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-123153 | 123153 | A way to plant trees anywhere on Nauvis | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=123153 | Egono | The recent patch which fixed what was apparently a bug that allowed you and agricultural towers to plant trees anywhere on Nauvis was a real bummer. Now you cannot plant trees in deserts or on landfill (not nuclear ground either), which made a pretty and cool niche tech for combating pollution in those massive desert maps or on top of lakes significantly worse. I think it was an unneeded nerf. It was also an interesting, albeit not very good, power generation method.
It would be nice if either the change was reverted, making trees plantable on any nauvis soil by default (or at least on landfill), or an introduction of a "Nauvis overgrowth soil" of sorts, a fertilizer if you will, to make the deserts and landfill fertile. Heck, if you are feeling lazy, make nuclear ground plantable, as a costly and manual way of doing it.
Also would be cool if it were possible to plant trees using bots, but if you think this shouldn't be implented i understand why. | [
{
"author": "AileTheAlien",
"content": "I'd be fine with some kind of Fertilized Soil for Nauvis. IMO, it'd be reasonable to unlock it on Gleba.",
"date": "2024-11-28T08:50:17+00:00",
"quotes": []
},
{
"author": "jamiechi1",
"content": "I don't think it was a bug, but just one of the stupid game changes made by the developer. \nThere were some mods that dealt with this, and added fertilizer that could be placed on the ground, but I am not sure they were updated for 2.0 Factorio yet. \n \nThis was a really really dumb change in my opinion. \n \nEdit: This mod helps with this. Places normal ground near water, instead of the new Landfill tiles. \n https://mods.factorio.com/mod/nicefill- ... rom=search \n \nEdit2: Added a request to update the Landfill Painting mod: \n https://mods.factorio.com/mod/LandfillP ... 8a71ad9ade",
"date": "2024-12-01T22:00:25+00:00",
"quotes": []
},
{
"author": "sp55aa",
"content": "in fact, we can plant trees in deserts, in real world",
"date": "2024-12-02T04:42:15+00:00",
"quotes": []
},
{
"author": "BroccoliUltra",
"content": "Signed up to request this and found this post. Letting us plant on Nauvis desert has many positives. \n \nPotential for a new soil type, or just reverting the patch. \nWe can terraform practically everything else by the end of the game, why not the desert? \nNo feels-bad moment like we had on our server when we found out you can plant trees but there's no greenery for miles - nobody wants to move a late game factory \nA way to decorate and make 'green' factories, begetting a thousand youtube videos \nBy the time you unlock the tech, you have likely solved the biter problem, so the pollution reduction wouldn't be OP. \nHowever this would also allow for players to do early-Gleba runs to get the tech and try low-pollution builds if skilled enough. \n \ntldr; patching this removed interesting gameplay \n \nThanks for your time",
"date": "2024-12-21T02:49:25+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "+1 for some sort of Nauvis overgrowth soil",
"date": "2025-01-31T14:11:08+00:00",
"quotes": []
},
{
"author": "juliawtapp",
"content": "you can plant trees in deserts. it's just a few specific tiles (the barren sand ones) that are unplantable. \n \nMy nauvis starting area was a huge desert at the start and is now a massive forest",
"date": "2025-02-05T13:58:54+00:00",
"quotes": []
}
] | 6 | 2024-11-27T19:41:24-06:00 |
forum-topic-58868 | 58868 | [MOD 0.17.x] pY Fusion Energy | PyMods | https://forums.factorio.com/viewtopic.php?t=58868 | pyanodon | Description:
Details:
Factorio Version: 0.17.x
Version: 1.1.4
License: CC BY-NC-ND 4.0
Tags: fusion
Add fusion reactors that produces copious amounts of energy if you keep the production chain well tuned.
Add new buildings, recipes and resources.
Fully compatible with Bob´s mods and vanilla. If use Bobs, you will need at least, bobs plates and their dependencies.
Avoid depreciation of earlier technologies, the more you progress, more reactors are unlocked, but they don't substitute the older ones.
This mod will have a dependency: PY Coal Processing
Download : https://mods.factorio.com/mods/pyanodon/pyfusionenergy
Compatibility mod for Angel´s: https://mods.factorio.com/mods/kingarthur/PyCoalTBaA
LONG DESCRIPTION Advanced mod in energy generation that will unlock the first reactor only on blue science level. If you like extended production chains and the need to keep supplying resources for a great goal, that mod maybe will satisfy your needs. Several new resources will be added in the game such as Deutherium, Helium, Superalloys, Thermomagnetic materials, Closed loops etc as well as new buildings. This mod will gave and expand new uses to common materials in PYCP mod and will change base game (as well as bobs) to be compatible and more fluid interaction between them.
