3y1tTjUn/89p+z8WPP/xo9mL48cuPMRl+trJpmJNuz5o1O5r913mdsmLbpvWP0AX9+NMvP5oxL64ff4D+9D9++VGMe7M3xe9xf2vcfxyPIS3W7wP/sYi//Jin7RtkGn+O6BsY/G/YLz/u336/vZ3J2iS/3/0G3JNq+4uJfqODhb72gXAYw0N7SLbK4w3H0SmzQs/OEuS9gH6AbllML3a5ugBu7J4PQAECUx9S1puvH9qKHD63Z3NQDomhQqCIeEIbm8eRXEmoHbUaTSVmuxeXjkMD8M0NUeTnoC/ZSQeGk1g1uvpZy1KzqAzpeitJytil5vCewR18U/lkN8vlyVVCfRiCxTS3Fjru/ViyZ/ROnUmIWM5LtDztGE+OX2mqx8dFvIsepihagoJ1vZBSNFFjC7E8cUp0OWOVk1yRFXzy3Uxayos5b0PeoGlaW3bZg1cIbzpqQskCIttiytXObp9IcjFBoVQIuzes8Gyex/dKTzu2MrCA9YZFBAvzybpVFlDeVRRke0qzlT3g48GYgb3TO1D1cKqXMJwGaWmoHoOKj9NIHbtMBIOlTcGxZ73Mlw8nmWdvHRhsbJK6w3F9hzIwPOAgFQQ5fgh3Vrjq9R2Hb9KDfK+YbvoKdidaNH0D7Hu0ldn3rbhbgdcLcqjw0hAYFoXD5Wxv6/WcuUAtU7gSxMGOZBuiZs/YR6wePFymQSGZmw/4A45yfzdGi+30vuBsOIc5Gz0QJcw0lPC9dvTMpGGIl+FmPBB3b2UTYdw6bcfX/RGAi3b7gMFdGzLDsfF1ziJbLR2394uLaRB2JWvQjcQXk7rFAFeCgk/xEcrXPRaRD5o0fOhG3r2ILoxwkVfw+GJx9xbI8rPJCgnYuPdmjxOuBhVmh12uo3Y9HdLFblh5S96aUrEdFO06Q7txKoGbF92Szm1WuoaLXzo6tXCxdxqJvwsEiQj7NbuEtd8fU6DWIzcQAV6Okc+KSoJUpneVjw62cXHM1plugs9kLJIm6UsUK8r3NPzJtL1+Q8ULIaiCDyYeIao60vhzMDywWkuTusozMar2NVHmnfkATOlIZRguUFI5SjivO6T38YO62sPq3eNm5cNE0Xp2AL9nZMztAws2vlS6S8xQREahbwz/FNLnIYEhp8kvBoYpL75U+uH8hqd/Epp+/2Lklx9rURZrMWY/KfMvXyJs38TfC/j75Nms+5H0v/4OtNfvP79Wa1F0v8518+NPPxH1G9z+8GfE+OVHn6R/s6ezWLffSAOTEEpQMEGiFIJT+L9CD/zTL/9QWPVJ8SdWrVcc+pJw3GyFKrWmFe+Xb1E500KOzCGD7UWNmdoy2LxWpPVUYWPZnofc2FEvAb5a0yRApOhYo7Md/93mClvSrtZzllU+MPuJkK7Oj6eGFJoTW4Frb6s08iB8mzkxuUKqJHMYLU6ABzVVMb06Yiyhl6XJcM7UhbbCfXZuGrZ8GS1BZ4fp1PoXzD+QMAh5F8v1O3XYZHYMvyp6bbakxsvFbaLYCw+l+pmiEkdn5c0H0aoxdhWi6WG2dszmx95wrdjC7/SdeF2UPNPBBDi8JAv4uTor1TZk3mAbE9t31RtQER5YHW7LG1Y1vJtRz2Q8Xgg/YICI3AV8Jnaz0j6MPcp61M8tJLGAbL00S824ca8HXvwabLLa1p8P6EOhk/Ret+TtbebKbJxvR1/EM4MvpQDjPdVlt4xeib+6LjpMTTwpY4AXMO/g+g17W35DfO57sy5S1scsgjoZvukm1E1mP0GcUUGKqMD5fWyHcKggJY6q6T4LBGztKjR437WJ545bv9RCInaM+xBKqazNZLe91gD0ZqAfMnneFUDog0qAIcccBsLUeqZj1dlaRMhlyevSxtuezOsF5y88gnXoRp1QRAIorYcwhyYRydpWM12/SHMTYQD9aMlU52YVTb5Trj/L0OjxWLaUWDimC1N1kKhbvOzzdvMJx+g6yxS5uaORCowf5HnndCsh61YahrdTQSBvSoGRZdcl5/Np/N3B4cva9JkxUqS4MOhFX8RWu7FegjHAv7FYVAXIkF9BXoLqQ2ef9fPP//xvYemf/stvyZft//X/H6D+os+/jyroHwpVCxXo/Y1ulfOKPcXMQUXEDaeTHRmnM46Zd4GgGxT0hOmd8A7csz7MrWhlDiqQpoSSZh3qJvAnMF3tZTbeW3CgdogLV15fkWkjdiPypax4r5WRWfOj+SZOfEhxQoPzyPozZnJ23qyKbpGhP3lIhboeQNuhwz52wa23biv8Y4iBlaLKDn4USSRe4CQHcqAQHcu1J40cpAkHlYsxjMZr3rpGT4lEICzw3NMxKBomXV1N2qDwWZOyU3LuuCDUlTGOVQzQExs/nxn63MAz0UTl4vzg1TSgx/RXgUxc535cHSQNa3BkDNQhPsDdlFcwNyX5SQnyWZ0SxBWZWGQUnDFP8tSOQgYtPbE78dgSEetVnlAgrQrsA7VwZaOwD0oQxhrSvo4wd6GqwwuBj5f+Tbm+FEk3DD/ry9xLtq501MV81NV90SMD+x19VYwt8wSEi/tqS9Q4Yp0c587BcrUezbIrvTDWUdMu1/PHr+7FMduZxmn+Fl4v4nqB1AezoAUVRK6rHwmT1ed0mNKIoJ7nzfXUzkNPBQA94slY/CMKjmnF2r66yKYfLBWdOi78SurgopxEUaBW6bGhb0JHov26092Aul1BBsfjfXcbGCMx75UQWM9YfyJEG3VnKVfBXhN8Esk0WR5qDsktCZfCGFj0+Hz6yFnstxydT713txf0vGKClM9fgukoQ6gbHYLiT2SJ2iCBm2UbZ+g47P5gLw5IRl1HlHOd3WoXBu3zWq1iEsNoqMG7XTLXZflsvpnvhJ8X8OJHSlzPOp2JAaXuNz1Q30lzHIbozMnUpOZ7e46PXfXZcNXHysYcTkUVSN5tUQVadkoSlH4ht7v8vLxZyNGjzL4VgtXQMq8M1l3mm9iaT6iiVrpJ1CU8J/fy9qRUJZwiK/tDflNF8ZbqYsQLqx4dyuVtk7OzobGPBGyrdjiugOctqQoJ8PTQJpVOqkT99/WSuP0ASZuXUve7foheQJMqKnyElkK4Ehtxng0Mj40llbBg2UMgom3q2/1uJKlab+niTGKNvKbL8YgKcY4uo5lF/bLpjNCNrbbyLvoIT8dJb0m0XEsKXnTd0S431Ikx4SnD4m/XiP16st8YCr8pFEDO4jXGsXlFDVL4diLUO3V8BvuFxKq5VZrg9mWJT/e44Cc4CofXIvUAJWvtZPbrS5h4SoMzg44eVuJEusF5hG1AG1AiXoQW+RBxSpTBZvpl7JpDn2YxIT7usSDB6I8+bCZ7u8z6AGEOG3nQV2cL3VEv0zSsakOoKTkF71mogx365Iy2Kyck5Z24VlFo9hQ8vy/rDFK3NM3iYp7kiG9qcJHckgQHzHItUnE15ZBGS4bQy24l2A1pAClS8vhqr6fXULmLDh8pEH33KIq/7FFwtWExVk9K8FknQjtb1r0imi+kr3dAiCmRvsf94ctoQU9IQYbPAdKG3AkFqoRuQvjCnNdRbu3thS3dB17JM1yoIXJ9iTHzu3i6/En3JyGGNlnJvKY4BrBb/MTMNEvg+3MTKn4jBNNqTD8RQ4NpM5RD8M2Pof9M72dJUDPVG5qQiS9bVWcoAjDjokxQQfaZDHGVD6tglveNgmmEyLyUPZ93n64ZjDhfJfRlm4gteqviBeIP93s1dpgIcmZj5IkTLnzeEOIQg9posORd6WMO+48lWc9ZVhPp8MmULgEPybULSmmhpwd2zQQ9J+c5oF3snErKu8vaH5oRpplv1VqY4N7gLovU7zD0gj4ADj/XiG3ePKNMHrnsTN6rlQZUUy2cIaKES1SE5HEFUZq92MRws/Yu53di2xuIfnfm+1Gz7LBQCXH4EcbX4LNqPltKh5UcgZD4Tj0kofBOdhF5cQR2DmdpyjbVLjkf8/7ujYjMsKA/HXvpAxUZd7KkplKfsllXjqgf0UB57LWB1K4qRXAGcR7W+sETWsV3I8xbAFNnKSr7TAJgDGF0ONxBSO7wXQEF+FrKSSPbM6+S/qv47cIY6CNBHix6Uer7+OpeaprESLNGS1FPjX2b7HGteFR+BWVRwiEZFS+gXlclLHCE0HuDgifamKFX2K8FiXLuXSSJfmn66anOSqmvWPENp1Yg4Ws94rio5aaWtSbzDb9vmpdakxKZMGh7/ZmU05urKf6JncZ9nfr+r03mv6m7/rCvR/EXCu+ncHo5usv9OvX5r+PPwL/uR1r8XWn3N8bw9zUd/I9lP/dB+91+WhLQkyvfw1TDM2oD7RiB036gclLjetGgt3KX2OVFXATz3qquUxYY7nJZ/QwRqWEoQu3t5girN+1WxUU9wnBy/76UF4zx736Ww32jNgcUGrpLtsbLupDaAghmggTmqwG2lzFSO3sYnYK2O3XE7YFLS9N5d7RlNB5VwfvXfkL4aL1VJqwLXX3tejepWvIdOsXbs/5VVe84R+7vKwv0NjrKiiEXiM3KK2CAUyh2pzuguYS48pY3KO0WepIwO1cNLnQxru97jR67zd3HwHL+4tCYM/t7mrpsyG5odgbhsrV3wi8sge3KK3JoCgB61xOho06Kt1stGSt3DQBrCIGIQTEku/Y2TaOxqhEEusoOWlAViZ1FuStawbdfAWgDZZDjJLr/Xdnmcgt6QiTZCmB2RMyofnlxLgbORrjRd0Eh6ngovLGGasjW4QP4m7hs6zZ/vmvnjtLXhhoAKTMv2LOb9UAEySSf5HN6sni1IwXbLHfZL51xX8/CfiCIAU468Do4FNtKWWH0fGAa4L61h368hJtOKnzuTslnnh/TpWZNgn11Lyk1qQcCoFc5IsR84b1aB3S4oPQXkDNtaun7w1AYYxnM0Ek1/BwvG8fn0myuWv2ATEh/C4yDxnWiSVor7JjccqimxWUOptDyrbHPqp92G4ZE2tdxiWL1WZLSjR6Y2lAwE3+3bZrfKMHZB4W6JoEKu9Ktu9h6S/GwXFBZyEVlYD6qbIB4TAmCK5qO35qMYdNqUNX3Vtu4ZQEa0ZFLmu66r/OQWwT3C9Fqc93rY7AeG7TarTra50HydJVkkiS9gOpv2VTt6Pdm7pv/oxO07/6of26SJvvZ+F+Rst/z9T9oWf+i/78PNvwf7FytJ4X7J9i+KrNvb8hog4+GVRB+V3oXdCl97ZHnoJ/ONH20MIujNjb0kziRBRhxKN9CPgI7JQ4QWtUYFLB7nTqW1PGeU8/yiGLVxaf3vcJPfU01EwgX8xHkc9S+tSbMv3n+jvpkCh2028GZE1HWUkpc1MXrxcicwzbHh//WNOtO0jDCE85Ea8Fjd07qVjyQqyvvmorWKKwibc7X3q0XhvfnXS1vKPDjtO0PUihiU23gS0SSINQWog2Cut0ogqQ6Na13PEOBaYu3Rl3jI7Kcst3l56vP/CkUghbrQY9UNNIPzBUb0n0/vafT4a//vmuAEqJwwbNJTxxV9g5xEKgOSuJSH2gymU+XNyFHZVMn+nr2r7cfNjfkbo5BGs9ub+My+Fy4odcTvtJOf5ubzUN13Kn+vfjLSI63XCqe0TTuDmm0iIKTDXwIsQsaWLweKGhC1BqxYCUuFBn0lXGG9WwZ7LXOgdDg5ccSvWVLuTfXGLZcAAZWvjZPxF3j5CTfvZlsgbB4M0o+AnJndMwmiE/2ywcR5ez4VN962jYarFZD03gu54I6mMpJ4QkfSIK61K/19UMhdGYKGXi2N12OAnNqs9h8Gp+EpH6WUH9o69AGFOSFfjEWBXCxBMdMandjcYSizv6HhjErsloMQr4CG6GhSkM+XARYKR1OKxBB5QbAQZGbT2iP65XZKi2t4UwNnqMeGtRcBtwepXIMyIvmjSmmrX8XPv9X52T/TzH0nzw9I/6xgCQEwuEubRW+nN01NdijhgaNKI9M3tsE95gVINLXT22NozgqZ0m890JKBedyouhaJF+fx+0Aj06cMQ1DpDnj282XJCrFp8uOuVnL99sm0o7xXycmMkG7W+1O1ZiRW7431TQsvXv5yHU5oBgRlmitfXkEMrL+NyFjEl97WQ7znnh378LEys5Vspaj77ZKHntVPhacz8Db5Za7u8uqQAK+AKRGIW2Mjsy5x6v0zntSXrx2O2UpInXQ51JOf2Wdt0zOjGAuiWmNwRDMjAMtJBsoB6L2sZJgZyeu2GGI+F6VjgnNQ0RDoiDjUasOHtcwUg+Sy9pUve7W/iLnWnkBEGs1JmzhugyHzMyb+ATGkix/jZlh7pvVbhXyGXnt0bumJqdpI6es0rQwfAzKAkCQzRPrK1bYs5e8pXoPiMiXGVWoNKjaU6Mpna7FjDFkuJzLNiCJxcetRcM8KJciYtD16vGK4gnKAZrE2445sgqkHsTNtRVkbDxyCfnQQYn+4ogUfdh67hNk94svJzr0Ib21dOidWIMGaU+jBLE3e1dzPjpZ8DYj+NiD+mn6UPlYIBguwTqPoU+bwSqNbRvkFlNpzcyioRvzctEUL0lYBMX49cbkmz6A7CLfJRxEmupe8qR0H/fRPQR3i/zQvyIYJfWNC9VNrgmMAblVfuJEFtC8kNSOOJuGynEdzeoqe+HWFDCYLPFi4IaHx3oHyyeav3cN+k1I9srBRZQYd/nulaodTKTrQB099/Dr58ab36jpOVX+nJJX5meiiBmf75qNLxzxLgw87GeOh1dlKco08dPIn2BCbdNYnMechZTrgWMqH67b9SKBXGYJD2wDd3upSbbwoUpJw6WP8OGs8sMyvPTdCSWebakl4ZhMXHe1IgIN1Fkm1YjCfNiDtrh3YbXO5kVWYaIsoQmSIcgy7w+8u05SinJG0g9LatokfCVpExoT14AbbB8FNOzFRBY7nQFnAYRz3o95BIN3dBg1jswNpL0fWEGWYP3qUWXUaxj9nB9SSPz14yf1Kl8SzoVzAwOQ7h0Iji9oTlhn4FfI5g4uHJCYO1FdrENnC/e06j9cIU8iQx5akU9Z3SgAiKUOTMaTexVuH+7kYnL2Qg0oAAKYeu4XIBnckffBaUdBHe85dYMAfc6ipArvb20qi2gLgZt/G1KmHxcNtdyzoCmzu3s7cmxtGB2Os5AfMlvgb8TsiTBtNw5mf3xCu9bvYnFPZuNn/axvRK2qR2op46ODIZ7qsytDgS7iHp+LtZbdvGwH/Efiv9V2iWqWFJbUefZY3Al8dG4R0IseKoq7G5n0fWw6s+GpBR0A5A8i/GKfTEc1akZcOd51/j6gqwGtTJ/IC0kFPLfRhKOd4DB2I6QmV3uTjo2nGimNQ4QaeB9nWKKo274hkMkGCot46GFTn1ws4+WysCIFFpC6n4oKIYHQSHiWwOXJEq7I4Ijs2cyoT3M48/eSVuUQMW8f57H8i3UXOK5r1F1QIZm5KjScg9NSbLZ9ITJffAOAHjf1UYzTup8+FYsrrkH8J4GgU6XKrmSxJ0lj77Ym+gXSVDoVD7Aqq1COs8O3hHY8Zn5F3ncwyfevSOUuj9IHPv13G1zqSq6PFaRRcZAX3x3l81WX71DlXQTbcUR8nTaP03lmB3v5U6ZlbzCd/Ay5EUym3rl0WcwJyyS1sZ9X3Bt+0ltp/0nYoziA4WqsaTcrxYx8Z9LPNTvfK9XnkYsc6+aaUkrjvQRqmDgbK2rahtueZHVackMHj3UUgUgTQt/RpQOSqVKPmMdTvAOueed9TbZduxN5FgKD5DZYsHD2mRG+VZ/uPrmFROcenGfghAxqQdnIfCMv9hDD/XHpEFrZrKS6Wj2QeBwdQMJwx8tyGBGUEUN9Wi57aapUnNAgnKQAgwIzGPnWpOim4IQre099henbi2B6ZUpPT7OwMmF8wYHRfkVDSAxnf6ghcor0yB2FMc1W9x5vrNsKUgs58dzXvsTV9Cmjl87e43Wv6uQBe5zmKZQaTtfcVPz1rmSzs0LNTFVg93ZdoDNQvj58WbjW8NdijWvO5qsl/q0zsL+poP76HOw/oODynx39J7Tbvw7s78s18m+F/PW3z+J++fEdcnMWf/zfn3D8O/H+9D8BsYMy/A== Copy blueprint \n \n Vanilla \nUses the dot virtual signal for the constant. \nConstant combs may be completely removed if that constant is hardcoded to the ACs. \n \nInput is left. Output is right. Nominator is the top input, denominator is the bottom one. \n \n 0eNrlWE2PmzAQ/SuVjy3ZDebL5LyXniv1UrURId7NSGCQMVGjiP9eG7aEpTixOdBIySGSnRl7/N54/CZntMtqWnJgAm3OCNKCVWjz44wqeGNJpubEqaRog47ARS1nHMSSXE10FqsX1DgI2J7+Rhu3cSw8vw48sZXn94Gn1/x0EGUCBNAu9HZw2rI631Eug+q9c7qHOl/RjKaCQ7oqi4zKtcuiks4FUxvLBaP4KXDQSToG4VMgN5KYMOkBLTRn5KovTvfDvUCOsLQEntYg2qGr4nrjlLLbhk2jjj+KG/dxJxzEIadChpwW+Q5YIgr+b+AEfwh7D7yLutuxYIIX2XZHD8kRpLv0uay7lT/voT/iK/BKbI3poEl6UIxUVC2j1qpEohJq7aCipDzpokBfpGdRi7K2Xrsxp0GPuwLaQVjntzajxesj/HvO66Ss+2yKDGl5hUxQbnkN94VALUi1At5dy8/lWnYnNwTQN8PBn52e0cLp+Q7Ne3ZaZ/Uwg5+XyGBvgLYah6aFhXw0xJd8nzSPNcwG1sz6/4lZbeHBH2n7tUjhmSggV8qNZ3bNQmsywjsn4/MSZPhWXBiWvGi+kohtlASZeeF1cZPZpTp+ZCURaXGPblRWw3yKLaUE7tOJLCclVu5A3utkhAkKePSsmQouZTfzPSKP/B4FY3ida10I1iZ7PObNtaqtht2O685mOX4YlqfbGr3umLY3VB4uni09yEM3oGs7GT7mA+v48GbzcTc3RD0mi2vBwLTSjSvbTebwjRfOUAe49r00uY+bZqspFu+lQ2PuPS33U3c8GFMd6leesp3Og8BSEJJRf3E/gtCgy7rChW9YEUPLhozEIwW9UOjSGgTNZZyXf9sdlCU7KuFH31qUP73AEaqW5qNkqCORuH4U44j4sRfGYdP8AdYNFOQ= Copy blueprint",
"date": "2024-02-23T15:50:32+00:00",
"quotes": []
},
{
"author": "almania",
"content": "Ahh this is my pet obsession, glad to see others bit by the same bug. Well, kinda, actual goal is to build a per-signal computer some day, such that each signal is effectively its own core, independent programs, memory etc. Maybe I'm not alone there? \n \nIt is complicated though, as the variable latency of these kind of ops encourages speculative execution or at least somewhat requires stalls, I keep on getting stuck in the trap of putting it aside for months before revisiting. Ultimate goal I have is to produce the mandelbrot set someday, with each core working on its own pixel - this is something that used to be slow for PCs to do, let alone a 60Hz many-core in-game processor, so naturally seems reasonable to do. \n \nThat aside, some notes/spoilers: \n \n DIV can be made accurate via computing MOD at the same time, and adjusting each if > the denominator, as you've got the result +/- 1 already. With some massaging of the recipricol, you can get it +0/-1, which makes it a bit easier. \n SAR can be implemented the same as SLR, just use MULSH instead of MULUH. \n MUL can be implemented in 3 cycles, 20 combinators. Hint: Try the identity: Code: Select all ab=((a + b)^2 - (a - b)^2) / 4 \nSolution: ab=(a/4 + b)^2 - (a/4 - b)^2 ab=((a>>2) + b)^2 - ((a>>2) - b)^2 + (a&2)*b + (a&1)*b \n MULUH and MULSH can be computed at once, the adjustment between them is given in Hacker's Delight \"High-Order Product Signed from/to Unsigned\" \n MUL/MULUH/MULSH can all be computed in a shared circuit of 76 combinators, latency 5 . What I have is too much of a birdsnest to publish, but I'd be impressed to see the latency matched, beaten is likely impossible. I don't actually know how I achieved this, not any more. \n FMUL and FDIV can be easily built on the above. FADD, not so much. Floating point is quite weird like that. \n \nOther wonky things that I like to have: \n \n Signal IDer. For each new signal coming in, assign each a unique ID, including when signals appear in batches. \n Variable delay line - take a count and value, emit the value after count cycles. Nice for quickly matching circuits (Compact Circuits is a godsend). \n RNG per signal - this one's easy enough, use the above + a counter based RNG https://arxiv.org/abs/2004.06278 . I do a much cruder version than this, but it looks good enough in numpy. \n Circuit tester. Using the RNG, run 15k random OPs/s through two circuits, trapping if the signals don't match. \n RAM - I have a really nice memory cell that I use, similar to your filtering blueprints. R/W has 2 cycle latency on the address, 1 cycle on the value (ie, a value can come in on a write, and out on the read on the very next cycle). It's really nice, and I suspect optimal. \n Using the above or similar techniques: A queue. \n \n\nI don't mean to be a tease, just it's so many disorganised parts of things I've tried - a lot very birdsnesty. Here's the 32x32->32 multiply though, in case anyone wants to use it for inspiration (big spoiler): \n \n 0eNrtmutu2jAUgF8F+ecUutgJualDmjSp2o9tUv9uHQrBBUvgRI7DihAPsLfYs+1JZge2lhASx1yaCaSKEuwc+/g7N05YguE0wwkjlINgCUY4jRhJOIkpCMCnbNqx0JOFOt2+ePONfqMfaZLxoIMJn2DWuXt734mp+MOdJJ5ioxOLz+7k630+wH/E+UB6AwxAopimIPi6BCkZ03Aq1+OLBIuFCMczMYOGM3kVMiF9hjmJulE8GxIa8piBlZBAR/gJBHBl1MoY4YiMMCsXgFYPBsCUE07wekf5xWJAs9kQM7FCzV4MkMQpWZ/SEsgtmT0DLMR/B970xEIjwnC0HkcGEIpzFk8HQzwJ50TcL256FjwQw6NcWCoHHglL+WBHvTlhPBOf/NvZekYXh9FEqpZiKUbKSnkoYXYRtF3bsxzbM0CcYBZuqH65F0LijAuQTZdZrXJl6Fq3fLtQvjA8enmMRFw5YiZhUUZ4fimOXNyL9ky2tydDMXklIRewoCq8FUwsRSYbqccB8kzClBezJGT5PgNwq33+UlCyEPvLKB88sng2INIfQfAYTlN8EB0DjBnGVB1j6XToq5G0NEmiK8nDAHlqfOyGfLx2elr/+Hw4y5rggUU8xvaw1yRMwt5eP5VDpSR7z/plQ3FMOZYdgr6/AdhroJpZtKWCbu6OrakFmaKgspgitMJkPBnGGZMZHPYM6DyUqO80NGS0OQf7nIYc0gWfEDquNubfP3/pmPMcs5fSj2LUzl6UvWoDrgZtVQ+j6mG3xhyRqjk2Xafc8Vz9GtK+1pDHqlJKpCKkBtDTzIH26+bALWZbAeTdebNhKSmraT4shAB46nzpN3fbvznDbY3bwm1vfXMOZ9VPClDNH2W9oYvGaQsatE2m3z8Hmgo3cOq+0MHGWbUc3gEtFbel8L6fg52vmgOL5XhNaLQUuSF9bs4lc3NOxE2xVQat5ty8ax4riXjHLzGgbnfFuX4preCGTs5NrZcCpQWtHUl993Z13VtTFsOa22Fd2e3XlN1INZr9d3rstJJ6ZW0k6DRro/naiaK++aWYRxTacYq6u/p1t9+WVGKZ26nk9rY9hXdZePJqWmFQ2SzqJJlNVyqMqxaSnn4h6be+H/b+84ez1CauclXpHvb81Tjo8RH0NSsc/9o72987QzXJzawZt05dICFT28fd1vxuwoInb9E09diDHrUj/c6La14QlFOF20PiKEJ6cVQZ3MU8h3dfPTZa+m6ILrL+OUJdg5Sf+ZZHUzE7/1lh8OJXkgaYY5auMXjiOHzkerZvOb6zWv0BGbcfPA== Copy blueprint \n It is of course also possible that I have none of the above, but I'd like to see what people come up with - so do post designs",
"date": "2024-03-08T11:02:05+00:00",
"quotes": []
}
] | 19 | 2022-09-25T21:30:28-05:00 |
forum-topic-117963 | 117963 | Thank you for providing the Standalone Game Download for Steam users! | Spread the Word | https://forums.factorio.com/viewtopic.php?t=117963 | FactorioFan822 | Long-time fan and player, first-time poster. I just wanted to thank the Factorio developers for providing a standalone game download for Steam users, for no extra cost.