BASIC ORGANOGRAM
*try open the image in a separated window to see it in full resolution
Molybdenum chain
Vanadium chain
Diamond chain
Helium chain
THANKS Big thanks to Nexela which will provide some support into this new step
Change log
0.1.0 Added to mod portal
0.1.1 Fixed small bug
0.1.2 Fixed major bug, some balances
0.1.3 Fixed major bug, some balances
1.0.0 Compatibility with 0.16 release. Lots of balances.
1.0.3 Few balances. Added molybdenum dedicated mine. Fixed fluids
1.0.5 Lil balances. Remade some ore patches
1.0.6 Updated library
1.0.7 Lil balances
1.0.8 Huge balancing stuff, prepared the mod to receive pyRO
1.0.9 = Several bug fixes and optimization
1.1.4 = Alpha release for 0.17
Any doubts, suggestions, bugs, comments and ideas, please write bellow. | [] | 0 | 2018-03-19T15:55:51-05:00 |
forum-topic-73328 | 73328 | My "small" sandbox. | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=73328 | azesmbog | Greetings to all !!!
I play this game not so long ago, somewhere from September-October 2018.
I want to tell you a little about the "scalability" of this game in relation to computer hardware
I recall the minimum requirements:
MINIMUM:
OS: Windows 10, 8, 7, Vista (64 Bit)
Processor: Dual core 3Ghz +
Memory: 4 GB RAM
Graphics: 512MB Video Memory
Storage: 1 GB available space
Additional Notes: Low sprite resolution and Low VRAM usage.
In the early stages of the game, in my humble opinion, IMHO,
just a little less is enough.
I have access to several computers (5-10), started to play on the configuration
Processor: Dual core 3Ghz + (775 socket), Memory: 3 GB RAM (DDR 2), Win7-64
Over time, the game map gradually increased, FPS / UPS went down.
First I increased the memory up to 4 GB, and then I replaced the processor with a Quad core, but over time it was no longer enough, especially the memory, the game loading time was indecently large, from several TENS minutes to an hour, and the record was up to TWO! hours These are real numbers.
The processor did not cope with packing and writing a zip file)
But at the same time, the same game preservation worked quite comfortably on another computer - Quad core 4Ghz + (771 socket) + 6 GB RAM (DDR 2), Win7-64
Subsequently, and it began to "slow down", increased the amount of memory to a maximum of 4x2 GB RAM.
The memory bars of the DDR2 are only 2GB maximum, comrades from China of course make 4 GB modules, and I even tried this one, but it does not work, it was not lucky. )))))))))
Next computer reincarnation only! for the game in Factoryio was collected the following:
Processor: Dual core 3,3Ghz G4400 (1151 socket), Memory: 8 GB RAM (DDR 4), Win7-64 on an SSD disk on a simple motherboard on a b110 chipset.
The processor is of course very weak, and soon it was replaced by intel Core I5-6400 non K with 2700 MHz and without the possibility of overclocking: ((
For some time this configuration was enough, but the volume of the game map grew continuously, and soon this was not enough
Let me remind you, the motherboard is the simplest, with two memory slots, I had 2x4GB
Well, I purchased 8GB, I replaced one module, 8 + 4, 12 GB became
Still enough for a while
The next dilema was what to buy - another 8GB or?
I purchased a 16 GB memory module. With the previous 8 GB in total, it was 24 GB (2 modules of 4 GB per box until better times)
When the size of the saved zip file reached about 600 MB
FPS / UPS began to sink again: (((
First, a little - 48, then 40, then for a long time was 30-32, but sometimes it fell to indecent 28 and less
And this is with 24GB of memory and a 4-core processor, which in burst should have worked at 3.3 GHz.
Sadness (sadly) ..
But that's not all )
Since I did not stop playing, the size of the MAP increased, FPS / UPS fell, then I got another dilemma )
It was possible to add more memory, for example, another 16GB, but here the game apparently rested in processor performance.
Yes, it was possible to change the CPU processor to some more productive one, for example, to Core I7, although this is also not cheap: (((
And note, all for one game))
I went "the other way", as one of the leaders of the proletariat used to say
I changed the unpretentious motherboard for the luxury version of Asus Hero VIII !!!!!!!!
That was two weeks ago.