It's one of those little things that just makes me feel super appreciated as a player, and makes me happy to recommend Factorio still after all these years.
The recent Space Age release is fire as well, an easy day-1 buy considering how well you've treated us Factorio players through all this time.
The Factorio mods available in-game, all the little GUI lovelies like a search-option for the controls settings page, how smoothly and easily such a complicated game still plays..you're killing it guys!
I guess all I really wanted to say was thanks for a great game and a great overall experience! Other game developers can look at you as an example of how to do a lot of things right! | [] | 0 | 2024-10-27T11:25:25-05:00 |
forum-topic-118286 | 118286 | [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=118286 | PALKOVNIK | Bluebrints and books are obviously something should be allowed to be kept in the inventory when boarding the rocket. I have permanent blueprints that delete cliffs and delete rocks+trees, I keep them on the hotbar. Same with blueprints that are used more or less frequently, like my tileable miner setup, spaced roboports and solar panels. It's a hassle if I want to move to a different planet.
Same with armors. It's a know practice to have one power armor for building and one for fighting. It makes it very inconvenient to travel. | [
{
"author": "Byrnorthil",
"content": "Agree for virtual items, disagree for armor. \n \nArmor is a real item which has to be crafted and does something unique and direct. Also, it has a recipe. If you were allowed to take armor in your inventory, you could: \n1. load inventory with armor \n2. take off in spaceship \n3. land on fulgora \n4. recycle all armors \n5. profit \n \nMeanwhile, blueprints, copper and circuit wires, and remotes are all virtual/abstract items ( https://factorio.com/blog/post/fff-379 ) which can be created and deleted at will. I could easily stash all my blueprints in my library and delete wires, but that's unnecessary hassle since i can just recreate them on the other side. \n \nI'd suggest removing the armor part of the suggestion and renaming it to \"Allow abstract items in inventory when boarding rockets\" or similar.",
"date": "2024-10-30T23:13:57+00:00",
"quotes": []
},
{
"author": "Byrnorthil",
"content": "By the way, if you want to take multiple armors with you on a platform, you absolutely can. Just launch them up in separate rockets just like you would a tank or car.",
"date": "2024-10-30T23:15:04+00:00",
"quotes": []
},
{
"author": "myridium",
"content": "It is already possible to do this by storing blueprints in the 'game blueprints' section (press B to open that menu) and then putting the blueprint from there onto your hotbar. That way, the hotbar links to your blueprint storage rather than your inventory.",
"date": "2024-10-30T23:31:14+00:00",
"quotes": []
},
{
"author": "Byrnorthil",
"content": "I wasn't aware of this, thanks! Will be using it in the near future. \n \nThat being said, I still think abstract items should be allowed, especially since they aren't trashed automatically by \"trash unrequested\".",
"date": "2024-10-30T23:47:56+00:00",
"quotes": [
{
"author": "myridium wrote: Wed Oct 30, 2024 11:31 pm",
"content": ""
}
]
},
{
"author": "myridium",
"content": "Yeah, the abstract items thing is a bit of an oddity. I'm not sure how the other items work, but in the case of blueprints I suppose you could consider the hotbar a 'link' to the item, and the blueprint being a real item if in your inventory, and an abstract item if linked to the game blueprints section.",
"date": "2024-10-30T23:53:31+00:00",
"quotes": [
{
"author": "Byrnorthil wrote: Wed Oct 30, 2024 11:47 pm",
"content": ""
},
{
"author": "myridium wrote: Wed Oct 30, 2024 11:31 pm",
"content": ""
}
]
},
{
"author": "SniperKrizz",
"content": "Upgrade and Deconstruction Planners should be allowed in Rockets so new ones don't have to be made to every new planet you visit!",
"date": "2024-11-27T21:07:06+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Can't you use the blueprint library to share them easily?",
"date": "2024-11-27T21:16:54+00:00",
"quotes": []
},
{
"author": "Nemoricus",
"content": "It's silly that blueprints, upgrade planners, and deconstruction planners count as items for the purposes of whether your inventory is empty for the purposes of riding a rocket. Yes, you can put them in the global blueprint library, but by default if you make a new blueprint/upgrade planner/deconstruction planner and stick it in your toolbar, a copy ends up in your inventory.",
"date": "2024-11-27T22:33:42+00:00",
"quotes": []
},
{
"author": "jaylawl",
"content": "They do go in rockets though\n \n \n \n 2024-11-28 00_00_27-Factorio_ Space Age 2.0.21.png (421.43 KiB) Viewed 1204 times \n \n \n\nOr were you referring to them being allowed in the player inventory when traveling to a space station?",
"date": "2024-11-27T23:00:11+00:00",
"quotes": []
},
{
"author": "IsaacOscar",
"content": "Duplicate of 118286 \n \nPersonally, if I was designing the game, I would have blueprints weight nothing, and have zero-weight items ignored when you travel to another planet. \nI'd also have the game check the total weight of your equipment + inventory when travelling. But I guess that's more complicated. \nOh, and allow making higher quality rockets that can carry more.",
"date": "2024-11-28T01:20:57+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged into an older thread with a similar suggestion.",
"date": "2024-12-03T06:51:04+00:00",
"quotes": []
},
{
"author": "evandy",
"content": "+1 for me - blueprints/deconstruction planners / upgrade planners / other items should be allowed in inventory when boarding a rocket...",
"date": "2024-12-08T01:22:13+00:00",
"quotes": []
},
{
"author": "sp55aa",
"content": "1. store blueprints in Game blueprints, not in inventory. this also save inventory space.\n \n \n \n 12-08-2024, 16-11-38.png (617.32 KiB) Viewed 942 times \n \n \n\n2. if we need more armor, just launch more rocket",
"date": "2024-12-08T08:14:51+00:00",
"quotes": []
},
{
"author": "HeroOfTime04",
"content": "Currently [2.0.26] rockets only allow empty weapons and armor to be carried into rockets, but I feel it would make sense to allow planners (blueprints, decon, and upgrade) to be carried in as well. They don't recycle into anything, and you can put them into the blueprint library up in the corner, but that's an extra step that is needed to be done before hopping into a rocket.",
"date": "2024-12-17T22:56:02+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "The issue with this idea is: the Character’s inventory is Unavailable while “in Space”, so these Planners would be unavailable for use until you have Dropped to Planet. I think the intent here is to FORCE you to move these into the Blueprint Library. \n \nTangentially, it is possible to create a new Blueprint item while In Space, and then put it into your Character’s Inventory (via “Q” key). It will be un-findable until you return to a Planet’s surface. \n \nI think a smarter change would be to Disallow “non entity” items from being put into Inventory at all - only into the Blueprint books. But, that would cause a lot of workflow problems because “this is how it has always worked”. Sometimes there are no Good solutions.",
"date": "2024-12-17T23:19:29+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged into an older thread with the same suggestion.",
"date": "2024-12-18T12:54:17+00:00",
"quotes": []
},
{
"author": "connorshea",
"content": "Strongly agree, I hope this is prioritized as a QoL change! It's super annoying to lose blueprints if you don't use them in specific ways (I didn't realize the difference between blueprints from books don't count, maybe \"temp\" blueprints and upgrade planners should get sent to a personal book automatically so we don't lose them entirely when deleting them to board the rocket?)",
"date": "2024-12-18T17:58:16+00:00",
"quotes": []
}
] | 17 | 2024-10-28T19:39:53-05:00 |
forum-topic-127013 | 127013 | [2.0.35] nauvis_t_section menu simulation flashes broken guardrails the first frame | Minor issues | https://forums.factorio.com/viewtopic.php?t=127013 | Quezler | During the first frame of the `nauvis_t_section` menu simulation there is a chance that extra guardrails are rendering.
It appears to be slightly random, but a fair guess is that it depends on whether the menu simulation before it had certain entities or not. | [] | 0 | 2025-02-21T03:35:12-06:00 |
forum-topic-117692 | 117692 | Mod for slower fading remnants | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=117692 | Datacontrol | I'm searching for a mod that makes the fading out of biter corpses, base remnants, tree stumps etc. last longer (maybe 10x). for my opinion its to fast. All i can find is the opposite of that, resp. deleting them instantly. One mod I found that would suit me would be the "noxys fading" mod, but its outdatet. | [
{
"author": "jamiechi1",
"content": "Probably a bit late, but this mod has been updated for 2.0. https://mods.factorio.com/mod/Noxys_QuickerStumpFade",
"date": "2025-01-21T09:45:20+00:00",
"quotes": []
}
] | 1 | 2024-10-26T10:32:30-05:00 |
forum-topic-113202 | 113202 | [raiguard][1.1.107][Linux] Tiny Cursor through Wayland | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=113202 | brothersw | I just transitioned to NixOS and have been setting everything up. In Wayland mode (which is much appreciated due to 1.5x scaling for most apps), my cursor appears tiny when in the game. This is on a 28" 4K monitor and so I think that this may be causing the issue when in Wayland mode.
xrandr output for the screen Factorio is on:
DP-2 connected primary 2560x1440+0+0 (normal left inverted right x axis y axis) 610mm x 350mm
Image of behavior:
factorioCursor.jpg (792.51 KiB) Viewed 3059 times
Expected behavior demonstrated when another application is active over it:
expectedCursor.jpg (687.97 KiB) Viewed 3059 times
Thank you for all that you do! | [
{
"author": "",
"content": "SDL2 has some issues with cursor themes that are beyond my power to fix. SDL3 will fix these issues.",
"date": "2024-07-30T23:37:10+00:00",
"quotes": []
},
{
"author": "GlassBricks",
"content": "According to https://github.com/libsdl-org/SDL/issues/9250 , SDL2 seems to have been fixed this on their end, but Factorio needs to update. \n \nSo... can we has not tiny cursor on wayland please?",
"date": "2024-09-21T05:39:57+00:00",
"quotes": []
},
{
"author": "Okabintaro",
"content": "Heya, the issue is still present on the latest version (2.0.13, with Space Age Expansion at the time of writing). \n \nBut it's pretty easy to workaround by setting the XCURSOR_THEME and XCURSOR_SIZE environment variables. \nFor example on Plasma 6 on Arch I use these launch options on steam to get my cursor size to align with the system: \n Code: Select all XCURSOR_THEME=Breeze_Light XCURSOR_SIZE=48 %command% \n\nMore details about cursor themes can be found on the arch wiki here: https://wiki.archlinux.org/title/Cursor ... t_variable \nI found my cursor themes at /usr/share/icons/Breeze_Light/cursors/.",
"date": "2024-11-01T17:56:52+00:00",
"quotes": []
},
{
"author": "Numerfolt",
"content": "This worked for me too:\n \n\nTwo additions: \nUsing Plasma 6, you can find the theme name and cursor-size in the systemsettings too: \nSystem Settings -> Color & Design -> Cursor \n \nWhen I set my cursor size to default size * monitor scale (24 * 150% = 36), the cursor was too large. \nFor me it worked to just use the same cursor size as specified in the system settings.",
"date": "2024-11-07T14:51:20+00:00",
"quotes": [
{
"author": "Okabintaro wrote: Fri Nov 01, 2024 5:56 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I got curious and tried building with DBUS support (also the SDL has been updated to 2.30.9 in 2.0.16) as mentioned in the linked github issue and the cursor was still tiny on Wayland with 150% scaling. So either I've built it wrong or something else is missing.",
"date": "2024-11-12T21:49:43+00:00",
"quotes": []
},
{
"author": "tgurr",
"content": "Just curious as I started playing Factorio again yesterday and in the meantime also moved on to wayland and got bitten by this issue. When testing two questions arose for me after reading the GitHub SDL issue ( https://github.com/libsdl-org/SDL/issues/9250 ). \n \n* Have you been on KDE Plasma 6? Or GNOME? \n* Did you have xdg-desktop-portal-gtk installed? \n \nI'm not entirely sure if I get things right myself in regards to the prerequisits but judging from the initial PR https://github.com/libsdl-org/SDL/pull/9258 it states\n and the relevant commit has been backported to SDL2 with https://github.com/libsdl-org/SDL/commi ... db8020b87c \n \nwhich contradicts in parts to the initial statement from the GitHub issue which mentions the DBUS support as a requirement but to me this now reads as only still required when running GNOME, or at least not KDE Plasma: \n \n\nso if I conclude things right at least on KDE Plasma 6 with a version released >1 year (as the MR for implementing the cursor-shape-v1 appears to be https://invent.kde.org/plasma/kwin/-/me ... uests/4060 ) things should work out of the box due to the cursor-shape-v1 protocol without any need for a working/installed portal AND without the DBUS requirement. \n \nBut for me it doesn't on latest KDE Plasma 6 (at the moment for writing this version 6.2.3) which renders me quite clueless after reading all that stuff what the issue could be and where to report it to hopefully get it addressed in the future, here, SDL, kwin?",
"date": "2024-11-18T13:07:20+00:00",
"quotes": [
{
"author": "Donion wrote: Tue Nov 12, 2024 9:49 pm",
"content": ""
},
{
"author": "GitHub wrote:",
"content": ""
},
{
"author": "GitHub wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "I haven't looked at this thread since my first reply; I was unaware of the SDL github issue regarding this. \n \nI changed our build system to build SDL with dbus support and that fixes the issue on GNOME. However, the latest version of SDL2 appears to be missing all of the cursor-shape-v1 code, so cursors will continue to be incorrect on Plasma. I am reaching out to the SDL devs about this.",
"date": "2024-12-05T17:35:48+00:00",
"quotes": []
},
{
"author": "",
"content": "According to an SDL developer, cursor-shape-v1 wasn't included in SDL2 stable because it's a large change for a relatively minor bug. So users on Plasma will continue needing to use XCURSOR_THEME to work around this issue.",
"date": "2024-12-05T17:52:18+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report, this has been fixed for the next release... at least on GNOME. Plasma users will need to continue using the XCURSOR_THEME workaround.",
"date": "2024-12-09T20:18:02+00:00",
"quotes": []
},
{
"author": "Zarko",
"content": "@brothersw or anyone else that might be running NixOS. Have you found a way to use XCURSOR_THEME workaround actually work on Nix? \n \nI tried several permutations mentioned out there but none of them worked on NixOS 24.11 with Steam. \n \nI tried both, neither worked. Code: Select all XCURSOR_THEME=breeze_cursors and Code: Select all XCURSOR_THEME=Breeze_Light ,",
"date": "2024-12-17T05:27:01+00:00",
"quotes": []
},
{
"author": "Zarko",
"content": "I got a workaround for a workaround working on NixOS \n \nNixOS doesn't use standard paths as other Linux distros and it might be that the library we are trying to override the cursor theme is not finding the theme we are trying to specify with XCURSOR_THEME env var. \n \nI installed a 3rd party theme through KDE Colors & Themes -> Cursors -> Get New (upper right corner). It got downloaded to ~/.local/share/icons - which is a predictable/static path we can then provide with XCURSOR_PATH env var. \n \n \nFinal working solution for me was adding the following in Steam launch options. You can use any 3rd party theme. I tried a couple. \n Code: Select all XCURSOR_PATH=${XCURSOR_PATH}:~/.local/share/icons XCURSOR_THEME=Layan-white-cursors XCURSOR_SIZE=48 %command% \n\nI got the idea looking at the arch wiki https://wiki.archlinux.org/title/Cursor ... t_variable",
"date": "2024-12-17T06:07:01+00:00",
"quotes": []
},
{
"author": "cz2",
"content": "Another workaround for NixOS and Plasma 6 on Wayland + Factorio running under Steam: \n Code: Select all XCURSOR_PATH=$(readlink -f /run/current-system/sw)/share/icons XCURSOR_THEME=breeze_cursors XCURSOR_SIZE=48 %command% \n\nSteam container runtime does not share /run/current-system into the game container, so only a couple of XCURSOR_PATH directories get propagated into it - in my case only the \"hicolor\" theme was being shared: \n Code: Select all $ sudo nsenter -t $FACTORIO_PID -e -m ls /run/host/share/icons\nhicolor\n \n\nDoing the readlink trick puts the directory reachable from container into XCURSOR_PATH: \n Code: Select all $ ls $(readlink -f /run/current-system/sw)/share/icons\nbreeze breeze_cursors breeze-dark Breeze_Light Breeze_Snow default hicolor locolor",
"date": "2025-01-20T19:58:47+00:00",
"quotes": []
},
{
"author": "riking",
"content": "This was the first fix that actually worked for me, but all I need is the path: \n Code: Select all XCURSOR_PATH=$(readlink -f /run/current-system/sw)/share/icons %command% \n\nI think we should get this added to the nixpkgs steam wrapper.",
"date": "2025-01-20T23:24:26+00:00",
"quotes": []
},
{
"author": "CrackerJackMack",
"content": "(I realize this is for wayland but figured I'd share as it happened on x11 too) \n \nI was having a very similar issue to this, but it was only triggered when I hovered over an inventory square for the first time. It never recovered and my cursor would stay the small no theme default cursor. What fixed it for me was changing the cursor theme from the mint default to one I found on gnome-look.org and specifying XCURSOR_SIZE=48. Now my cursor stays the correct size and keeps the same theme. I'm assuming there is a missing icon in the theme that can't load, causing this undesirable condition in game. This thread led me down right path. \n \nWithout the cursor size setting, when hovering over an inventory tile it would trigger the downsize and remain that size for the session. \n Code: Select all $ loginctl show-session c1 -p Type\nType=x11\n \n\nTL;DR, just like the thread says. Use a good icon pack and set the size. Thanks folks!",
"date": "2025-01-23T02:51:22+00:00",
"quotes": []
}
] | 14 | 2024-04-26T20:04:52-05:00 |
forum-topic-4553 | 4553 | I made a calculator for all you OCD planners out there - Page 3 | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=4553&start=40 | AntiBlueQuirk | I love tools like this, and I haven't seen any of them getting updated, so I forked, updated, and made a pull request. (Well, it looks like there's been some recent activity in this thread, but I only noticed after I put in all the work. )It's up to rubyruy to pull the changes in, but in the meantime, you can use my fork. Just use his original url, and replace "rubyruy" with "antibluequirk". (I'd post a link, but I'm not allowed yet.) | [
{
"author": "brindyblitz",
"content": "Hey folks, I was trying to avoid this until rubyruy could merge my changes, but it's clear the community's patience is starting to wear thin... \n \nI've made a fork of my own which is 0.15.x compatible. Additionally, it has a lot of new features, such as:\n \n Support for adding multiple recipes, which all then contribute to the main total \n UI cleanup to make it more readable \n \"Explain\" function that tries to educate the user on how the tool arrived at the numbers \n Bulk Import/Export. Enter multiple recipes as text, which you can then save locally as a text field \n Add support for calculating the number of miners needed for ore \n\nYou can find it at https://abrindam.github.io/factorio-calc/ \n \nI am still working to get my changes merged into the original rubyruy version so hopefully eventually we can go back to that URL.",
"date": "2017-05-05T07:11:05+00:00",
"quotes": []
},
{
"author": "brindyblitz",
"content": "Updated my fork with 0.15.9 given the big changes to the science pack recipes.",
"date": "2017-05-07T06:07:23+00:00",
"quotes": []
},
{
"author": "BAIZOR",
"content": "Thanks. Its very nice that you updated it to 15 version. \nPlease fix this issue with limited layout rendering",
"date": "2017-05-07T21:11:49+00:00",
"quotes": []
},
{
"author": "brindyblitz",
"content": "OK, I think I've fixed the issue with the layout section being cut off. \n \nIf the layout is too big to fit on the screen, it should now scroll horizontally. \n \nGive it a try and let me know what you think!",
"date": "2017-05-07T22:10:33+00:00",
"quotes": []
},
{
"author": "BAIZOR",
"content": "Yeah! It works awesome. Good job!",
"date": "2017-05-08T15:57:13+00:00",
"quotes": []
},
{
"author": "justincuster",
"content": "Thank you!",
"date": "2017-05-09T10:12:55+00:00",
"quotes": [
{
"author": "brindyblitz wrote:",
"content": ""
}
]
},
{
"author": "Fashnoth",
"content": "Amazing thx",
"date": "2017-05-22T20:08:51+00:00",
"quotes": []
},
{
"author": "ThwartMantella",
"content": "I currently play on the experimental 1.15.x and the info box of yellow belts states a speed of 13.333 items/s. 13.333 * 60 = 799.9999998 items/minute or 800 items/min as also stated on the official Factorio Wiki. The calculator uses a speed of 399.60 items/min for yellow belts. The speeds for red and blue belts seem to be off too. Is this a bug?",
"date": "2017-09-13T14:57:26+00:00",
"quotes": []
},
{
"author": "brindyblitz",
"content": "Mostly, the issue here is what the actual values means, rather than a calculation error. \n \nYou'll notice the value you're getting is approximately half of what you expect. This is because the value you're getting, \"# Assembly Lines,\" considers an assembly line to be one side of the belt, rather than both sides. The values you have (13.333) is for BOTH sides of the belt, so therefore these numbers are off by half. \n \nI believe the \"Explain\" link in the UI should mention the value is for one side of the belt. \n \nI completely understand that whether you interpret \"# Assembly Lines\" be one or both sides of the belt is basically a toss-up, so I'm open to suggestions on what should be changed to clarify this. Let me know! \n \nIn addition, there appears to be slight discrepancies in the number due to rounding (the real number for one side of the belt is 400 items/min, not 399.60). This is due to us inputting the belt speed with just two decimals places of precision. We should fix that.",
"date": "2017-09-17T06:21:44+00:00",
"quotes": []
},
{
"author": "Lilly",
"content": "I believe that this discrepancy is intentional. Even though 400/min is the maximum throughput, it is near impossible to reach in practice. Which means your assemblers will be idle some of the time, resulting in an output that is slightly less than what you specified. Reducing the belt capacity by a tiny amount (0.1%), ensures that belts won't be a bottleneck.",
"date": "2017-12-19T13:13:43+00:00",
"quotes": [
{
"author": "brindyblitz wrote:",
"content": ""
}
]
},
{
"author": "Maddhawk",
"content": "This tool is out of date. To some extent the numbers are correct, however I suspect certainly belt changes have not been taken into account. It is telling me that a normal belt can handle only 10 steel smelters worth of output of copper/iron plate per belt. In 0.16 this is actually 24 smelters worth of output with 12 on each side.",
"date": "2018-05-24T01:21:10+00:00",
"quotes": []
},
{
"author": "brindyblitz",
"content": "Looks like you're hitting this issue, https://github.com/rubyruy/factorio-calc/issues/50 \n \nThis is lame, but you can fix it by switching the belt speed to fast and then back basic again and it will give you the correct results. \n \nNow that someone's complained, I'll try to fix that bug (anyone else with programming knowledge is also welcome to give it a try too!).",
"date": "2018-05-24T01:29:41+00:00",
"quotes": []
},
{
"author": "ojafuenf",
"content": "Here is a patch for updating to 0.17.11 experimental. \nIt adds the updated recipes, introduces the new belt and drill speeds and sets the default belt speed to the new basic belt. \n \nSorry, I don't have my github credentials on me.",
"date": "2019-03-13T23:54:13+00:00",
"quotes": []
}
] | 13 | 2014-06-25T14:46:31-05:00 |
forum-topic-183 | 183 | Events (“Againts all odds”. Free-play, global task.) | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=183 | mindreader | This article explains nearly everthing in a more or less good form. The list of links is below, but it's work in progress, click viewtopic.php?f=80&t=183&p=887#p131353 -- ßilk
SHORT DISCRIPTION:
Constructing and maintaining orientated, tower defense like, game mode with global task.
MAIN IDEA/CONCEPT OF GAME MODE
1) Player is alone to perform any tasks; player can not directly control any units with WASD.
All robots, mechanisms, inserters, etc. have control over their behavior, player can “adjust” each of them,
in specific way, but player cannot give orders to perform difficult/complex actions.
EXAMPLE: For Insert player can adjust speed, filter, quotas, where to insert (left or right side of transporter line).
BUT player cannot command “construction bot” to build base from blueprint.
2) Everything is against player and his constructions.
Planet is crowded with enemy humanoids, and they hate your buildings. Earthquakes destroying drills and transport lines,
forest fire swallows forests and nearby buildings, atmospheric events kill power grids, acidic rain dissolve circuits,
comets falling from sky causing mayhem (some rare ores can be mined from crater just like in Terraria),
rivers flooding pumps tubes and steam power plants, etc…
3) Global task is to prepare for arrival of earth population
- No time restrictions, as every player will choose their speed of progress.
- Global task separated in to game stages. Roughly described as: First steps, Electricity, ship wrecks, infrastructure,
defense, annihilation of alien threat, signaling for landing. (Needs to be revised)
- Agricultural aspect of infrastructure, needed not for player nutrition but as game stage for arriving earth population.
4) Reasonable level of difficulty
Main goal is to achieve such level of difficulty (amount of resources and enemy/environmental attacks) that player will
be constantly forced to expand territory he controls, for new resources. Player will suffer from way too fast expansion or
from way too slow. Eventually player will lose (if your infrastructure is too small) when resources used and player will
not stand next attack, player will lose as well, if he will expand further fast without careful protecting and maintaining
his current infrastructure, because, as bigger player`s infrastructure gets as harder alien attacks it. Game must not let
player easily create unbreakable fortress, and then peacefully live there for decades.
5) Game must encourage player for creativity
For unprepared players it will be hard to survive in this game mode, player has to think creatively, it is necessary that
player will lose 2-3 times on deferent stages of game mode, by that he will acquire real experience, and will be heavily
motivated to start all over again with new strategies.
EXAMPLE: Automatic turrets will stop aliens when player inserts ammo himself, but in time he will not be able to sustain
ammo amount on all turrets on all directions, thus player will be forced to invent (INVENT-is key word) method of reloading
guns automatically.
6) No ultimate strategies
There must not be perfect combination for solving any problem, no ultimate weapon to stop attacks. All defenses must
have weak places. One way or another, any defense will be destroyed if not monitored.
EXAMPLE: There are many ways to destroy your building, those threats like fire, acid rain, storm or earthquake can be
prevented by specific buildings, weather control station for storms, earthquakes can be handled with ground moisturizing
machines, and so on. Though most likely player will not be able to protect structures from anything, as well as protection
equipment will not work perfectly all the time or will wear off.
7) Graphic is not a priority
As simpler graphic is, as easy it for player to understand what is happening on screen. Aim of game is building that means
player will certainly build a lot, fancy graphic will distract attention. Graphics must be first of all “INFORMATIVE”. Also,
as with minecraft, square-like graphic looks ugly for first few days, later player get used to it and addicted as well. It is not
only about positioning project as “true indie” or “low-cost-project” it is all about simplicity and understandings of gameplay.
8) Time spent for complete consumption of content
Approximate time needed to achieve all possible goals must not be long nor short. As I see it, I would spend 3-5 days for one
completing, in mean of hours that would be 2-4 hours per day and 6-10 hours total. Gameplay might be prolonged if player
will decide to extract every each gran of iron from planet and thus be extended up to 25-30 hours.
9) Means of monitoring and maintaining infrastructure
In order to better understand globally what happening on your factory, following tools can be made.
Radar showing your buildings and enemies, warning signal systems for deferent purposes, surveillance cameras, flying repairer bots.
10) Few levels of difficulty to choose from Easy, Normal, Hard, and Nightmare (unlocked after finishing mode once)
Threats
All threats are divided in to two groups: Environmental and Alien.
Environmental threats and means of dealing with them.
Planet is not friendly at all. Environment is not stable on this fairly young planet. These are some of natural threats
for player and his buildings.
AOE events
Threating event which is happening in certain area.
- Chance of appearing of second AOE environmental event in one area is significantly lower. Thus overpowered
damage on single area is prevented.
Earthquakes
Earthquake happens from time to time, dealing direct damage to building.
-- Mechanism
--- Earthquakes happen one after another with random time interval between them. Rarely from 5-30 mins,
normally from 31 to 60 mins, for sure from 61 – 100 mins.
--- In random square no longer than 30 blocks from random player`s building, epicenter appear. Earthquake with
radius from 30 to 60 blocks starts from epicenter.
--- Damage dealt per tick. From 3 to 6 tics per earthquake. Damage done to all buildings in radius. Each tic, each
building has following chance to be damaged: 25% to get 0 damage, 55% to get from 2-5 hp damage, 15% to get
from 6-10 hp damage, 5% to get 20 hp damage.
-- Graphic
--- Camera shaking harder if close to epicenter also player hears loud earthquake noise. If distance to epicenter longer
than 100 blocks, light shaking happen and distant noise heard.
-- Mean of protection
--- Anti-earthquake hammer, hammers the earth, creating micro earthquakes, not harming anything and preventing
from big earthquakes.
--- Constantly working in 100 blocks radius, hammer will lower amount of tics by 70 %, lower the damage taken by 50%.
Solar storm
Solar storm happens from time to time, disabling electricity, damaging power poles and disabling power sources.
-- Mechanism
--- Pretty much same mechanics of appearing as earthquake, but with bigger radius.
--- Storm lasts for 1 to 5 mins.
--- Each 60 seconds damaging tick happen. Each electric pole has 85% chances to get 0 damage and 15% to be destroyed
while tick. (Hidden tip is to disconnect area of storm from all sources of electricity to prevent damage for poles)
--- For whole time of event electricity is disabled in radius of storm.
--- If power source hit by storm, production of electricity is stopped.
-- Graphic
---Polar lights appear in area of storm.
-- Mean of protection.
---Particle ejector. Produce and ejects particles charged in opposite way to those from solar storm, and thus annihilation
each other on impact. Protects from solar storm. Works in area of 200 blocks, lowering time of storm by 50%. Preventing
from complete loss of electricity and letting 25 % of voltage to stay in area of storm.
Acid rain
Acid rain dissolve circuits in electric devices making them work in unpredicted manner.
-- Mechanism
--- Pretty much same mechanics of appearing as earthquake, but with bigger radius.
--- Rain lasts for 1 to 5 mins.
--- Once every 10 to 30 secs tick happen. On tick 10 % to 25 % of devices in area are subjected to change their behavior.
Inserters rotated, assembling machine change its recipe or cancel recipe, transport belts changing direction to opposite
(belts has much lower chance to suffer from rain due to amounts of them in factory), manual adjusting of device
(by rotating, or recipe selection) will revert the effect. Also, any device may just stop working instead of changing behavior;
re-contracture of device will switch it back.
-- Graphic
--- Obviously, green looking rain
--- Short circuit displayed as sparks from affected device.
-- Mean of protection.
---Anti-cloud gun. Shoots projectile, filled with anti-cloud reagents, in to the sky. It is preventing acid rain
clouds from appearing. Works in area of 250 blocks, reduce length or rain by 60 %, prolong time between tics by 60 %.
Meteorite
Meteorite is falling from the sky, causing devastation and mayhem on the ground. Meteorite is deadliest of AOE events.
Also, provide rare ores for player.
-- Mechanism
--- Two types of meteorites exist: proximity and background.
--- Proximity meteorite is direct danger for player and his building. It may appear in 500 block radius from any player building.
According to size (small, normal, big), It cause deferent amounts of damage.
---- Appearing of proximity meteorite is rare event, and has certain requirements. It does not happen in early stage of game
(it might be indicated by number of drills constructed, amount of blue science packs produced etc.) Once, “middle” stage is began,
there are 5 % chance of event to happen, once in certain period of time (60 mins period might be ok), basically once per given
interval of time game decide whether or not will impact happen, if it will, exact time of event will be chosen randomly
(but not outside of given time interval)
--- Background meteorite is not dangerous to player. It may appear in area; at least 500 blocks far from players building but
no longer than 10000 blocks from player building
---- Appearing of background meteorite is similar to proximity one, but not depend of game stage. It only serves as rare ore source.
--- Meteorite sizes. It depends of size, how devastating impact will be and how much ore will be created.
---- Small meteorite – 2 blocks in diameter. It destroys everything in 6 block radius, dealing 40 damages in 6 to 10 blocks radios,
15 damage in 10 to 30 radiuses. Impact spawns low amount of rare ore.
---- Normal meteorite – 5 blocks in diameter. It destroys everything in 12 block radius, dealing 80 damages in 12 to 18 blocks radios,
25 damage in 18 to 50 radiuses. Impact spawns medium amount of rare ore.
---- Big meteorite – 10 blocks in diameter. It destroys everything in 24 block radius, dealing 150 damages in 20 to 30 blocks radios,
20 damage in 30 to 60 radiuses. Impact spawns huge amount of rare ore.
-- Graphic
--- Badass rock falling from upper part of screen with terrible noise and screen shaking
-- Mean of protection.
--- Call to earth, and ask them to send Bruce Willis here joke, there is no protection from meteorite.
Alien threats
Evolution is on basic stages on planet, humanoids are primitive and aggressive. They hate player as well as his buildings. They
attack everything that is not natural on sight, and fight to the end. As player will notice soon, they don’t have sense of fear,
thus death does not stop them. Also, they do not act intellectually, as example they do not organize their attacks, but just sprint
towards closest disturbing object. Their reactions are more like animals than like humanoids. Closest example of alien behavior
in real world is ants. The bigger disturbance, the bigger aliens attack it. While gameplay stages developes, it is revealed to player that,
aliens are not that primitive and simple as it seemed first. Actually, all aliens on the planet are bind together by invisible but
strong connection. All aliens being bind by this telepathic network are actually one big organism, and this organism has it nerve
center “HIVE”. All alien activity is controlled by this hive. As player will notice, Alien activity depends on how wide players
expansion has come, while on first stages alien will attack players buildings in small numbers and only in certain proximity to spawns,
later bigger and bigger waves will attack player even from distant spawns. When hive combined intellect will finally recognize player
is biggest threat, it will launch never stopping onslaught that can be described only as “WAR”. Central hive is a key to planet.
Destroying it, thus disabling “will” of aliens, is inevitable and must be done in order to prepare planet for arrival of men.
Alien species
Lancer – Brown skin humanoid, casual representative of aliens on the planet, males. Workers and fighters, they obey to
their combined intelligence and thus fearlessly doing everything that their instinct (telepathic commands from hive) tells.
Aggressive and stupid, they attack enemy by their hands and teeth. They hate everything they can’t recognize, thus they
will break everything that is not natural. They are living in groups of 6-8 species, but closer to hive, can be seen in much bigger groups.
Spiter – Green skin humanoids, casual representative of aliens on the planet, females. Food gatherer and mothers
to offspring, they are less aggressive then lancers. They are weak and never fight by hands, instead they spit to enemy with
acid liquid. Evolution developed their spitting ability, thus letting them to spit on 5-10 meters, acid liquid damages electronic
and metal, thus damaging it. They living in same groups with lancers, but in less numbers. Spiters attack disturbing objects
with lancers, but from range.
Hive brain – Huge biomass, serving as central hub for all aliens telepathic activity, heavily guarded by aliens, it is
located in very center of their residence. Nevertheless being combination of all intellects of each alien, hive brain has no
own intellect whatsoever, thus it has no ability to protect itself or directly harm anything. Destroying hive brain, is one of
last tasks for player, in order to complete game mode.
Alien technologies
Alien technologies is primarily bio-technologies, they do not wear cloth or collect materials to build things. They birth
from hives, and live around it, constantly looking around for food. They don’t have tools or fire, thus any light or sound
not familiar to them recognized as threat. They can grow offspring really fast, thus lack of technology is replaced with
huge numbers of species.
Alien reaction on player’s progress
Over all, reaction of aliens can be divided in to three stages: “attacks of disturbed individuals”, “anxiety and attacks of
all local aliens”, “Total war against invaders”. All stages are progressively increased in difficulty, gradually going from
one to another. Overall progress of alien reaction is calculated from factors like: science progress, number of buildings,
position of player in relation to hive, amount of consumed resources, and stage of gameplay global task.
Alien positioning
As world created, alien hives are placed in circle, as closer to center as thicker alien activity. Alien hive brain is located
in very center of circle. Brain hive is always placed on a specific distance from player spawn, same time direction from
player spawn to hive brain is always random, basically player spawns on random point which belongs to circle around brain
hive, circle with specified radius. Alien thickness is getting less and less if player going to opposite direction from brain hive,
thought there is a minimum for alien thickness.
To be continued…
Give me greenlight, and I will post more... | [
{
"author": "MatLaPatate",
"content": "That would be feasible ... in Multi Player ^^. What you're describing seems kind of hardcore, but interesting",
"date": "2013-02-20T17:48:18+00:00",
"quotes": []
},
{
"author": "",
"content": "I mean it's worth a read, interesting ideas; so I'm necroing it, but this is one of those, which can't be implemented in this form and also can't be discussed, because of size etc...",
"date": "2015-05-20T18:32:00+00:00",
"quotes": []
},
{
"author": "",
"content": "I put this in an epic \"Events\". Which is meant to carry events, like desasters, planneable (like eclipses) or somehow predictable things (like heavy rain: It may happen at some time, if you have not build anything against it, well, bad luck). \n \nNot events as tasks (Bring X at Y to Z), which should be another type of epic. Events is meant to be potentially dangerous to the character and/or factory.",
"date": "2015-06-05T08:50:46+00:00",
"quotes": []
},
{
"author": "",
"content": "Sister thread: viewtopic.php?f=80&t=342 Events (Environmental disasters) \n \n \n Suggestions \n \n todo: search older threads... can be done also by others. \nSome links are in this article: viewtopic.php?f=80&t=13022 \n(todo: move it to here) \n \n viewtopic.php?f=6&t=20848 Global! my vision, something already in the mod, but no much \n viewtopic.php?f=6&t=35055 Message-items and blueprint-items.",
"date": "2016-03-05T11:31:31+00:00",
"quotes": []
},
{
"author": "ProphetofEden",
"content": "ABSOLUTELY AWESOME IDEA,just for input what i would change/ add \nEARTHQUAKE should be a global phenomenon that can cause severe damage but can be prevented by buildings as you stated in an aoe around the building. \nACID RAIN should be triggered by pollution (not a natural occurrence) with rain storms being the natural occurrence the more pollution on the map will cause a greater chance for rain storms to become acid rain and shouldn't cause much dmg at all except to buildings/objects that are not well protected against elements, such as a inserter or drones. \nJust as a personal wish would be the aliens are more like the bugs from starship troopers, ranged bugs would be few and far between but serious threats with massive hordes of small melee bugs, and hives growing and evolving against the player like if you attack a hive and it survives then it will start forming more defenses or if its been sending wave after wave to your base with no successful attacks then it will try a bigger waves or more often, \nAlthough most of all i really want to see more options in player combat, such as attack drones, flame turrets, artillery, or perhaps add more customization to ammo like phosphorus shells armor piercing or HE shells",
"date": "2016-03-05T13:27:40+00:00",
"quotes": []
}
] | 5 | 2013-02-20T10:33:05-06:00 |
forum-topic-120328 | 120328 | Bug : https://wiki.factorio.com | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=120328 | brunzenstein | the entry at:
at: https://wiki.factorio.com
at console listed item:
/c local player = game.player
player.insert{name="power-armor-mk2", count = 1}
local p_armor = player.get_inventory(5)[1].grid
p_armor.put({name = "fusion-reactor-equipment"})
p_armor.put({name = "fusion-reactor-equipment"})
p_armor.put({name = "fusion-reactor-equipment"})
p_armor.put({name = "exoskeleton-equipment"})
p_armor.put({name = "exoskeleton-equipment"})
p_armor.put({name = "exoskeleton-equipment"})
p_armor.put({name = "exoskeleton-equipment"})
p_armor.put({name = "energy-shield-mk2-equipment"})
p_armor.put({name = "energy-shield-mk2-equipment"})
p_armor.put({name = "personal-roboport-mk2-equipment"})
p_armor.put({name = "night-vision-equipment"})
p_armor.put({name = "battery-mk2-equipment"})
p_armor.put({name = "battery-mk2-equipment"})
player.insert{name="construction-robot", count = 25}
gives when used an error message at the line: p_armor.put({name = "fusion-reactor-equipment"})
obviosly this item doesn't exist anymore | [
{
"author": "",
"content": "Thanks for pointing this out, fixed to spawn fission reactors instead.",
"date": "2024-11-11T14:26:21+00:00",
"quotes": []
},
{
"author": "brunzenstein",
"content": "Thanks for the debugging \n \nhere another one on the same site: \n \nlong reach wont work \n \n/c local reach = 10000 \ngame.player.force.character_build_distance_bonus = reach \ngame.player.force.character_reach_distance_bonus = reach",
"date": "2024-11-11T15:55:20+00:00",
"quotes": [
{
"author": "Bilka wrote: Mon Nov 11, 2024 2:26 pm",
"content": ""
}
]
}
] | 2 | 2024-11-08T03:04:09-06:00 |
forum-topic-120135 | 120135 | Holmium ore - no other source than scrap? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=120135 | Locane | Is there really no other source of Holmium Ore than the 1% chance in scrap and the deconstructables on Fulgora? | [
{
"author": "MeduSalem",
"content": "No. No other way. \n \nYou can however put Productivity modules into the entire holmium chain if you feel like you are not getting enough out of the scrap. ^^",
"date": "2024-11-06T21:03:54+00:00",
"quotes": []
},
{
"author": "Linsanga",
"content": "Also, Holmium Plate can be made in an assembling machine, but if you make it in a foundry you get an additional 50% productivity.",
"date": "2024-11-06T22:50:30+00:00",
"quotes": []
},
{
"author": "thekoreanseal",
"content": "Yes there is, but it is not automatic \n It is mining fulgorite which is spread out in some places at the map",
"date": "2025-02-06T04:01:06+00:00",
"quotes": []
},
{
"author": "waterBear",
"content": "Depending on what quality you've got to work with, it's possible to make recycler loops that recycle everything and filter out just what you need, be that holmium, stone, batteries, whatever. You can basically turn any given scrap pile into a source of just some subset of the resources.",
"date": "2025-02-06T15:11:22+00:00",
"quotes": []
}
] | 4 | 2024-11-06T14:32:22-06:00 |
forum-topic-121806 | 121806 | Default input on logistic group selection should be search | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121806 | Everspace | TL;DR
When you go to edit a logistic group, the input is also a search.
Why?
When you start getting a lot of logistics groups, it gets pretty long and having to do a keystroke to get into search is pretty painful. It also is a little bit unexpected because it's common in web forms to have a search field also function as a "create new" if the item you're looking for isn't found. | [] | 0 | 2024-11-17T00:12:15-06:00 |
forum-topic-81108 | 81108 | Perl script for copying a locale to all (or fewer) other locales | Development tools | https://forums.factorio.com/viewtopic.php?t=81108 | Honktown | Wrote a script because I think people would get annoyed of "unknown key 'mymod-blah-blah'" appearing in my mod. It's better than no string showing up, but eventually you want to fill in actual locales if people help you or you try a translator.
https://drive.google.com/open?id=14C1jQ ... nShK0xOGrU
https://pastebin.com/KUf8hR7f
With no arguments:
Code: Select all Help:
copy a locale folder to every other locale (or fewer)
run in mod/ or mod/locale
-L <locale> to use language (only 1!)
-NL <locale> to ignore locale. can be used many times
-W to overwrite existing locale files
example: perl locale.pl -L pl -NL en -NL ja -W
copy polish to every locale except english and japanese, overwrite existing files
example with prints sent to file:
perl locale.pl -L pl -NL en -NL ja -W > localecopy.txt 2>&1
with perl locale.pl -L en > output.txt 2>&1 if the folder "af" is missing:
Code: Select all using locale: en
ran from mod folder
Copying ./locale/en/config.cfg to ./locale/af/
Copying ./locale/en/config.cfg to ./locale/ar/
./locale/ar/config.cfg exists and overwrite was not specified (-W)
Copying ./locale/en/config.cfg to ./locale/be/
./locale/be/config.cfg exists and overwrite was not specified (-W)
Copying ./locale/en/config.cfg to ./locale/bg/
./locale/bg/config.cfg exists and overwrite was not specified (-W)
Copying ./locale/en/config.cfg to ./locale/ca/
./locale/ca/config.cfg exists and overwrite was not specified (-W)
...
Using perl locale.pl -L en -W -NL af >localeout.txt 2>&1
Code: Select all Removed locale af
using locale: en
ran from mod folder
Copying ./locale/en/config.cfg to ./locale/ar/
Copying ./locale/en/config.cfg to ./locale/be/
Copying ./locale/en/config.cfg to ./locale/bg/
Copying ./locale/en/config.cfg to ./locale/ca/
...
I have a Perl program on windows because I like it, but it's not common to have one. I could write a batch script for windows users, but I'm certain it wouldn't be as good. | [] | 0 | 2020-02-10T23:50:44-06:00 |
forum-topic-104802 | 104802 | Version 1.1.76 | Releases | https://forums.factorio.com/viewtopic.php?t=104802 | Bugfixes
Fixed a crash when trying to filter car/spider ammo slots. ( 104769 )
Fixed visual artifact in water when zoomed out.
Fixed 'on_entity_renamed' Lua event not including 'player_index' if copy-pasting to a train stop. ( 104460 )
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": "Brathahn",
"content": "i noticed this. it looked like stripes on the seabed. i originally thought this was introduced by a mod as it didnt look that bad. \nwhat caused it? corrupted textures?",
"date": "2023-01-13T19:22:15+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Fri Jan 13, 2023 4:04 pm",
"content": ""
}
]
},
{
"author": "1WheelDude",
"content": "It kinda looked like a sheet of ice, but I did like the new (bug) texture in some kind of way.",
"date": "2023-01-16T20:09:50+00:00",
"quotes": [
{
"author": "Brathahn wrote: Fri Jan 13, 2023 7:22 pm",
"content": ""
},
{
"author": "FactorioBot wrote: Fri Jan 13, 2023 4:04 pm",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "moiré ? \n \nIt's an issue with map view, BTW...",
"date": "2023-01-31T16:50:17+00:00",
"quotes": [
{
"author": "Brathahn wrote: Fri Jan 13, 2023 7:22 pm",
"content": ""
}
]
},
{
"author": "DarkShadow44",
"content": "At the edges you mean? That's a feature, not a bug. \nThere's mods to remove it though.",
"date": "2023-01-31T19:07:28+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Tue Jan 31, 2023 4:50 pm",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "I mean that while the «scan line effect» is a feature, the (temporal ?) moiré that results in the flickering above is probably not ?",
"date": "2023-01-31T20:39:09+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "That's due to scaling isn't it? I don't think you can avoid that.",
"date": "2023-01-31T21:15:23+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "Scaling and the fact that the belt (which is (obviously) not a solid color) is moving under the effect lines. Yeah, that's unavoidable.",
"date": "2023-01-31T21:22:01+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Ah, is it though ? \n \nMaybe some kind of dithering could help here ? I suggest looking into how cathodic era game emulators do scan lines...",
"date": "2023-01-31T21:35:40+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "Considering it only happens in map view, on the edge, and at certain zoom levels, is it worth the trouble, though?",
"date": "2023-01-31T22:03:40+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Well, this is for the devs to decide. \n \nI would also note that at some zoom levels this gives the impression that belts are going in reverse, which isn't great either...",
"date": "2023-02-01T00:39:16+00:00",
"quotes": []
},
{
"author": "Gummiente27",
"content": "Mabye the scan line effect could be replaced by something else to make it visually known that we're in the map view. Or a toggle in some (hidden) settings.",
"date": "2023-02-14T19:53:13+00:00",
"quotes": []
}
] | 11 | 2023-01-13T10:04:00-06:00 | |
forum-topic-109511 | 109511 | Better RSS feed for news posts | This Forum | https://forums.factorio.com/viewtopic.php?t=109511 | Stord1997 | Hi,
I use a RSS reader to keep up with news from Factorio, but it only shows the first couple of sentences. I would like to get all of the post in the RSS feed. I'm sure this is just a setting somewhere, or something that is easy to do.
Thanks | [
{
"author": "",
"content": "I can change the number of items shown but not how much of a post is included. It seems that phpBB doesn't have an option for this, sadly. Of course, it may be possible to change it in the source code.",
"date": "2023-11-16T10:18:08+00:00",
"quotes": []
}
] | 1 | 2023-11-03T23:01:11-05:00 |
forum-topic-105772 | 105772 | allow inserters to overfill into locked slots | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=105772 | hay_guise | TL;DR
inserters can get stuck holding an item. if they could put items into locked slots, they wouldn't (usually)
What ? (option 1)
add a boolean to allow inserters to place items into locked slots
but don't count locked slots when inserters pick up items. keep that the same as it is now
this boolean could be:
- in the UI for the container
- in the scripting API for the container
- in the prototype for the container
- in the UI for the inserter
- in the scripting API for the inserter
- in the prototype for the inserter
if i had to pick one, it'd be the scripting API for the container. it's the most flexible, without changing vanilla
Alternative
Allow a dedicated "overflow" filter for inventory slots (maybe use the "everything" virtual signal icon?), that is prioritized after other slots, and counts as locked when inserters are picking up items.
Why ?
in vanilla (or in a standalone mod that added it to the UI) it would make multi-item train stops much less of a hassle
it would also simplify how multi-item train stops are handled in mods like LTN and Project Cybersyn. those mods currently set the cargo wagon to have filtered slots, plus a few empty ones, and expect the player to use circuits to avoid overfilling. with this change, they could leave a few locked slots instead, and regular inserters would do the right thing with only a circuit to make sure a train is stopped
it would also make mods that add filterable inventories nicer (i have one called "hub ship", which makes the crashed ship's inventory filterable). you could chain filterable chests together with inserters, and have them mostly behave nicely without a mess of circuits | [
{
"author": "Gummiente27",
"content": "I fail to see how this is a problem for multi-item trains",
"date": "2023-04-16T03:49:22+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "It would be nice if this would behave like with assemblers. The inserters activate when there are unlocked slots but then keep filling the chest with any leftovers like described. \n \nGUI wise chests could have red (locked like now) and yellow (locked from waking up inserters) slot.",
"date": "2023-04-16T10:06:27+00:00",
"quotes": []
}
] | 2 | 2023-03-31T16:58:19-05:00 |
forum-topic-696 | 696 | [Polls Closed] The signals - Page 4 | Development Proposals | https://forums.factorio.com/viewtopic.php?t=696&start=60 | aku_hun | I use it to shutdown the factory when critical battery level is reached. | [
{
"author": "varundevan",
"content": "Hi, \n \ni thought it would be nice to have. \nIt is interesting to lay down tracks and signals to make the train to go where we want, but when i saw a no path issue, i had to walk the whole train path checking signals to see where i failed to place/ misplaced the signal. this troubleshooting took more time than shooting the aliens (not fun). \n \nI would be nice, when in select a destination station, the game highlights where the signal problem is \n(or) \nshow the path that the train can reach unitil where the path leads to the problem spot (instead of saying just no path).",
"date": "2020-01-27T12:41:44+00:00",
"quotes": [
{
"author": "slpwnd wrote: Mon Apr 08, 2013 3:27 pm",
"content": ""
}
]
}
] | 1 | 2013-04-08T10:27:25-05:00 |
forum-topic-101492 | 101492 | FPS drop when zooming in | Technical Help | https://forums.factorio.com/viewtopic.php?t=101492 | Soveu | Well, my laptop isn't a particularly powerful one (Ryzen 2500U with integrated Vega 8) and while trying to play Factorio on a 4K screen I noticed that the game runs better when camera is zoomed out. This is kinda weird - from my understanding, while zoomed in, the game has to render less items, so FPS should be higher, right? This seems to be clearly a GPU bottleneck, because CPU usage also drops.
I'm curious what is the reason behind this
OS is Fedora Linux 35 | [
{
"author": "Gummiente27",
"content": "Please see 68653",
"date": "2022-02-06T18:38:22+00:00",
"quotes": []
},
{
"author": "SoShootMe",
"content": "What is Settings -> Graphics -> Sprite resolution set to? If \"High\" (which it looks like from the screenshots), does changing it to \"Normal\" improve things?",
"date": "2022-02-07T07:05:46+00:00",
"quotes": []
},
{
"author": "Soveu",
"content": "No, changing sprite resolution to Normal doesn't change anything. \n \nIt looks like the time is being spent in draw-engine and Flip[off] (whatever that means)\n pics",
"date": "2022-02-08T21:58:42+00:00",
"quotes": []
},
{
"author": "",
"content": "Flip is the time it takes for the rendered picture to be displayed. High values are usually driver/OS issues.",
"date": "2022-02-08T22:50:55+00:00",
"quotes": []
}
] | 4 | 2022-02-04T14:02:37-06:00 |
forum-topic-115870 | 115870 | Friday Facts #432 - Aquilo | News | https://forums.factorio.com/viewtopic.php?t=115870 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-432 | [
{
"author": "JonGalt",
"content": "Cool (literally and figuratively)!",
"date": "2024-10-11T11:05:43+00:00",
"quotes": []
},
{
"author": "gGeorg",
"content": "Cool mechanic which get inspired by The Frostpunk game, \nHowever, why electric smelter (or any smelter) would need an external heat source is beyond my understanding of smelting.",
"date": "2024-10-11T11:11:59+00:00",
"quotes": []
},
{
"author": "Justderpingalong",
"content": "Oh god it's the coolant from Space Exploration all over again! \n \non the other hand... this looks like a place where I am going to die. Horribly. Because I know I'm going to forget stuff.",
"date": "2024-10-11T11:14:11+00:00",
"quotes": []
},
{
"author": "CheeseMcBurger",
"content": "This game seems ten times the scope of the original. Truly impressive!",
"date": "2024-10-11T11:15:11+00:00",
"quotes": []
},
{
"author": "Chard",
"content": "My research suggests that ice sinks in liquid ammonia. So they're less icebergs than they are ice mountains.",
"date": "2024-10-11T11:16:06+00:00",
"quotes": []
},
{
"author": "Wrincewind",
"content": "Wow! I thought they'd keep this planet completely secret up until the release. Following the pattern do you think we'll get information on the enemies of Fulgora, or Aquilo next week? (or maybe they'll surprise us...) \n \nThese freezing / heat mechanics look really fascinating. Do you want to centralise your heat and spread it out as far as possible, or have lots of little burners and a massive fuel belt snaking through your whole base? \n \nI wonder what the maximum range will be for heat pipes, and if they'll give us sturdier ones with a higher max temp... \n \nAnd railguns? Oh *baby* yes!",
"date": "2024-10-11T11:22:26+00:00",
"quotes": []
},
{
"author": "CyberCider",
"content": "Floor costs resources (like space platform) \nHeat pipes routed everywhere (like nutrient belts on Gleba) \nIsland map with isolated outposts (like Fulgora) \nLots of fluids (like the molten metals on Vulcanus) \n \nYou will need to apply every skill you’ve learned on your journey…",
"date": "2024-10-11T11:26:49+00:00",
"quotes": []
},
{
"author": "Criperum",
"content": "Some Ammonia Sharks? They don't break things but suck your heat dry.",
"date": "2024-10-11T11:27:22+00:00",
"quotes": []
},
{
"author": "GregoriusT",
"content": "So what are the Enemies on Fulgora gonna be, if there are any? That is a question I dont think has been answered yet, meaning THAT could be the reason for the Railgun!",
"date": "2024-10-11T11:27:33+00:00",
"quotes": []
},
{
"author": "husnikadam",
"content": "With the need to route heat pipes everywhere, aren't belts even more debuffed compared to bots and logistic system? Can bots fly outside of heated areas?",
"date": "2024-10-11T11:28:12+00:00",
"quotes": []
},
{
"author": "Terrahertz",
"content": "Outstanding work! \n \nToo bad, we still have to wait another 10 days for the release. \n \nDoes the heating tower also go up to 1000°c? \n \nI would say the railgun is needed to either get through to some place in space where you find the resources for the black science pack or as the only option to shoot down some asteroid containing a resource you need for the final science pack, so you have to build some sort of mining space platform drifting some time through something like the Oort cloud to gather materials to return to one of your planets to deliver the gathered resouces.",
"date": "2024-10-11T11:29:50+00:00",
"quotes": []
},
{
"author": "Upserter",
"content": "OMG that railgun sound! \n \nWe are in for an audiovisual treat, I can tell.",
"date": "2024-10-11T11:29:55+00:00",
"quotes": []
},
{
"author": "yngndrw",
"content": "The railgun is very satisfying indeed!",
"date": "2024-10-11T11:31:59+00:00",
"quotes": [
{
"author": "Upserter wrote: Fri Oct 11, 2024 11:29 am",
"content": ""
}
]
},
{
"author": "morse",
"content": "The modders would be thrilled: now they need to add a snow layer to all the custom sprites to be compatible with the expansion.",
"date": "2024-10-11T11:32:08+00:00",
"quotes": []
},
{
"author": "kickbackman1277",
"content": "looks awesome. I'm slightly concerned that unless there has been some heat pipe optimization, this planet might get only slight use. still looking forward to the Expansion none the less.",
"date": "2024-10-11T11:35:09+00:00",
"quotes": []
},
{
"author": "FunMaker",
"content": "I like the idea behind freezing the whole base. But it looks for me just like a annoyance on the long run. Maybe i am a bit off, but looks a bit boring. Imho it would be more unique to grow your land from the liquid around you. But that is just me. \n \nI like the way the railgun shows off, but the self-damaging component makes it mäh, don't like that. Well there are mods for no train damage on the player, so there will hopefully be something for the railgun too. \n \nLets fight the brain bug!",
"date": "2024-10-11T11:35:36+00:00",
"quotes": []
},
{
"author": "husnikadam",
"content": "Does Aquilo have a day night cycle, or is it just a permanent 1% solar? If it does, is it even noticable to the player besides solar not working at night?",
"date": "2024-10-11T11:37:04+00:00",
"quotes": []
},
{
"author": "Axymerion",
"content": "I think they addressed that in the Demolisher FFF. Last planet won't have enemies because it made the progress too slow. \n \n\nI spotted a small floating iceberg in one of the gifs so maybe you will need to protect the base from those (like you protect space platforms from meteors)",
"date": "2024-10-11T11:40:41+00:00",
"quotes": [
{
"author": "GregoriusT wrote: Fri Oct 11, 2024 11:27 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "DeeHants",
"content": "The very slight delay between firing, and the sound is just... *chef's kiss*. \nGives the impression of immense speed that it's gone before you hear it. \nI hope that stays in the game!",
"date": "2024-10-11T11:42:08+00:00",
"quotes": [
{
"author": "Upserter wrote: Fri Oct 11, 2024 11:29 am",
"content": ""
}
]
}
] | 19 | 2024-10-11T06:00:03-05:00 | |
forum-topic-72718 | 72718 | The Great Wall | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=72718 | Industriosity | https://www.reddit.com/r/factorio/comme ... reat_wall/ | [
{
"author": "Oktokolo",
"content": "Wow, that is wasting so much stone. I never needed any walls behind my turrets. \nAs you seem to be really cautious when it comes to defense, you might want to use burner inserters for feeding the turrets so they keep firing in case of a blackout.",
"date": "2019-06-30T16:18:24+00:00",
"quotes": []
},
{
"author": "Pi-C",
"content": "How would a burner inserter help with ammo? It may be independent of the power grid, and immune to outages of electric power, but you would have to feed it some fuel. Ammo doesn't have a fuel value, though, does it?",
"date": "2019-06-30T18:12:09+00:00",
"quotes": [
{
"author": "Oktokolo wrote: Sun Jun 30, 2019 4:18 pm",
"content": ""
}
]
},
{
"author": "theolderbeholder",
"content": "Belts have two lanes, though",
"date": "2019-06-30T20:05:14+00:00",
"quotes": []
},
{
"author": "Pi-C",
"content": "They do, but you'd have to make sure the second lane is actually loaded with fuel. If the biters can disrupt the distribution of electricity at a remote outpost, why shouldn't they also be able to cut the input of fuel? Unless you mine coal/produce other fuel on site, fuel has to be shipped in and put onto the belt. It's definitely possible to do so, but saying \"Play it safe, use burner inserters and you'll never run out of ammo again\" seems to be not quite right.",
"date": "2019-06-30T20:59:16+00:00",
"quotes": []
},
{
"author": "Oktokolo",
"content": "If power gets cut, electric inserters stop working immediately. Burner inserters will keep working for some time after a supply chain interruption (especially when running on solid fuel wich could be made near the front line from some of the light oil that gets piped to the flame throwers). \nIn the case of feeding ammo from a buffer box, using burners gets rid of the only weak point near the front - the power poles. \nI often got some poles sniped by suicidal spitters not caring about the turrets shooting them.",
"date": "2019-06-30T23:27:50+00:00",
"quotes": [
{
"author": "Pi-C wrote: Sun Jun 30, 2019 8:59 pm",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "In my experience such a close wall also means the aliens will attack the wall itself. If you leave gaps in the wall though they will navigate through that gap to get at a turret behind the gap. This gives you more time to kill them before they do damage.",
"date": "2019-07-01T10:58:59+00:00",
"quotes": []
},
{
"author": "PanTobi",
"content": "How about my The Great Wall?... \n \nalso i was first !... \nMy wall is 0.15.x lol... \n Image \n \n \n Wall.png (4 MiB) Viewed 10474 times \n \n \n\nThis on Left is \"SafeGate\" - its just wall with Gate \nThis on Right is Regular The Wall \n \nwhole book contains: \n - The Gate MK1 \n - The Gate MK2 \n - The Gate MK16.x \n - The Wall MK1 \n - The Wall MK2 ( this on Right ) \n - The Wall MK16.x ( this same but with flame turrets ) \n - The Tower MK1 ( this on Left ) \n - The Tower MK2 \n - The Castle ( \"safe zone\" insane strong and long live structure it have over 30.000 storage for ammo and 10 tanks for fuel and self Reactor !... ) \n - The Stronghold ( this print have over 100 Laser turrets and 10 radars xD ) \n - The Tank Center ( only walls, storage for tanks, helicopters, and other stuff ) \n - The Great House ( only few turrets, mostly chests with weapons and armor ) \n lol... \n \n//Edit: in-game look \ni lost my 33 save ( this is 23 save after 370 h of playing ) \nthats probably the oldest save on the world \n \n- i was playing this save on 0.14 \n- i was playing this save on 0.15 \n- i was playing this save on 0.16 \n- i was playing this save on 0.17 \nand ofc. on 0.16 i lost save from 23 to 47 and idk why but all my save are corrupted \ni was trying to fix them with... \"WinZip\" and something else but nothing works :/... i just can' load my 1500h save xD !...\n Click \n \n \n \n screenshot-tick-78329074.png (9.31 MiB) Viewed 10470 times \n \n \n \n\nhere is 1/4 of map\n Click \n \n \n \n screenshot-tick-78349397.png (10.33 MiB) Viewed 10470 times \n \n \n \n\nWhat on this SS is missing ? \n \n- Nymph Wall \n- Sosnowiec ( my friend city ) \n- Radom ( my other friend city ) \n- South Great Wall \n- Birist \n- East Great Reactor \n \nyou can't even see aliens camps cause they are pushed far far away from base LOL xD \n \n//Edit2: \nhere is this same image but with \"Location Names\" - they may change in time xDDD lol \nbut there was always Sosnowiec Radom Nexus Nymph Birist and New Hope \n \nThe Wall sometimes change name with Great Guardian or Protector ... lol\n Click \n \n \n \n screenshot-tick-78349397.png (12.96 MiB) Viewed 10468 times",
"date": "2019-09-29T21:50:51+00:00",
"quotes": []
},
{
"author": "rmusk",
"content": "Didn't Mexico buy the wall from you?)",
"date": "2019-11-05T17:14:41+00:00",
"quotes": []
},
{
"author": "scooter010",
"content": "How about putting some Batterie at the outpost sand a circuit Network, weich disabels laser turrets, if Batteries were Usedom?!",
"date": "2019-12-20T20:37:13+00:00",
"quotes": [
{
"author": "Oktokolo wrote: Sun Jun 30, 2019 11:27 pm",
"content": ""
},
{
"author": "Pi-C wrote: Sun Jun 30, 2019 8:59 pm",
"content": ""
}
]
},
{
"author": "Di3zel",
"content": "These walls are awesome do you have blueprints you can share?",
"date": "2022-12-04T02:13:27+00:00",
"quotes": []
},
{
"author": "Fjfirond",
"content": "It really is a Great Wall!",
"date": "2024-08-21T15:16:26+00:00",
"quotes": []
}
] | 11 | 2019-06-30T08:10:00-05:00 |
forum-topic-116903 | 116903 | [Rseding91] [2.0.9] If pipette tool is rebound from Q to middle mouse button it doesn't work in some new contexts | Won't fix. | https://forums.factorio.com/viewtopic.php?t=116903 | xor50 | 1.) rebind pipette to middle mouse button
2.) note that it works as expected for things like getting a miners when used on ore, any building etc.
3.a) note it DOES NOT work for ingredients in machines (as described in FFF-404)
3.b) note that it especially DOES NOT work for pipetting items of buildings in the space platform hub. This makes building on the platform much more annoying.
Expected outcome would be that rebinding a key actually does mean rebinding. So I would expect middle mouse button working for those cases too.
Note: I haven't tested every single pipette option so I don't know if more is affected.
Note: I haven't tested a different rebind other than middle mouse button. So I don't know if it's just a problem with rebinding in general or with MMB.
My current solution is that I bound q as secondary key to pipette so I can use MMB as I'm used to and if it doesn't work on something I would it expect to work I can try Q. Of course this is really weird.
EDIT: I think I know why. It's related to MMB also being set filter: See viewtopic.php?p=623724#p623724 | [
{
"author": "ShadowTheAge",
"content": "Was going to file the same issue, but since it already exists I just add to it",
"date": "2024-10-23T16:18:48+00:00",
"quotes": []
},
{
"author": "",
"content": "Ref.: 116705",
"date": "2024-10-23T16:24:58+00:00",
"quotes": []
},
{
"author": "xor50",
"content": "This is a very different issue though. \n \nMaybe it's related in the game code, maybe it's not. But from the description it's a very different issue.",
"date": "2024-10-23T16:47:25+00:00",
"quotes": [
{
"author": "Loewchen wrote: Wed Oct 23, 2024 4:24 pm",
"content": ""
}
]
},
{
"author": "xor50",
"content": "I just had a realisation, I think I know why it behaves that way. At least a theory. \n \nMMB is also \"set filter\". Of course that action only works at specific places like the hotbar and train wagons. (any other?) \n \nSo if try middle mouse button in space station cargo hold (or whatever the name is) because it's basically a big chest it tries to set a filter which obviously doesn't work. \nI assume ingredient slots in assemblers are a bit similar, so some kind of special inventory, which means MMB also tries to set a filter there, which makes even less sense. \n \nSo proposed solution would be something like: If trying to use \"set filter\" option at places where \"set filter\" is impossible ignore that and try another action which is bound to that key. Something like that. \n \nSo can we unduplicate this now? It's a completely unrelated issue. \nEDIT: Thanks!",
"date": "2024-10-23T18:01:15+00:00",
"quotes": []
},
{
"author": "xor50",
"content": "Ok one last thing now that we assume we know why: \n \nOf course it would be easy to say it's my fault for changing key bindings. \nBut I never stumbled across this issue before. Pipette is basically used all the time while \"toggle filter\" only is used rarely. So it never happened before to me. \nI don't think it's sensible behavior that the pipette function just gets ignored when a \"toggle filter\" action failed. That is what lead to the bug report in the first place. \nSo it would only make sense to pipette to actually apply when \"toggle filter\" fails. \n \nThe interesting case is now what happens when actually \"toggle filter\" and pipette could both do something? \nWell the obvious answer is: just do both. THAT would then make obvious \"oh it's my key binding fault\" and not \"why doesn't this work\". \n \nConsidering that Factorio is widely regarded as being extremely good with UI/UX and such, I'd say \"toggle filter\" silently failing and then ignoring the pipette despite there being no reason why it should not just work is maybe something that could get improved? \nEven if it's just some special case. And who knows maybe it leads to a rabbit hole of multiple edges cases like this that could get improved. \n \nFor now I think I just set \"toggle filter\" to Q, so that I basically have them switched. MMB for pipette is much more intuitive. \nEDIT: Well, I can't use Q for \"toggle filter\" because it \"needs a mouse button\" so I now have it on shift+MMB.",
"date": "2024-10-23T18:52:05+00:00",
"quotes": []
},
{
"author": "",
"content": "Can you check if this is still the case in the latest version? (2.0.13)",
"date": "2024-10-31T16:13:48+00:00",
"quotes": []
},
{
"author": "xor50",
"content": "Yeah, issue still exists. At least in the one case I tested: \n1) remote view space platform \n2) open hub \n3) trying to pipette (with MMB) something from the inventory \n4) nothing happens \n \nBecause the hub can't have filters the filtering doesn't happen, which makes sense. \nBut that's exactly how I orignally stumbled across this issue: Pipetting e.g. placed buildings no problem (because you can't toggle filters on them) but the hub is an inventory and for some inventories it's actually possible to set a filter. The confusing this is that *nothing* happens, neither the pipette (nor the filter obviously) which leads to thinking something is broken. Putting filter on a different key then makes pipetting with MMB possible. \n \nNote that personally I don't have an issue with that behavior anymore since I rebound toggle filter to shift+MMB and now everything's working as it should I guess. \nBut still I find it very unintuitive that seemingly toggle fitler overrides pipette, even if the filter action doesn't do anything, which lead to the originally false bug report.",
"date": "2024-10-31T16:36:15+00:00",
"quotes": []
},
{
"author": "xor50",
"content": "Because I read the \"Fixed that having multiple key bindings could cause some keys to get stuck.\" that references 118498 in 2.0.14 I tested my issue with .14 and it still applies.",
"date": "2024-11-01T16:13:53+00:00",
"quotes": []
},
{
"author": "",
"content": "This is now fixed for the next release.",
"date": "2024-11-19T15:59:41+00:00",
"quotes": []
},
{
"author": "",
"content": "Actually, it's not. More thought is needed as the fix seems to break some other interactions.",
"date": "2024-11-19T21:28:43+00:00",
"quotes": []
},
{
"author": "",
"content": "I finally spent some more time looking into this and have come to the conclusion that this specific combination of key bindings simply isn't possible. \n \nBinding pipette and toggle filter to the same key doesn't work - they need to be different keys. Otherwise, if you attempt to \"pipette\" while over an inventory slot the game has no idea what it should do: toggle filter (set it from cursor, or clear the slot?) - or pipette the inventory slot into the cursor? Does it do just one, both, or neither? \n \nRather than try to make any sense out of that I'm going to simply say you can't bind them to the same hotkeys and if you want pipette on middle click, then you need to change toggle-filter from middle click to something else.",
"date": "2025-03-17T13:37:28+00:00",
"quotes": []
}
] | 11 | 2024-10-23T10:42:35-05:00 |
forum-topic-123462 | 123462 | [2.0.23] Factoriopedia tile lookup works in unexplored chunks | Won't fix. | https://forums.factorio.com/viewtopic.php?t=123462 | InUniverse | This can be done in seconds on a brand-new freeplay game, or performed in almost any existing save.
Open remote view, then ALT-click on the black part just outside of the explored map. More specifically, on any chunk that has been generated but not yet revealed. This pulls up a Factoriopedia entry for a tile that you cannot see.
Note that entity lookups are fine; they can only be done in chunks with active radar coverage. | [
{
"author": "",
"content": "Othe than ability to discover where is hidden water I don't see any potential issue with this… I wouldn't like to restrict alt+click to areas without radar coverage.",
"date": "2025-02-05T22:53:02+00:00",
"quotes": []
}
] | 1 | 2024-12-01T08:05:52-06:00 |
forum-topic-104731 | 104731 | [Switch] Low FPS with GUI open | Technical Help | https://forums.factorio.com/viewtopic.php?t=104731 | martinw89 | Jan 9 edit: Please note that I posted this in the switch feedback thread, as I see this is general feedback and not something I need support with. I’m on default settings and on a console. It looks like it was moved here.
I've been playing the Switch port since release and overall it's been great! One thing I've noticed is that I always get a significant FPS drop with the Character menu open, or when my cursor hovers an entity that generates a frequently updating tooltip. Basically, it seems like having interface elements on the screen significantly impacts performance.
E.g., in a test base for a nuclear plant, I get solid 60FPS/UPS when zoomed out to the max and with smoke disabled. If I hover over a turbine, that drops to 47/60 FPS/UPS. If I then press X to bring up the character menu while still hovering over that turbine, that drops even further to 28/60 FPS/UPS.
As mentioned, that's with smoke disabled. But for bug reporting purposes I also used the red "reset" button in both the Graphics and Interface menus to go back to all the default settings. With default settings, FPS/UPS with nothing selected, when hovering over a turbine, and when hovering over a turbine and opening the character menu are 43/60, 33/60, and 24/60 respectively.
Note: all tests were performed docked and UI scaling is still automatic. FPS/UPS numbers are from turning on show-fps in the Debug settings window (which as a side note, related to this performance report, having the debug settings window open drops the smokeless FPS from 60 to 53) | [
{
"author": "martinw89",
"content": "I took some screenshots of the scenarios I described previously with debug render time info turned on. They are attached to this post",
"date": "2023-01-09T17:32:32+00:00",
"quotes": []
},
{
"author": "",
"content": "These are known issues and not much can be done about it unfortunately. \nThe character GUI has many slots, icons and numbers that when drawn take a long time. This is generally OK as a framerate of ~30FPS is enough for navigating GUIs.",
"date": "2023-01-10T12:42:43+00:00",
"quotes": []
},
{
"author": "martinw89",
"content": "Ah oh well, thanks for responding Twinsen! I originally posted this in the Switch feedback thread just because I hadn’t seen it mentioned elsewhere, but didn’t intend it to be more pressing than just another post in that thread. I’m still impressed at how much you were able to make the Switch handle!",
"date": "2023-01-10T19:35:33+00:00",
"quotes": []
}
] | 3 | 2023-01-02T16:24:20-06:00 |
forum-topic-71351 | 71351 | pY Alien Life - Discussion | PyMods | https://forums.factorio.com/viewtopic.php?t=71351 | pyanodon | Description:
Add ways to keep your base in a self-sustainable way, kinda.
Add "enemies".
Adjusted some py recipes to be compatible with this mod.
This mod is not compatible with Angel´s mod yet , but it wont cause any bug, just duplicates.
Details:
Factorio Version: 0.17+
Version: 1.0.0
License: CC BY-NC-ND 4.0
Tags: alien
Download
Not yet
Big thanks to Nexela and KingArthur
Special thanks to the fellow helpers:
Change Log
there´s none
[/*]
Other mods to complement that one:
pY Fusion Energy
pY Industry
pY Coal Processing | [
{
"author": "TwentyEighty",
"content": "What does 'Add \"enemies\"' mean",
"date": "2019-05-29T13:57:32+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "I hope PYAL will gives some new ways to produce collagen \nNew enemies - he means ерфе we'll use representatives of the local fauna",
"date": "2019-05-29T14:14:01+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "might want to keep the power on JP_goat2_large.jpg (33.63 KiB) Viewed 32214 times",
"date": "2019-05-29T15:21:32+00:00",
"quotes": [
{
"author": "TwentyEighty wrote: Wed May 29, 2019 1:57 pm",
"content": ""
}
]
},
{
"author": "pyanodon",
"content": "Accurate",
"date": "2019-05-29T16:05:04+00:00",
"quotes": [
{
"author": "kingarthur wrote: Wed May 29, 2019 3:21 pm",
"content": ""
},
{
"author": "TwentyEighty wrote: Wed May 29, 2019 1:57 pm",
"content": ""
}
]
},
{
"author": "immortal_sniper1",
"content": "OP LEASE NERF \nALL KNOW HOW OP SUMMONED GOATS ARE JUST ASK Re-Estize , THEY WILL SPEAK WHILE SHIVERING ABOUT THE 5 GOATS NEXT TO E-RANTEL",
"date": "2019-05-29T17:38:27+00:00",
"quotes": [
{
"author": "kingarthur wrote: Wed May 29, 2019 3:21 pm",
"content": ""
},
{
"author": "TwentyEighty wrote: Wed May 29, 2019 1:57 pm",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "Don't worry immortal_sniper1 all will be okey - as for i want to watch for content which pyanodon could show in future",
"date": "2019-05-29T18:40:38+00:00",
"quotes": [
{
"author": "immortal_sniper1 wrote: Wed May 29, 2019 5:38 pm",
"content": ""
},
{
"author": "kingarthur wrote: Wed May 29, 2019 3:21 pm",
"content": ""
},
{
"author": "TwentyEighty wrote: Wed May 29, 2019 1:57 pm",
"content": ""
}
]
},
{
"author": "immortal_sniper1",
"content": "do you know the goats i was thinking of?",
"date": "2019-05-29T19:43:25+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Wed May 29, 2019 6:40 pm",
"content": ""
},
{
"author": "immortal_sniper1 wrote: Wed May 29, 2019 5:38 pm",
"content": ""
},
{
"author": "kingarthur wrote: Wed May 29, 2019 3:21 pm",
"content": ""
},
{
"author": "TwentyEighty wrote: Wed May 29, 2019 1:57 pm",
"content": ""
}
]
},
{
"author": "pyanodon",
"content": "aannnndd we have our first BIZARRE issue... \n \n \n \nfor some unknown reasons (that happened in pyPH too). Some sprites just get bugged like that...with one pipe connection over the sprite (as it should be) and other under it.",
"date": "2019-05-29T23:27:48+00:00",
"quotes": []
},
{
"author": "MrPlate",
"content": "Lol. you can creates a fluid input!",
"date": "2019-05-30T11:00:49+00:00",
"quotes": []
},
{
"author": "pyanodon",
"content": "?????",
"date": "2019-05-30T11:11:51+00:00",
"quotes": [
{
"author": "MrPlate wrote: Thu May 30, 2019 11:00 am",
"content": ""
}
]
},
{
"author": "MrPlate",
"content": "i suppouse is a duplication... but... yes another input isn't a solution",
"date": "2019-05-30T19:50:14+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "pyanodon",
"content": "ok...pyAL will need pyRO as a depencency...among the usual pyCP and pyFE.",
"date": "2019-06-01T00:10:31+00:00",
"quotes": []
},
{
"author": "pyanodon",
"content": "yey...we are self-sustainable",
"date": "2019-06-01T00:46:37+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "woehoe",
"date": "2019-06-01T05:25:49+00:00",
"quotes": [
{
"author": "pyanodon wrote: Sat Jun 01, 2019 12:46 am",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "What is this building? \nWhy not to ask developers of factorio about graphcis drawing for mods? They adding some changes sometimes in modding tools",
"date": "2019-06-01T06:54:50+00:00",
"quotes": [
{
"author": "pyanodon wrote: Wed May 29, 2019 11:27 pm",
"content": ""
}
]
},
{
"author": "pyanodon",
"content": "Greetings...today i finished the microorganism mine. A precise building to gather MO samples from the ground, split and clean it for research and uses. Such bacteria, viruses, protozoa and small animals. Its a basic building for this mod since you will take a while before generate these lil creatures from scratch. its a bit accelerated here.",
"date": "2019-06-02T23:25:20+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "Nice nice its must be hi-tech building \nLets start new researches",
"date": "2019-06-03T10:45:20+00:00",
"quotes": []
},
{
"author": "zizzleswomp",
"content": "I like the direction this is going. The laser scan sweeps are a nice touch.",
"date": "2019-06-04T16:27:26+00:00",
"quotes": []
},
{
"author": "TwentyEighty",
"content": "Zoom in on those bacteria:",
"date": "2019-06-04T17:25:47+00:00",
"quotes": []
}
] | 19 | 2019-05-29T08:35:11-05:00 |
forum-topic-33969 | 33969 | Data Lifecycle - Migrations - called expansion needed | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=33969 | Nexela | Firstly Thank you for adding data lifecyle to the the API for quick reference
Can the http://lua-api.factorio.com/latest/Data-Lifecycle.html #2 migrations section be expanded to list when the migration files are run (not scope as that is listed, but when they are called to run). similar to how the on_init and on_config_changed etc events are listed
This is somewhat addressed when you follow the migrations link to http://lua-api.factorio.com/latest/Migrations.html "Migrations are a way to fixup a save file which was used in an older version of the game or mod"
Since I am not in a spot to test tonight and I have the memory of zombie and I am at a point where I will need migrations in a mod.. I am not sure if this means
A. Migrations are run before on_init/configuration_changed - on "new" or "existing" worlds
B. Migrations are run before on_init/configuration_changed - but only on "existing" worlds -- This is my guess as it would be consistent with how on_configuration_changed works
C. Migrations are run before on_configuration_changed - i.e. only if the mod was previously installed
D. Some other option
Also TYPO in http://lua-api.factorio.com/latest/Data-Lifecycle.html "2. Migrations"
migration haves been applied.
should possibly be
migrations have been applied | [
{
"author": "Danielv123",
"content": "Migrations only run on worlds that was last ran with an older version of the mod. It does not run on newer versions and they only run once.",
"date": "2016-11-07T22:20:57+00:00",
"quotes": []
}
] | 1 | 2016-10-09T02:39:17-05:00 |
forum-topic-3440 | 3440 | What do biters do in their spare time? (Pheromone pathfind) - Page 2 | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=3440&start=20 | Hometruck | This could be interesting, in particular the pheromone system, possibly you could research and build machines that produce/inhibit particular pheromones.
Also possibly exude synthetic pheromones that are not found naturally, such as a pacifying scent that makes biters not want to attack you, but they would still plant trees.
Just a suggestion.
I am slightly concern by the dev's wording, because it make it sound like pheromones were tried and proven impossible to implement.
But anyway, +1 | [
{
"author": "robhol",
"content": "Sorry about the off-topic, but... the topic title sounds like the setup for a joke. \n \n\"So, two biters walk into a bar...\"",
"date": "2014-05-22T07:05:01+00:00",
"quotes": []
},
{
"author": "katyal",
"content": "This seems to be an idea that keeps coming back. I also think it would be a wonderful thing to have biters be just a bit more savy.",
"date": "2014-12-05T15:47:14+00:00",
"quotes": []
},
{
"author": "TuckJohn",
"content": "I would think that the \"Death\" pheromone would stay around longer then \"not so long\". It would have to stick around though the next few biter attacks for them pheromone system to actually mean/do/change anything. \nAlso, I would assume that the pheromones would decay with an end behavior of a Multiplicative Inverse graph or a Inverse Exponential graph . That is, Over time it would decay like half-lifes; less and less would be present over time, and over time less and less of the pheromone decays. Perhaps it is best described with a graph: \n \nKEY: X axis is time; Y axis is Level/amount of the pheromones. \nThe graph could be constructed in a way that a new biter attack would come about every 0.4-0.6 \"units\" on the graph, avoiding the place that biters were just killed, making use of the pheromone system. Eventually the fear/death/dont-go-here pheromones would decay enough that a new wave of biters would attack in that spot, and(Assuming they die) the pheromones would be \"renewed\" for the following waves of biters. \n \nThis, of course, this is how it should work IMO, but I am just a random guy talking on the forums. \n \nEDIT: So After posting this I released I just revived a thread nearly a year old. Whoops! \nAnyway, I like the idea so I might as well keep my opinion up.",
"date": "2015-12-03T16:10:33+00:00",
"quotes": [
{
"author": "ssilk wrote:",
"content": ""
}
]
},
{
"author": "boksiora",
"content": "I would like to see more ant behavior for biters \n \n https://www.google.bg/search?q=ant+beha ... ZiSD0aM%3A",
"date": "2016-05-31T00:09:15+00:00",
"quotes": [
{
"author": "ssilk wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "I like the idea of this graphics to implement some behavior. I think that can be implemented also in some kind of specialized programming language or interpreted data-structure. \n \nWhich would be useful to have a generalized behavior model that can be programmed in detail but is still very fast.",
"date": "2016-05-31T09:47:58+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "Funny that this topic pops up again. \n \nBy coincidence I spent the past month getting into Potential Fields and Vector Based path finding set ontop of a Quad Tree map data structure which I would use for a game concept of mine if I ever get that far (probably not due to my lack of self-confidence, but maybe some one else got the ambition and endurance necessary). \n \nStuff like that here: \n \n http://aigamedev.com/open/tutorials/potential-fields/ \n http://gamedevelopment.tutsplus.com/tut ... medev-9007 \n \nToo bad that it is highly unlikely that the devs will fundamentally change Biter behaviour and their pathfinding process at this point anymore. Maybe something to consider for Factorio 2 in the far off future. \n \nPotential fields + vector based pathfinding would offer quite an interesting experience for games with AI behaving exactly like Ants and where a lot of individuals are using the same paths and movement behavior is controlled by attractive/repulsive potential fields. Given that obstacles in a map update seldom compared to overall playtime it would allow the use of precaluclated movement vectors, which in return would perform much better than classic A* algorithms since almost no pathfinding would have to be done in real time except the occasional updates of the potential fields and the corresponding vector field which can be done in the background over time. \n \nAnd for each individual then just superposition the vector fields depending on the current needs/objectives of the individual. Find food? Follow food vector field. Want to kill the source of the pollution? Follow pollution vector field. Low on Health? Move away from dangerous hotspot using the corresponding vector field.",
"date": "2016-06-01T01:52:19+00:00",
"quotes": []
},
{
"author": "",
"content": "Super interesting...",
"date": "2016-06-01T14:31:29+00:00",
"quotes": []
},
{
"author": "",
"content": "I moved it now to Frequently Suggested Ideas, cause this topic is linked so often and there are tons of other suggestions, which are somehow linked with this topic.",
"date": "2016-06-02T12:26:42+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "... and I went like \"Bwahhh?! Someone removed one of my favorite topics?\" earlier this morning because I couldn't find it anymore under the general ideas. xD",
"date": "2016-06-02T20:17:56+00:00",
"quotes": [
{
"author": "ssilk wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Hehe. \nThis subject is a bit different to others, cause there are not much ideas around it (cause the idea itself is really simple?). \n \n List of threads, that links to this topic \n \nSearched for search.php?keywords=3440 \nI admit: most times I linked it, but the reactions where always positive. \n \n viewtopic.php?f=76&t=171&hilit=3440 Alien juice ? \n viewtopic.php?f=80&t=14710&hilit=3440 Alien Juice / Handling of Corpses / Recycling Dead \n viewtopic.php?f=6&t=21211&hilit=3440 Inter-nest diplomacy and War. \n viewtopic.php?f=6&t=21213&hilit=3440 Alien Tech Salvaging \n viewtopic.php?f=6&t=25835&hilit=3440 Simple AI for enemies. \n viewtopic.php?f=6&t=3753&hilit=3440 Biter Matriarch, or one massive creature \n viewtopic.php?f=9&t=3762&hilit=3440#p27896 Peace with Aliens [And the following pages!] \n viewtopic.php?f=6&t=5648&hilit=3440 learning AI \n viewtopic.php?f=6&t=6062&hilit=3440 Devastation as a new environmental indicator? \n viewtopic.php?f=6&t=7812&hilit=3440 Alien worms can spawn random \n viewtopic.php?f=5&t=8054&hilit=3440 Playing the other side... \n viewtopic.php?f=16&t=8615&hilit=3440 Mattyrogue's Thread of Balance Ramblings (And Suggestions) \n viewtopic.php?f=6&t=9054&hilit=3440 Map Overlays \n viewtopic.php?f=6&t=10042&hilit=3440 Make biters avoid defences \n viewtopic.php?f=38&t=10218&p=79072&hilit=3440#p79072 Friday Facts #84 The wedding day preprations \n viewtopic.php?f=80&t=14640&hilit=3440 New Weapons / New Defenses & Armor / Combat / Turrets \n viewtopic.php?f=38&t=18615&start=20&hilit=3440 Friday Facts #117 - Path Finder Optimisation I \n viewtopic.php?f=80&t=18153&p=119087&hilit=3440#p119087 Information-Layers (for map and/or normal view) \n viewtopic.php?f=6&t=20073&start=20&hilit=3440 Actual laser turret \n viewtopic.php?f=6&t=26756 New pollution mechanics to increase factory design diversity \n viewtopic.php?f=6&t=28421 Alien Expansion - Aliens need to Produce Something. \n viewtopic.php?f=6&t=29129 Biters: make them easier to maze, slower, tougher. \n viewtopic.php?f=6&t=39752 Late game: Smart aliens and advanced evolution \n \n \n Related Suggestions \n viewtopic.php?f=6&t=805 Body Recycling \n viewtopic.php?f=6&t=1152 Dead creepers can have their uses \n viewtopic.php?f=6&t=2335 Bug Repellant \n viewtopic.php?f=6&t=17373 Fear inducing alien behavior \n viewtopic.php?f=6&t=26101 Expanding pollution and environmentalism",
"date": "2016-06-02T21:55:17+00:00",
"quotes": []
},
{
"author": "1000i100",
"content": "Hi, now in 2023 with the space expansion in mind, i'm thinking about this (AI, pheromone pathfind, at least danger pheromone) is it done in a separated branch, a work in progress, not planned, included in some mod ?",
"date": "2023-09-08T17:58:41+00:00",
"quotes": []
},
{
"author": "",
"content": "This is a suggestion from the community, we have no clue about if something from here will make it to the actual game .",
"date": "2023-09-10T07:05:51+00:00",
"quotes": []
}
] | 12 | 2014-05-08T08:19:59-05:00 |
forum-topic-55459 | 55459 | pY HighTech Discussion - Page 37 | PyMods | https://forums.factorio.com/viewtopic.php?t=55459&start=720 | mrvn | I was agreeing with you. Even if it had 1 transistor per board that would be ridiculous.
I think of "transistor" as a little strip with 20 transistors ready for the picker or something. Not individual items. And then it works. | [
{
"author": "shadowpho",
"content": "Like a reel . Makes perfect sense especially with how much materials (wafers) gets used",
"date": "2019-12-13T18:42:49+00:00",
"quotes": []
},
{
"author": "Mecejide",
"content": "Pyanodons HighTech can't load without Pyanodons Industry.",
"date": "2019-12-14T05:13:56+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "Looks like a bug in Processing unit recipe\n \n \n \n Processing unit bug with gold plate in recipe.png (86.01 KiB) Viewed 8889 times \n \n \n Code: Select all RECIPE {\n type = 'recipe',\n name = 'processing-unit',\n category = 'chip',\n enabled = false,\n energy_required = 10,\n ingredients = {\n {type = 'item', name = 'pcb3-2', amount = 1},\n {type = 'item', name = 'advanced-circuit', amount = 1},\n {type = 'item', name = 'resistor3', amount = 3},\n {type = 'item', name = 'inductor3', amount = 3},\n {type = 'item', name = 'capacitor3', amount = 3},\n {type = 'item', name = 'microchip', amount = 3},\n {type = 'item', name = 'optical-fiber', amount = 3},\n {type = 'item', name = 'processor', amount = 1},\n {type = 'item', name = 'diode3', amount = 5}\n },\n results = {\n {type = 'item', name = 'processing-unit', amount = 5}\n }\n}:add_unlock('advanced-electronics') \nRecipe have 1 gold plate? i don't remeber any gold place directly in recipe for processing unit, only processor and inductor 3 for processing unit requires gold plates \nI'm playing with all py mods and game show that this recipe belongs only to PYHT mod and PYRO doesn't change it. In PYRO pyhighttech-updates.lua doesn't contains changes for processing unit at all \nI don't have another mods which containes gold plates in itself, i'm using bob's assembling maching for advanced chemical plants and etc \nI'm don't using PyCoalTBaA i have error when launch with it \nSo donno what's happening",
"date": "2019-12-29T14:47:18+00:00",
"quotes": []
},
{
"author": "immortal_sniper1",
"content": "might be a script somewhere else",
"date": "2019-12-29T15:07:46+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Sun Dec 29, 2019 2:47 pm",
"content": ""
}
]
},
{
"author": "kingarthur",
"content": "It's in data-updates",
"date": "2019-12-29T15:16:49+00:00",
"quotes": [
{
"author": "immortal_sniper1 wrote: Sun Dec 29, 2019 3:07 pm",
"content": ""
},
{
"author": "aklesey1 wrote: Sun Dec 29, 2019 2:47 pm",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "So it works the way it's supposed to? Its okey?",
"date": "2019-12-29T16:37:03+00:00",
"quotes": []
},
{
"author": "immortal_sniper1",
"content": "yes",
"date": "2019-12-29T16:53:46+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Sun Dec 29, 2019 4:37 pm",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "Question - why stack sizes of different circuits are different\n \n \n \n Different stack sizes.png (24.99 KiB) Viewed 8656 times \n \n \nCircuit board 1 = 100 \nCircuit board 2 = 100 \nCircuit board 3 = 200 \nIntelligent unit = 200 \nWhy all circuits cannot be 100 or 200 stack sizees?",
"date": "2020-02-04T14:00:03+00:00",
"quotes": []
},
{
"author": "Pridesfall",
"content": "Miniaturization at higher tier levels?",
"date": "2020-02-04T15:27:35+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Tue Feb 04, 2020 2:00 pm",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "I have question \nPyanodon can u make early-game recipe for fertilizer - it can be costly and it'll get 1 unit of production output \nAbout components - ash, urea and organic matter or something else (may be blood mea or sulfurl) \nSometimes i have problems with blood from zipirs - too many blood - I'm sticking to the decision not to void resources \nWith this decision sometimes i have problems with dimethylsulfide production or with hi-tech rubber production in PYPH \n \nI know u spending many forces and ur own time to make PYAL and there're will some balance changes but may be some people will play without PYAL - and PYHT will need some balance changes - it won't be a big changes in balance, it could be point changes",
"date": "2020-02-08T10:27:50+00:00",
"quotes": []
},
{
"author": "Mella",
"content": "How to get may biopolymers and ethanolamine if zipirs gives too many blood and not so many skin \nI need skin to collagen, skin often using to get alien bacteria from serine, serine from knauts \nUsing collagen to get epoxy is crazy idea \nCollagen can be used for drilling fulids 2 and 3 \n \nMain problem with ethanolamine i think that we need too many skin and have excess of blood \nWhy not to increase cost of blood meal to make nylon more valuable? Its too easy to get nylon but not so may ways to use it except for electronics \n \nFor now \n1 blood meal = 15 blood + 2 fiberboard \nWhy not use to sloightly change it to \n2 blood meal = 20 blood + 2 fiberboard \n \nThis will increase the value of ethanolamine, because the processing and production of helium and liquid helium should be considered as high-tech production that require handsome costs \nResilin will be slightly costly too but why not? \n \nAnd agree new eraly-game fertilizer will be good",
"date": "2020-02-08T13:02:24+00:00",
"quotes": []
},
{
"author": "immortal_sniper1",
"content": "without pyAL blood is in excess and i was voiding all my excess blood \nalso fiberboard is expensive so fertilizer was used in my base as little as i could",
"date": "2020-02-08T13:18:07+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "As for me i'm not using fertilizer for raw fiber its not imortant for it \nBut fertilizer very very important for dimethylsulfide and methanesulfionic acid, high-tier electronic needs it so much \n \nFor example direct reduction plant require circuit board 3 and circuit board require methanesulfionic acid as intermediate component",
"date": "2020-02-08T14:52:56+00:00",
"quotes": [
{
"author": "immortal_sniper1 wrote: Sat Feb 08, 2020 1:18 pm",
"content": ""
}
]
},
{
"author": "immortal_sniper1",
"content": "that is the only place in my base where i used fertilizer \n \nfor fiver it would have been sucha a high demand it would have required me to build a lot more zipir then i needed.",
"date": "2020-02-08T15:43:31+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Sat Feb 08, 2020 2:52 pm",
"content": ""
},
{
"author": "immortal_sniper1 wrote: Sat Feb 08, 2020 1:18 pm",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "I have another question, question about logistics \nWhat was the basis of the decision to separate vanilla bots from bots? - there vanilla bots and pynobots, and pynobots don't need flying robot frame - - may be mk2 versions of pynobot can use flying robot frame \nAnother thought is to create some mini mod to force to: \n1) Use some py components for combat robotics - for all type of capsules \n2) Use flying robot frame to capsules \n \nAnd since the capsules have a fixed number of robots inside it is possible to compensate for the increase in the cost of production by a small increase in the number of robots inside the capsule or some another parameters",
"date": "2020-02-09T12:10:37+00:00",
"quotes": []
},
{
"author": "Pridesfall",
"content": "The yellow icon for the Mk 1 Chipshooter plant is zoomed in when you hover over the circuit board 1 recipe.",
"date": "2020-02-11T18:07:50+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "Balance question - recipe getting hydrogen from phosphine gas + saline water \nIn current condition \n5 phosphine gas + 100 saline water = 40 hydrogen chloride + 15 + phosphoric acid + 20 oxygen \n1 phosphine gas gives 3 phosphoric acid when simple getting phosphoric acid prom phosphine gas gives only 0.8 phosphoric acid \n \nMay be must be \n50 phosphine gas + 100 saline water = 40 hydrogen chloride + 15 phosphoric acid + 20 oxygen from this recipe \nI think here can be error in recipe writing - it's just too little phosphine gas is spent on the recipe, and I think there may be 10 times more",
"date": "2020-03-27T04:51:49+00:00",
"quotes": []
},
{
"author": "zx64",
"content": "Quick question about the new glassworks: you can't seem to craft fiberglass in them despite it being defined in the code https://github.com/pyanodon/pyhightech/ ... .lua#L1010 \nMaybe it's because that recipe has too many fluids for the glassworks building?",
"date": "2020-04-01T14:22:08+00:00",
"quotes": []
},
{
"author": "pyanodon",
"content": "fixed",
"date": "2020-04-01T20:19:48+00:00",
"quotes": []
}
] | 19 | 2017-12-20T16:40:16-06:00 |
forum-topic-119796 | 119796 | [raiguard][2.0.14] Electrolyte is replenished without having a source | Not a bug | https://forums.factorio.com/viewtopic.php?t=119796 | Wildcat0615 | Problem: Electrolyte is replenished without any source attached to the Electromagnetic plant in which it's being used
Mods: Base game + Space Exploration DLC + Editor Extensions
To recreate:
1 - Place a Electromagnetic plant and select any recipe which uses electrolyte;
2 - Fill with all ingredients and fill the buffer of Electrolyte;
3 - Remove all sources of Electrolyte
4 - Plant will now produce without consuming Electrolyte.
Things I've observed:
-I have tested it across saves and it is repeatable;
-Crafts around 80 batches until it starts consuming Fluid again for no discernible reason;
-Only affects Electrolyte other fluids behave normally;
Setup I used to test:
Connect the pipe to fill the buffer then disconnect it again;
11-04-2024, 17-47-11.png (222.92 KiB) Viewed 1353 times
Here's video proof that I'm not insane
2024-11-04 18-03-09.mp4
(11.35 MiB) Downloaded 33 times
System:
-Ryzen 7 7800x3D
-Radeon RX 7900 XT
-Windows 10 x86 | [
{
"author": "GoldenShadowGS",
"content": "I also found this bug and I searched the forum and found this post. \n \nI was making blue circuits with sulfuric acid in the electromagnetic plant. I noticed the amount of acid was staying at 400 units even after I disconnected the pipe. \n \nI investigated and figured out the reason. The building actually can hold double the amount shown. I verified this by filling up one plant with \"400\" units of sulfuric acid and connecting a second one and the amount of fluid balanced between both and shown just under 400 units, as the first plant was actively consuming it. \n \nVideo: https://youtu.be/IP7f9O7yi7Y",
"date": "2024-11-05T03:38:49+00:00",
"quotes": []
},
{
"author": "The_Sane",
"content": "I have noticed EM plants have excessively large internal buffers, more than just what's shown in the recipe screen. It's not unlimited, I can't remember the exact number though I did count it at the time, but I got a lot of crafts out of an unconnected plant. \n \nedit: I repeated my test. Can confirm an EM plant crafting superconductors can hold 800 light oil, 400 is shown in the recipe screen. So it does not start visibly depleting until 80 crafts (ignoring productivity) have been completed. As noted by the other posts here.",
"date": "2024-11-05T09:18:53+00:00",
"quotes": []
},
{
"author": "Zaflis",
"content": "It's no secret, you can see the internal fluid boxes from the source at: \nFactorio\\data\\space-age\\prototypes\\entity\\entities.lua \nLine 1660 starts \"electromagnetic-plant\". \nThere should be 4 fluid boxes, volumes 200, 200, 100 and 100. They are necessary for the plant's operation.",
"date": "2024-11-05T15:14:00+00:00",
"quotes": []
},
{
"author": "The_Sane",
"content": "I would query why it is not possible to display the combined total in the interface, but if it's a current limitation then sure not a bug. Just unintuitive and will continue to cause confusion.",
"date": "2024-11-05T15:31:57+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Ref 122194 Fulgora Electromagnetic Plant Fluids Not Depleting , 127201 Infinite water in disconnected boiler .",
"date": "2024-11-20T02:15:05+00:00",
"quotes": []
},
{
"author": "Theragus",
"content": "Also noticed this with the excessive buffers but otherwise, I think it would be possible to run into issues on the opposite end of the spectrum (e.g. viewtopic.php?f=11&t=120867 )",
"date": "2024-11-29T13:44:44+00:00",
"quotes": [
{
"author": "The_Sane wrote: Tue Nov 05, 2024 9:18 am",
"content": ""
}
]
},
{
"author": "",
"content": "This isn't actually a bug, but it is unintuitive. The plant has two \"pools\" of electrolyte: the internal buffer that you see in the GUI, and the portion that forms a fluid segment. The internal buffer is pulling from electrolyte that is inside the segment, giving the illusion of free fluid. \n \nRight now I am leaning towards simply removing this double-buffering nonsense, but that means input-starved EM plants won't consume fluid evenly like other crafting machines will. It's a trade-off.",
"date": "2024-12-06T21:12:18+00:00",
"quotes": []
},
{
"author": "Nemoricus",
"content": "I think clarity is more important than even consumption. Hiding information from the player makes it harder to understand what's going on, and if you don't understand what's going on it's harder to make good decisions about what to do. \n \nEven consumption is something that the player should address in an input starved situation.",
"date": "2024-12-06T22:07:50+00:00",
"quotes": [
{
"author": "raiguard wrote: Fri Dec 06, 2024 9:12 pm",
"content": ""
}
]
}
] | 8 | 2024-11-04T12:22:02-06:00 |
forum-topic-121743 | 121743 | Shattered Planet Ship - Executor | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=121743 | Delicon | Ship to make it all 4 million kilometers to the shattered planet with zero damage. No third party mods, just Wube Space Age.
It's not perfect, I got impatient when laying out the assemblers, I just wanted to let it fly. There are a lot of legendary buildings and modules, so crank up your recycling on Fulgora. It generates way too much power, so you can reclaim some floor space by going to a 3 or 2 core fusion setup.
It was developed when we had the following infinity research completed:
Laser damage - 11
Explosive Damage - 11
Rail Damage - 5
Rail Speed - 5
It makes 4000 explosive rockets and 400 rail shells per minute when flying through dense asteroids.
Target speed is 100 km/s, my fuel control circuit is not finished, just tweak the setting for the arrow signal until you reach the speed you want. I was working on a whole circuit where you tell it how many engines you have, how much they consume, how fast the pump is, does all the calculations for you and applies your percentage of fuel consumption you want. I will finish/fix it soon For now, just manually change the value.
Unfortunately the forum's character limit is not enough to post the blueprint here.
Blueprint: https://factoriobin.com/post/93uojr
Screenshot:
Executor.jpg (1.33 MiB) Viewed 15180 times | [
{
"author": "karamanolev",
"content": "I just learned about the Shattered Planet from a menu on my station's requests. Then I searched online and this came up, posted a few hours ago and looking mind-boggling. I'm making science on Volcanus and Fulgora and just got the Mech Armor, so I guess ... mid-game? This is way way end game Oh well, typical Factorio day... Well done, sir.",
"date": "2024-11-16T20:42:57+00:00",
"quotes": []
},
{
"author": "Delicon",
"content": "Past end game actually!",
"date": "2024-11-16T23:51:41+00:00",
"quotes": [
{
"author": "karamanolev wrote: Sat Nov 16, 2024 8:42 pm",
"content": ""
}
]
},
{
"author": "Erisez",
"content": "It looks like the blueprint import is partially broken, it doesn't import the sides of the ship. anyone else have issues with the import code?",
"date": "2024-11-19T16:47:13+00:00",
"quotes": []
},
{
"author": "Delicon",
"content": "You may need to stamp the blueprint a couple times. There seems to be a build area limit that grows as you build more.",
"date": "2024-11-20T14:01:50+00:00",
"quotes": [
{
"author": "Erisez wrote: Tue Nov 19, 2024 4:47 pm",
"content": ""
}
]
},
{
"author": "Loftaris",
"content": "I tried your ship. I didn't even make it to Aquilo before it died?",
"date": "2025-01-08T04:11:52+00:00",
"quotes": []
},
{
"author": "silvver",
"content": "Tried this is and it does have some flaws. \n \nThe ice for water for engine fuel is gathered only from one collector, and its the right most back one - it's really really low change to get oxide asteroids chunks spawn in the right place for it on Nauvis. That's means it's really hard to start it up, and probably won't get enough fuel flying between planets. \n \nSame thing with steel - it's made only from one asteroid collector on the left back. Calcite is also made, but ice is thrown away... \nThere is no reprocessing asteroids. Front collectors are only for weapons. \n \nHave you not though about using a belt loop for asteroid chunks with reprocesing?",
"date": "2025-01-18T23:11:13+00:00",
"quotes": []
},
{
"author": "solublefish",
"content": "Very nice. \nI wouldn't describe the startup limitations as \"flaws\" or \"partially broken\". Anyone working outside the solar system will be familiar with bootstrapping ships from construction to their intended routes. If it has to import some resources or use a design modification to get going, that's no problem. There are so many asteroids in the outer space routes that it's fine to throw away tons of them. With endgame levels of crushing productivity and legendary components, you really don't need many collectors and crushers. The ship is almost entirely focused on damage output.",
"date": "2025-02-13T09:24:08+00:00",
"quotes": []
}
] | 7 | 2024-11-16T10:47:07-06:00 |
forum-topic-116005 | 116005 | Gleba science pack research micronmanagement solution | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=116005 | Feather | TL;DR
Labs being able to target research AFTER the first one in the queue IF they are missing science packs
What ?
I see people having to baby sit research whenever a new delivery from gleba comes in and it just looks extremely annoying to do and if they don't keep track of it they just lose an entire shipment
They can choose between 3 things
NEVER researching gleba tech so they don't need gleba science packs
ALWAYS researching gleba tech so they don't need to keep track of the shipments
OR keep track of the shipments which just sounds like a huge hassle and will force them to drop whatever they were doing to prioritise gleba research and deprioritise it after all of the science packs have been used
By allowing labs to skip researches they don't have science packs for it would allow people a peace of mind, but this would introduce another issue of having to allow labs to research different techs at the same time
Why ?
I believe that reducing the time spent having to micro manage research in order to use up all of the spoilabe gleba science packs can only improve the player experience | [
{
"author": "sarge945",
"content": "A simple solution would be: \n \n Allow labs to store all science packs, regardless of what research is being done \n Make Gleba Science Packs pause spoilage when in a lab \n \n\nMaking them not spoil in the labs doesn't really affect the gameplay too much, because once they are at the labs they are already in their \"final destination\", so to speak, so you've already completed the spoilage challenge for them, so it hardly affects the difficulty or challenge of spoilage or undermines spoilage as a mechanic.",
"date": "2024-10-18T14:37:08+00:00",
"quotes": []
},
{
"author": "Feather",
"content": "1. that's already how science labs work? unless I'm missing something \n2. it would encourage using labs as buffers/chests and that would force people to daisy chain their labs if they don't want the science packs to spoil, spreading science around all of the labs evenly would also become a big issue \n \ndoing that would introduce a lot of unintended side effects",
"date": "2024-10-18T16:50:26+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "Trupen's embargo liftoff celebration stream showcased 200%+ Spoilage speed. \nIt was manageable. \nUnless you're into some really unreasonable stuff in factory building (or unless Trupen (and we by extent) would get nerfed again), Spoilage is reasonable as it currently is without crutches. \n(I still wonder if we can utilize Aquila cryoscience to do something with it though)",
"date": "2024-10-18T17:47:10+00:00",
"quotes": []
},
{
"author": "Feather",
"content": "I know that spoilage is manageable, I'm not worreid about it, if I'm not going to be able to manage it it's a pure skill issue on my part (it takes an entire hour for gleba science to spoil iirc), all I'm worried about is having to micromanage different researches \n \n'oh great the science packs arrived, let me open the menu and set the right research then do something else for a couple of minutes and after I'm out of gleba science packs switch it back again to what I was researching previously' \n \nit just sounds mildly annoying",
"date": "2024-10-18T18:39:13+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "It sure does. I myself find it mildly infuriating that whole queue pauses when I don't have enough WALLS (!!!) during doing a +bulletdamage quickie while amassing a buffer of yellow packs for more important researches. \nAnd Wall recipe is getting more costy in 2.0+DLC, right? \nSo... you don't have to blame spoilage, it's more of a universal early-game QoL option.",
"date": "2024-10-18T19:10:36+00:00",
"quotes": []
},
{
"author": "Feather",
"content": "yes, being able to automate research would just be nice in general \nI don't know about the wall recipe, but you'll definitely need a lot more stone compared to everything else (everything except for stone gets insane prod)",
"date": "2024-10-18T19:50:36+00:00",
"quotes": []
},
{
"author": "Berserker55",
"content": "TL;DR \nEach lab treats the research queue as a list of priorities individually, if it can't research a selected technology, it carries onto the next one in the list; repeat. \n \n What? \nA way to tell science labs to \"try\" to apply their research to the current research and if that is not a valid target, try the next one, repeat until end of queue or a valid working target is found. \n Why? \nFactorio 2.0 fixed many gripes and long standing QoL issues, however, Space Age introduced new gripes, in that many researches have divergent requirements, or evaporating ones, like Agriculture Pack. I'd like to say things like \"focus on this tech, but if you can't just do the next thing in the queue\". It needs to be individually lab based, otherwise a single lab somewhere would hold the entire queue hostage. \n Personal \nI have a global programmable speaker that alerts me when agriculture science arrives, so I then switch the science, then another alert tells me it's time to switch back to something else.My gameplay gets interrupted like this every 5-7 minutes, depending on time of freighter arrival. It's annoying, but losing the packs to spoiling would be even worse. Earlier in my savegame I would have liked to be able to do fulgora and vulcanus science in parallel, as in, often only one pack was available as the other factories still needed to build/ramp up.",
"date": "2024-10-27T06:48:30+00:00",
"quotes": []
},
{
"author": "DeadMG",
"content": "TL;DR \nThe lab should do any of the researches in the queue that it has packs for. \n Why? \nWorking with Agricultural Science has a bit of a pain point. You want to research something with AS- fine. You start that research but then you run out of packs. You decide to do another research you have packs for but now your next AS delivery appears. You have to keep manually switching back and forth to keep your labs running. Other sciences don't have the same issue because you can just let the pack you're shorter on buffer up for a while, then use them all at once, but AS spoils so you can't do that. \n \nLetting the lab run any research in the queue it has the packs for will make sure they are not idle and eliminate the need for the player to switch back and forth manually.",
"date": "2024-10-28T14:47:32+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged several threads with the same suggestion.",
"date": "2024-10-31T14:20:26+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "+1 \n \nI agree, that for Quality of Life reasons there absolutely needs to be something done about this. Because the micromanagement currently is madness. \n \nIt is one of the things where I ask myself that when they play-tested it they surely must have come across this issue and why haven't the implemented anything to help the player deal with it. \n \n \nBecause currently you cannot just go mindlessly about your stuff and then \"ah damn I ran ouf ot packs, I need to switch back\" all the time. It is like working while looking up to the clock every 2 minutes. It is annoying. ^^ \n \nI even have set up an alert already that measures the belt contents to alert me whenever a shipment arrived. Just so I don't forget to switch on the research and yet I still sometimes forget to look at the alerts when there are other things blinking. \n \n \nSo yea, I agree that the best/easiest solution would be that if you are out of packs for the current research then it should \"skip\" to the next in the queue and see if it can do that one; and if it can't then go to the 3rd in the queue and see if it can do that and so on so forth. \n \nIt could even be its own research tech that you have to unlock how far \"ahead\" in the queue it can look to see if it can do that research. More than 3-5 look-aheads aren't necessary anyway because I never really queue up more than that. \n \n \n \nEither that, or maybe make it a circuit network thing or something. After all it is factorio; it would be nice to make it a creative solution. \n \nLike a combinator that outputs the list of currently queued researches; and you then can make a decision using the combinators based on the science pack contents of the lab/belt/chests or whatever which research it sets for the labs. \n \n \n \nAt least anything to alleviate it would be welcome, because I can imagine the constant \"tech\"-juggle drives people nuts after a while. \n \nI know some other games (Like for example Hearts of Iron 4) where you have to do such things constantly to maximize the research, and they are all annoying because of it. ^^",
"date": "2024-10-31T17:30:36+00:00",
"quotes": []
},
{
"author": "Stargateur",
"content": "when a lab change research it's reset the productivity progression bar. AFRAID there is no good solution for this. My take is, the player should do science on all planet and only late game do potion transfer to nauvis for very late game research. This way you reduce a lot the waste of gleba. Or remove the fact that gleba potion spoil. \n \nMaybe a good solution is being able to research different technology by lab. So select technology search on lab like a recipe, so rework the research system from a global one to a local one.",
"date": "2024-10-31T19:40:56+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "Excuse me, what? \nHoI IV is known for a metric ton of unreasonable things related to tech research - but necessity to do research juggling is not among those things. \nYou can still get needed tech early there, you'll just have to sacrifice something to do so. Which is \"intended\" to keep the game remotely historical. \n(Tibet getting AND using nukes in 1943 or maybe even earlier is both a sympthom of a global problem with this approach (which is unrelated to tech juggling) - and a sign of things being quite fine at tech juggling front)",
"date": "2024-10-31T21:54:13+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Thu Oct 31, 2024 5:30 pm",
"content": ""
}
]
},
{
"author": "MeduSalem",
"content": "I am not talking about ahead-of time stuff. I did lots of math on it back in the day it is almost never worth it without an ahead-of-time penalty reduction. Paradox ensured a decent pacing with the penalties and I always totally avoid to research stuff ahead of time unless you get some bonus from a national focus. Not much different in their other games like V3 or whatever. \n \n \nNo, what I am rather talking about is... I think you are aware of the possibility if you have an empty research slot to save up to 30 days worth of research in HoI 4, right? ^^ \n \nDid you know that the most efficient research strategies actually involves having one research slot empty whenever you can so that you can constantly save those 30 days up and then switch around your active researches such that the 30 days of saved research are applied to something you want to get researched even faster than you usually could? ^^ \n \nYou can only do that once per tech however. \n \nBut it is still totally worth it because that way you can totally out-research the AI or other human players in MP (not that I would play MP). For some key economy techs it can totally develop an advantage; because if you get construction speed improvements 30 days earlier, or if it can delay hitting the production cap you can produce more equipment and whatnot. \n \nBut as mentioned, it is a truly painful process to always jiggle around the techs every time a tech unlocks. \n \nIf you want to know more about it, google for \"tech juggling\" together with HoI4. There are some guides that cover it. \n \nAnd no, contrary to the wrong popular belief of some people who discussed the tech-juggling meta one does NOT sacrficice any research days on other techs if you do that. The total amount of time to research the entire tech tree remains the same. You only exchange days around such that you get certain key techs earlier, moving some less important techs further back in time. But in total at the end of the campaign it took you the same amount of time to research everything. Or at least roughly, because there are a few techs which improve research speed and if you tech-juggle them then obviously you get that benefit 30 days sooner; so if you tech juggle you can cut off a few days of research from the total research time of the tech tree, but it is barely noticable. The economic effects however are more noticeable because are way more techs regarding that and it stacks up. ^^ \n \n \nI mean sure, you are not forced to play like that, it is more something power players force on themselves. I like to play efficient, so I often end up doing it because I know the differences from playing with tech juggling and playing without. \n \n \nAnyway, this is totally off-topic and I did lots of discussion on the matter. \n \nWhat is important for Factorio is that I got the same feeling immediately when I had to start juggling techs back and forth to maximize the science pack usage.",
"date": "2024-10-31T22:19:40+00:00",
"quotes": [
{
"author": "EustaceCS wrote: Thu Oct 31, 2024 9:54 pm",
"content": ""
}
]
},
{
"author": "vark111",
"content": "This is my preferred solution. In fact I prefer this solution so much that once I'm done hitting all the achievements I care about, I'm immediately going to install (or create) a mod that specifically does this if Wube doesn't.",
"date": "2024-11-01T13:14:45+00:00",
"quotes": [
{
"author": "Stargateur wrote: Thu Oct 31, 2024 7:40 pm",
"content": ""
}
]
},
{
"author": "EustaceCS",
"content": "Oh. Daisy-chaining 30-days-stored slots. \nClever trick. With questionable net gain since reserved slot(s) is actually not being used to research anything. Maybe that's why I never seen it in guides, videos (from not the worst specialists in the game), wikis and other intel sources... \nAnyway, as I said, you can still get needed tech early there, you'll just have to sacrifice something to do so. Which you've just described. \nBut I still don't see what does it have to do with Gleba or this theme specifically.",
"date": "2024-11-01T14:47:33+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Thu Oct 31, 2024 10:19 pm",
"content": ""
},
{
"author": "EustaceCS wrote: Thu Oct 31, 2024 9:54 pm",
"content": ""
}
]
},
{
"author": "MeduSalem",
"content": "It is just about the pure amount of additional clicks you have to do that eventually can get on your nerves. That is what made me remember it. \n \n \nAlbeit in Factorio it is definitely worse, because without some circuit logic detecting how many science packs you still have left you can easily miss the point where you want to switch back to some other research. And the same again if a new shipment of agri packs arrived.",
"date": "2024-11-01T17:51:22+00:00",
"quotes": [
{
"author": "EustaceCS wrote: Fri Nov 01, 2024 2:47 pm",
"content": ""
}
]
},
{
"author": "EustaceCS",
"content": "Goodness gracious, Factorio is worse than the game which is excellent for UI shittiness benchmarking. \nI probably once again ended up at the wrong side of the mirror. \nLet's return to this comparison once/if HoI IV would get queue'able researches, OK? \nWhile decades pass, I suggest pondering if it's appropriate to try to make a very specific trick giving very little for a lot of effort pass for a commonly used practice. \n \nOn-topic, what problem are we trying to discuss, anyway?\n \nOption 4: overproduce Gleba packs and make some room for spoilage discarding at non-Gleba research destination. Will need few platforms working as express deliveries. In this case you might need a source of spoilage on Navius anyway due to one Research related endgame tech... \nOption 5: relocate your main research hub to Gleba. \nOption 6: blitz through mandatory Gleba tech, forget until post-Aquilo, do Gleba-related (spoilers: there aint many) repeatables until satisfied, forget until next urge to do Gleba-related repeatables. \n \nDepending on how hard would you like to commit, different options are differently viable. \nI didn't made it to Gleba yet, but I as filthy casual am considering variant 5: keep research (and ONLY research) on Gleba. \n \nUpd. \nOption 7 exists. Crazy enough. But I'm really tempted to try it in my current playthrough. \n You see, nothing prevents you from building research labs on space platforms. \nAs all generic (read: space + Nauvis) packs can be created from widely available omnipresent swarm of asteroids, and since you need to do something to transfer planet specific packs between planets for combo researches anyway... \nWhy not making your main research hub interplanetary? \nSpace platform en route still can do researches (among other things). \nSo fill your platform's cargo with 1h worth of Gleba packs and go visit other planets while labs do lab things! \nAnd if you'll be ready to expand your science-per-minute - just build one more. \nAnd one more. \nAnd one more... \n \nComes with a benefit of letting you dedicate more planetary space for actual crafting. Ergo, less Demolishers wrangling, less icebergs heating... less dying to that dastardly pixel of terrain which none of three neighbouring lightning attractors covered all of a sudden...",
"date": "2024-11-01T19:18:22+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Fri Nov 01, 2024 5:51 pm",
"content": ""
},
{
"author": "Feather wrote: Fri Oct 18, 2024 1:42 am",
"content": ""
}
]
},
{
"author": "MeduSalem",
"content": "Which in the long run, until there is no better way to deal with by it is probably the way I will end up doing it. Produce enough agri-science packs that the research can keep pace; or even overproduce and don't care about whether some rots. ^^ \n \nCan't say I will like the premise much, but long term better than having to switch back & forth between researches. Also better than skipping out on Gleba researches only because the research babysitting is annoying. \n \nEventually I will likely slap a QoL mod on which deals with that sort of stuff automatically. Because I am sure there will be someone who will be even more annoyed about it than me and who will sit down to make a mod for it. xD \n \n \nBtw Options 5 and 7 aren't really changing anything. Sure you can do science on Gleba or on a Space Platform and it might reduce the travel delay and spoilage times. \n \nYet unless you produce enough agri packs you will again have the same issue that research might pause every so often and that you will be tempted to change active research.",
"date": "2024-11-01T21:51:20+00:00",
"quotes": [
{
"author": "EustaceCS wrote: Fri Nov 01, 2024 7:18 pm",
"content": ""
}
]
},
{
"author": "kythlyn",
"content": "OP's suggestion seems reasonable and simple enough to at least ease the pain of Gleba's science. But this whole situation brings to mind other ideas, such as assigning research in the labs themselves like a recipe rather than through the current interface. The current interface is functional but pauses the game and takes the player out of the factory (which could very well be by design to give players time to read, but I digress). On topic, this would allow players to set up a dedicated factory to deal with gleba science and spoilage, while simultaneously doing research elsewhere that does not require agricultural science packs. Off topic, the player could also set up a variety of science factories for multiple infinite sciences, which I think could be a very significant feature for endgame builds and megabases.",
"date": "2024-11-02T04:16:39+00:00",
"quotes": [
{
"author": "Feather wrote: Fri Oct 18, 2024 1:42 am",
"content": ""
}
]
}
] | 19 | 2024-10-17T20:42:31-05:00 |
forum-topic-92993 | 92993 | Factorio Forums • help with a mod | Hey guys I really need help with a mod called high power solar
https://mods.factorio.com/mod/High%20Power%20Solar
I have an old pc and this mod helps a lot with the ups of the game and it has not been updated and I tried to contact the original author but no reply yet.. I want to go back to 18.46 or whatever it was before 1.0.0 but only .17 is available.. Please help me with updating this or making a similar mod.. It's just adjusted values for the accumulators and solar panels.. I write just adjusted but I don't know anything about coding so I cannot do it myself.. Pls help | [
{
"author": "",
"content": "Have you tried the mod in 1.0.0? It should work, otherwise you can just download 0.18.47 from the website.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I have taken the liberty of fixing up that mod for use with 1.1.x under the MIT licence for you. There are some irregularities within it that I'm not clear why they are there (sounds), so have left them unchanged. It will load and does work in the current experimental release 1.1.5 \n \nHopefully the original mod author will return and make an official update. \n \nUnofficial update attached. \n \n[Edit]Fixed zipfile name",
"date": "",
"quotes": [
{
"author": "eksdee wrote: Sat Dec 12, 2020 4:48 pm",
"content": ""
}
]
},
{
"author": "",
"content": "my bro i cant thank you enough... youre a goddamn legend",
"date": "",
"quotes": [
{
"author": "Squelch wrote: Sat Dec 12, 2020 6:35 pm",
"content": ""
},
{
"author": "eksdee wrote: Sat Dec 12, 2020 4:48 pm",
"content": ""
}
]
},
{
"author": "",
"content": "You're quite welcome \n \nIf you are interested in modding Factorio, there are a number of resources that might help. \n \nFactorio mods are written in LUA script with a few modifications unique to the game engine. You can find some excellent LUA tutorials that will be a good jumping off point here \n Overview of mods on the official Factorio Wiki \n Modding tutorial (wiki) \n Forum post covering some points in detail and the Modding discussion subforum in general \n \nFinally, learning from what others have done is also a great way to gain an understanding of how things work. For example, if you compare the unzipped original and my modified version, you will see what was needed in this particular case. Note: That simple change is not a universal fix, so if applied to other mods, it may not work due to other required changes that must follow what the Factorio developers have made. \n \nI'm sure there must be other good resources that others may add. \n \nI hope this helps, and that you do venture into making your own mods. Good luck.",
"date": "",
"quotes": []
}
] | 4 | ||||
forum-topic-126940 | 126940 | 2.0.32 Copying settings to ghost trains doesn't work | Minor issues | https://forums.factorio.com/viewtopic.php?t=126940 | Barbeque Tier | If you place down a ghost train and try to copy settings from another train using shift click onto it, the color will copy, but the settings themselves will not. You have to wait until the train is fully placed before you can copy settings. | [
{
"author": "",
"content": "Thanks for the report. This is currently working as intended. Since ghost trains are not fully connected to other ghost trains and or real trains, pasting settings onto one of them would not update any other ghost trains nearby, or other real trains nearby, and would result in a mix-mess of different schedules on the entire set of rolling stock.",
"date": "2025-02-19T14:27:55+00:00",
"quotes": []
}
] | 1 | 2025-02-18T17:19:57-06:00 |
forum-topic-121801 | 121801 | Unexpected Error when opening the game | Technical Help | https://forums.factorio.com/viewtopic.php?t=121801 | anver | Im playing on MacBook Air, Sequoia 15.1 The only solution I came up with was to delete the game and download again, this helps for some time. It also occurs if I force quit the game without saving the game.
0.001 2024-11-16 23:34:56; Factorio 2.0.15 (build 80108, mac-arm64, full, space-age)
0.003 Operating system: macOS 15.1.0
0.003 Program arguments: "/Applications/factorio.app/Contents/MacOS/factorio"
0.003 Config path: /Users/anverabbasov/Library/Application Support/factorio/config/config.ini
0.003 Read data path: /Applications/factorio.app/Contents/data
0.003 Write data path: /Users/anverabbasov/Library/Application Support/factorio [85708/233752MB]
0.003 Binaries path: /Applications/factorio.app/Contents
0.062 System info: [CPU: arm64, 8 cores, RAM: 8192 MB]
0.076 Display options: [FullScreen: false] [VSync: false] [UIScale: automatic (100.0%)] [Native DPI: false] [Screen: 255] [Special: lmW] [Lang: en]
0.304 Video driver: cocoa
0.304 Available displays: 1
0.304 [0]: 0 - {[0,0], 1470x956, SDL_PIXELFORMAT_ARGB8888, 60Hz, 0x0001(0x01)}
0.326 Initialised OpenGL:[0] Apple M2; driver: 4.1 Metal - 89.3
0.326 [Extensions] s3tc:yes; KHR_debug:NO; ARB_clear_texture:NO, ARB_copy_image:NO, ARB_pipeline_statistics_query:NO, ARB_gl_spirv:NO, ARB_ES2_compatibility:yes
0.326 [Version] 4.1
0.326 Graphics settings preset: very-high
0.326 Dedicated video memory size 5461 MB (detected from Apple M2; VendorID: 0x1027f00)
0.330 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]
0.330 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCwtl] [B:0,C:0,S:100]
0.423 [Audio] Driver:coreaudio, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear
0.921 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true
0.921 Info ModManager.cpp:434: FeatureFlag freezing = true
0.921 Info ModManager.cpp:434: FeatureFlag quality = true
0.921 Info ModManager.cpp:434: FeatureFlag rail-bridges = true
0.921 Info ModManager.cpp:434: FeatureFlag segmented-units = true
0.921 Info ModManager.cpp:434: FeatureFlag space-travel = true
0.921 Info ModManager.cpp:434: FeatureFlag spoiling = true
1.039 Loading mod settings VehicleSnap 2.0.0 (settings.lua)
1.039 Loading mod settings DiscoScience 2.0.1 (settings.lua)
1.039 Loading mod settings even-distribution 2.0.2 (settings.lua)
1.040 Loading mod settings fast-robot-start-2 0.1.3 (settings.lua)
1.040 Loading mod settings FasterStart 2.0.1 (settings.lua)
1.040 Loading mod settings MegaBotStart 2.0.0 (settings.lua)
1.040 Loading mod settings mining-patch-planner 1.6.16 (settings.lua)
1.041 Loading mod settings noangledcables 0.2.7 (settings.lua)
1.041 Loading mod settings RateCalculator 3.3.2 (settings.lua)
1.041 Loading mod settings EditorExtensions 2.3.1 (settings.lua)
1.041 Loading mod settings blueprint-sandboxes 2.1.5 (settings.lua)
1.042 Loading mod settings blueprint-sandboxes 2.1.5 (settings-final-fixes.lua)
1.044 Loading mod core 0.0.0 (data.lua)
1.049 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
src/Util/StacktraceToStream.cpp (60): printStacktraceToStream
src/Util/Logger.cpp (334): writeStacktrace
src/Util/Logger.cpp (379): logStacktrace
src/Util/CrashHandler.cpp (181): writeStackTrace
src/Util/CrashHandler.cpp (644): commonSignalHandler
src/Util/CrashHandler.cpp (652): SignalHandler
0x196720183
libraries/SDL2/src/joystick/iphoneos/SDL_mfijoystick.m (1152): IOS_MFIJoystickUpdate
libraries/SDL2/src/joystick/iphoneos/SDL_mfijoystick.m (1751): IOS_JoystickUpdate
libraries/SDL2/src/joystick/SDL_joystick.c (880): SDL_JoystickOpen
libraries/SDL2/src/joystick/SDL_gamecontroller.c (2223): SDL_GameControllerOpen
src/Graphics/SDLWindow.cpp (1131): handleEvent
src/Graphics/SDLWindow.cpp (953): pollEvent
src/Graphics/SDLWindow.cpp (52): pollEventInternal
src/Graphics/SDLWindow.cpp (57): pollEvent
src/GlobalContext.cpp (237): nextEvent
src/Graphics/LoadingSplashScreen.cpp (470): processWindowEvents
src/Graphics/LoadingSplashScreen.cpp (459): setCurrentPartSubtext
src/Data/ModManager.cpp (275): pushLoadingMod
src/Data/ModManager.cpp (868): loadMod
src/Data/ModManager.cpp (510): loadData
src/GlobalContext.cpp (505): init
src/MainLoop.cpp (286): run
src/Main.cpp (1348): fmain
src/Main.cpp (1370): main
Stack trace logging done
2.960 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash. | [] | 0 | 2024-11-16T22:37:17-06:00 |
forum-topic-118800 | 118800 | [2.0.13] Headless download doesn't work | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=118800 | sejbr | Headless url downloads 2.0.12 https://factorio.com/get-download/stabl ... ss/linux64 and the manual download button doesn't work. Link's to https://factorio.com/buy-or-upgrade but I have all licenses active on my account. | [
{
"author": "",
"content": "Sorry, it's back in place.",
"date": "2024-10-31T13:24:36+00:00",
"quotes": []
},
{
"author": "sejbr",
"content": "I mean.. The button works now but It's the 2.0.12 version . Headless build not up for the time being? \n \nEdit: I did manage to find it in the forum topic related to 2.0.13 viewtopic.php?f=3&t=118651 but the download page only has 2.0.12 for stable on headless. \n \nEdit2: seems to be fixed now.",
"date": "2024-10-31T13:34:22+00:00",
"quotes": []
}
] | 2 | 2024-10-31T08:18:20-05:00 |
forum-topic-126658 | 126658 | Alternate Quality Transfer Method | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=126658 | krozu | TL;DR
While fiddling around with quality and circuits, I realized that the current implementation of "Quality Transfer" doesn't do what I expected.
And that's why I'm here.
What?
This is basically another way of transferring quality. And as far as I know this can't be done(?).
This would require 2 filters. One input, one output. It can't take wildcards unless you want the universe to explode(implode?).
Easier to show a short example of what it would do:
- Configuration
Code: Select all Input: Quality Module 1 (QM1)
Output: Quality Module 2 (QM2)
- Signals (Number between parenthesis is their quality)
Code: Select all Input: QM1(1), QM1(2), QM1(5)
Output: QM2(1), QM2(2), QM2(5)
Why?
I want to compare the quality of QM1 modules to the quality of their QM2 versions. First by changing the QM1 signals to the QM2 ones, followed by a decider combinator comparing the two. This is then to be used in the rest of the circuitry as a way to balance the input and output of an Electromagnetic Plant that "should" create all qualities of QM2 by setting the recipe.
It's either this or adding something to directly compare between the 2 where transferring quality in an intermediate step isn't needed. I leave that choice to a higher power.
Figured a picture would be more helpful. | [] | 0 | 2025-02-07T01:46:30-06:00 |
forum-topic-125420 | 125420 | boiler prototype not updated or just wrong | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=125420 | meifray | in https://lua-api.factorio.com/latest/pro ... _fluid_box
it said
If mode is "output-to-separate-pipe" and this has a filter, the heated input fluid is converted to the output fluid that is set in the filter (in a 1:1 ratio)
but the wiki and fff said other wise,it is changed to 1:10 isnt it?
there do have probability that it got changed and there are a ratio thing in prototype but it seems not having it. | [
{
"author": "curiosity",
"content": "The ratio depends on the fluids' heat capacities, I believe.",
"date": "2025-01-01T12:15:58+00:00",
"quotes": []
}
] | 1 | 2024-12-31T19:09:01-06:00 |
forum-topic-104433 | 104433 | Bioprocessing: avoiding fish butchering | Angels Mods | https://forums.factorio.com/viewtopic.php?t=104433 | leeux | Unless I'm mistaken: there used to be a way to avoid having to butcher fishes (I'm talking about several months ago, last time I checked this) and instead going via puffers only. Now I can't seem to find that chain, but I'm sure I searched for it in the past and I was able to find a way to bypass the fish breeding and butchering.
I don't want to have to breed and butcher fish in my game, if there's no way to avoid it, does someone knows of a mod that I can use to modify this part of the chain so I can still have access to modules and other things that are locked behind polluted fish waters?
I'm at the point where I need to unlock modules and also I need to start generating gardens but all of that is unaccessible unless you at least start petting/breeding fishes, which makes me a bit uncomfortable and I'd prefer to avoid that route. | [
{
"author": "DaleStan",
"content": "I think I found a fish-free route that starts with creating raw crystal splinters in a Biter Refugium. If you want to avoid biters too, you can make polluted artificial fish water from artificial fish water and raw meat, and farm puffers for meat.",
"date": "2022-12-15T00:35:15+00:00",
"quotes": []
},
{
"author": "leeux",
"content": "Thank you! Gonna have to recheck again then, I was having trouble finding it yesterday, but it was late and I was already tired. If it is as you said, then it's probably what I saw back then when I checked. \n \nWhat threw me in a loop was the fact that in my old base I'm sure I had a way to generate gardens that was fish water free and now I can't seem to find it, so perhaps that's what changed only. \n \nIn any case, I'm still a few techs behind from being able to breed puffers so I'll need to explore and find a few more gardens first so I can generate enough samples to research it all.",
"date": "2022-12-15T01:08:52+00:00",
"quotes": [
{
"author": "DaleStan wrote: Thu Dec 15, 2022 12:35 am",
"content": ""
}
]
},
{
"author": "valneq",
"content": "Making gardens requires you to make alien bacteria, which you \"normally\" get from fish water. But I want to claim there is a way to get the bacteria from farming mushredtato or some other plant. I don't recall if it's realistic to start farming mushredtato before having automated gardens, but maybe take a look at that too.",
"date": "2022-12-22T08:30:50+00:00",
"quotes": []
},
{
"author": "leeux",
"content": "Thanks! Yeah I saw that, and it's a good idea too. \n \nIn the end I had to give up the idea of using puffers only and make a Santa Ray fish petting/breeding build in order to have enough polluted fish water for the initial setup (module research), and that is working already... Now I'm dealing with the crystal making part, still trying to find the best place to build it, since it requires stuff from all over the factory. \n \nSorry for the late reply, it's been some time since I checked the forums... been a bit ill these last week. \n \nEDIT: As for the gardens without fish water, I remembered what happened: In my old base I used to also have all the MadClown's mods too, and one of them add recipes for creating gardens that don't need fish water! This time I decided not to use MadClown's mods from the start, but I didn't knew one of the things that I was going to miss was this one!",
"date": "2023-01-02T15:10:28+00:00",
"quotes": []
}
] | 4 | 2022-12-14T17:13:25-06:00 |
forum-topic-12890 | 12890 | [0.11.22] Challenge Mods (3) / Tools (1) | Fentus Challenge & Tool Mods | https://forums.factorio.com/viewtopic.php?t=12890 | Fentus | NEW! 0.12.24 viewtopic.php?f=96&t=20436
Tools:
[0.11.22] SpeedControl 1.0.1
Description: Things are just not fast enough... (This mod adds two buttons to increase or decrease the speed of the game.)
Screenshots
Download
SpeedControl_1.0.1.zip
(3.43 KiB) Downloaded 2909 times
Challenge Mods:
[0.11.22] BeltsAreBroken 1.0.0
Description: o noes... The belts have stopped working!!! (This mod deactivates the movement of belts!)
Screenshots
Download
BeltsAreBroken_1.0.0.zip
(2.92 KiB) Downloaded 649 times
[0.11.22] NoHandCrafting 1.0.0
Description: No hand crafting because you have carpal tunnel... (This mod adds 2 starting options to progress and disables all crafting by hand!)
Screenshots
Download
NoHandCrafting_1.0.0.zip
(3.14 KiB) Downloaded 764 times
[0.11.22] FuelFarmer 1.0.0
Description: You fell behind in class, so you were never taught how to interface the electric inserters to the power grid.
Screenshots
Download
FuelFarmer_1.0.0.zip
(2.78 KiB) Downloaded 713 times
Want a challenge mod made? Leave a detailed post about the challenge and I will look into it!
Please if you use any of these mods on http://www.twitch.tv/ or https://www.youtube.com/ post a link here so we can see!
TODO
Mod [NoHandCrafting] Update more complex.
Mod [SingleAssemblyLine] Assembly machines must all be touching.
Mod [It'sALittleTooDark] basically disables solar & make it darker so lights are needed.
Change Logs
Uploaded SpeedControl 1.0.1: Fixes, game speed on save / load. | [
{
"author": "Yonany",
"content": "when it will be availabe for 12.5?",
"date": "2015-10-22T10:36:38+00:00",
"quotes": []
},
{
"author": "Fentus",
"content": "I plan to update these mods and add more after the steam release.",
"date": "2016-02-23T07:48:22+00:00",
"quotes": [
{
"author": "Yonany wrote:",
"content": ""
}
]
},
{
"author": "Fentus",
"content": "Updated for 0.12.24: viewtopic.php?f=96&t=20436",
"date": "2016-02-24T23:29:24+00:00",
"quotes": []
},
{
"author": "Yonany",
"content": "ty Fentus, i saw your PM but i cant reply yet, im new here",
"date": "2016-02-25T07:14:16+00:00",
"quotes": [
{
"author": "Fentus wrote:",
"content": ""
}
]
},
{
"author": "Kayanor",
"content": "Moved on request by mod creator.",
"date": "2016-03-09T11:28:20+00:00",
"quotes": []
},
{
"author": "Fentus",
"content": "Thanks!",
"date": "2016-03-11T18:37:46+00:00",
"quotes": [
{
"author": "Kajanor wrote:",
"content": ""
}
]
},
{
"author": "Gully",
"content": "Hello Fentus, thanks for the challenge mods. \n \n\nI have an idea for another little challenge mod. BadWifiConnection makes it so that Roboports don't connect their logistic zones, which means that the \"easy\" endgame of a very large logistic zone is not that easy anymore. But I'm not sure if that's even possible, or if the connection between Roboports is hardcoded. \n/edit: If it's hardcoded, I have another idea: You could just restrict Roboports so they can't be placed too close to each other. \n \n \nI'm making an After Action Report in a webforum with BeltsAreBroken. The link is here . But this is a) in German and b) only text and pictures, no videos.",
"date": "2016-03-22T06:32:38+00:00",
"quotes": [
{
"author": "Fentus wrote:",
"content": ""
}
]
}
] | 7 | 2015-06-11T15:38:50-05:00 |
forum-topic-127381 | 127381 | Perspective factorio is beautiful | General discussion | https://forums.factorio.com/viewtopic.php?t=127381 | kbios | Full credit to this reddit post https://www.reddit.com/r/factorio/comme ... tion_from/ for the original patches.
I just adapted the shader for 2.0 and tuned the parameters to what looked more visually pleasing to me, I feel the slight perspective makes gameplay more immersive | [
{
"author": "mmmPI",
"content": "would be more impressive with a \"before/after\" , just saying this because i don't see the difference \n \nIt look like the shadows are a little more pronounced in the bottom right direction ?",
"date": "2025-03-12T07:53:43+00:00",
"quotes": []
},
{
"author": "quineotio",
"content": "Maybe it takes a bit of experience playing the game to notice? The perspective is different. \n \nOn another note, I wish there was more indication what recipes/modules the buildings had without using alt mode, because the graphics are cool, but you rarely get to see them.",
"date": "2025-03-13T07:59:50+00:00",
"quotes": [
{
"author": "mmmPI wrote: Wed Mar 12, 2025 7:53 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "Thanks you genius that's written on the title, that doesn't make it more visible !",
"date": "2025-03-13T13:58:20+00:00",
"quotes": [
{
"author": "quineotio wrote: Thu Mar 13, 2025 7:59 am",
"content": ""
}
]
},
{
"author": "quineotio",
"content": "",
"date": "2025-03-13T16:00:18+00:00",
"quotes": [
{
"author": "mmmPI wrote: Thu Mar 13, 2025 1:58 pm",
"content": ""
},
{
"author": "quineotio wrote: Thu Mar 13, 2025 7:59 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "obviously not, that's why i suggested the picture duh",
"date": "2025-03-13T16:42:04+00:00",
"quotes": []
},
{
"author": "quineotio",
"content": "Some people find it hard to see things from different perspectives. All they see is shadows.",
"date": "2025-03-13T16:49:22+00:00",
"quotes": [
{
"author": "mmmPI wrote: Thu Mar 13, 2025 4:42 pm",
"content": ""
}
]
},
{
"author": "eugenekay",
"content": "The sprites have been squished slightly to represent a “One Point Perspective”, aka 3D View using Factorio’s 2.5D layered sprites. Vertical lines are no longer straight - Tiles are angled near the left/right Edge of the screen; and are smaller at the Top (farther away) than the Bottom (close to the camera).",
"date": "2025-03-13T17:53:32+00:00",
"quotes": [
{
"author": "mmmPI wrote: Wed Mar 12, 2025 7:53 am",
"content": ""
}
]
},
{
"author": "kbios",
"content": "I've recorded a video that should make the effect easier to see \n \n 2025-03-13 21-19-09.mp4 \n (26.68 MiB) Downloaded 43 times",
"date": "2025-03-13T20:22:17+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "Thanks ! that clarify things \n\nThank you ! That makes it more obvious, near the minimap in particular with the motion i agree it look beatiful x) not a problem of tilted screen anymore \n \n\nthey should watch this : https://www.youtube.com/shorts/SIf8l2pT918",
"date": "2025-03-14T13:51:07+00:00",
"quotes": [
{
"author": "eugenekay wrote: Thu Mar 13, 2025 5:53 pm",
"content": ""
},
{
"author": "kbios wrote: Thu Mar 13, 2025 8:22 pm",
"content": ""
},
{
"author": "quineotio wrote: Thu Mar 13, 2025 4:49 pm",
"content": ""
}
]
},
{
"author": "Eternal",
"content": "the picture makes me dizzy, i prefer it normal",
"date": "2025-03-15T11:46:25+00:00",
"quotes": []
}
] | 10 | 2025-03-10T21:47:25-05:00 |
forum-topic-126900 | 126900 | [2.0.32] Crash shift clicking iron ore into trash slot (ItemStack::swapWith) | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=126900 | pentolope | Unfortunately, I could not reproduce the issue. The crash occurred once. Since the save (file is attached), I rode a train back to "Player Train Idle" station, got out of the train, started walking, and shift clicked iron ore from my inventory to my trash slot. The game crashed with the iron ore in the trash slot highlighted yellow. I do not know how to reproduce or if it is reproducible.
I have a suspicion that my computer's DRAM may be slightly unstable, so don't look too hard into this crash. I recently backed off my computer's DRAM timings because I got a MEMORY_MANAGEMENT blue screen. I should go run a full memtest86...
To my untrained eye, the log file makes it look like a NULL pointer dereference: Code: Select all Access Violation: Read at address 0000000000000028 that isn't related to shift clicking the iron ore (because of the stack trace). | [
{
"author": "",
"content": "Thanks for the report however without a way to reproduce this, it looks like a standard case of memory corruption/failing hardware.",
"date": "2025-02-18T15:38:07+00:00",
"quotes": []
}
] | 1 | 2025-02-16T19:59:36-06:00 |
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