What I have now, the current configuration
Processor: Quad core 2.7Ghz I5-6400 non K @ 4100 GHz, Memory: 32 GB RAM (DDR 4) (16 + 8 + 4 + 4), Win7-64 on an SSD disk
Of course, the processor can be further accelerated, for example, up to 4.5 Ghz, possibly higher, up to 5, but so far the overclocking has rested on cooling, which is why it is so small. But at the same time, FPS / UPS = 60 and no lags
In the future, when all the same FPS / UPS subsides / falls, I will be able to overclock the processor, well, in extreme cases, increase the memory to 64 GB ))))))))))
Well, now actually some screenshots from the game, with explanations.
techinfo.png (181.77 KiB) Viewed 15527 times
Some technical information.
On the left table, the size of the paging file, depending on the size of RAM
I did tests on the same file with different memory sizes, if anyone is interested, then factorio-current.log is for each test.
Below is a CPU-Z window with processor information. Next to it is the Task Manager window, which shows the current total memory and the game currently being used
At the top right you can see the size of the zip files, the current state of saving the game.
test0105.zip is on it I conducted tests with different memory sizes
As you can see the current file is already more than a gigabyte, and this is not the limit)
basa.png (352.76 KiB) Viewed 15527 times
This is my main base.
Neatly lined with paving slabs)
On the left there are 3 modular reactors, each with 8 cores, totaling 3x1.2 = 3.6 Gw at the maximum, but they were no longer enough, therefore, a little further)) another 1.2 and one spare for 1.2GW were built
Arsenal_4.png (2.59 MiB) Viewed 15527 times
In this screenshot, my second base with two modular reactors and a huge ammunition manufacturing plant)
Located at around 100,000
Slightly smaller storage of shells is on the main base, and at around 17,000
p.s. I wanted to hide pictures under spoiler, but something didn’t work
Arsenal_5.png (1.91 MiB) Viewed 15524 times
This is a warehouse of shells at around 200,000, I hope you can see the coordinates in the upper left
(Yes, the same storage / warehouse at 17,000)
res.png (353.7 KiB) Viewed 15523 times
These are my achievements, the range of fire of guns (4 m) is especially well pumped,
damage by laser turrets (4m) and field productivity (+ 1120%)
On the left you can see iron deposit 2,5G
Now I will tell my current goal)
Everyone has their own, someone has the longest eats builds, someone has the largest nuclear reactor at 100,500 GW, someone at 50,000 satellites per second launches)
(by the way, I have a little more than 30,000 satellites of all launched)
Someone from sports interest with mods and on a lightweight map, as I understand it, without living creatures, reached the edge of the map.
So here. I have generated the most standard vanilla map, not a single digit has been changed. And the game is vanilla, not a single mod! ) Livestock respawn as it should be, water spaces no less than normal. Landfill has already used 100,500 million tons. Joke. Maybe more))
In general, the most standard map, by the way, I play on version 16.51, but as you can see at 17.56 it also works quite well, only the animals are more aggressive, but my turrets cope with it more or less.
neither do I go east until 200,000 cells have passed, this is no less than 1/5 of the whole way)
I walk slowly, I build everything with my hands, without mods, a double-track railway with laser turrets for protection, I clean the space around with cannons, and with turrets I finish curious little animals)
By the way statistics on them
kills.png (69.85 KiB) Viewed 15521 times
Here are more detailed statistics, I had to sacrifice myself)
kills2.png (47.96 KiB) Viewed 15520 times
here you can see the number of hours played
4798 !!!
Who is bigger??
By the way, in a day you can get about 10,000 cells, with stripping, placement of guns and stations, for 100,000 you need about 10-15 days, for the total I have to go through 800,000 and kill several million more innocent animals)
This is if there are enough computer resources, or mine. Who will win ))
Thanks for attention. If you have questions - ask. But I do not advise to repeat my feat))))))))))))))))
ps - now I hope it is clear why I need such stocks of artillery shells?
by the way, it’s up to about 50 minutes to get to the mark of 200,000 in one direction, so you don’t come across a lot to the main base.
p.p.s. The territory around the main base is also open huge, approximately 25,000 x 14,000 cells, along the perimeter of itself guns and turrets. | [
{
"author": "slippycheeze",
"content": "…I thought you couldn’t be right, but you have a 1.3GB save post-compression. I’m honestly impressed by how big that is, and not surprised you are having some issues there. Just reading that from main memory, discarding everything else, would be a noticeable amount of time on a benchmark despite being the “perfect” case for main memory reads - bandwidth is measured in multiples of that number, haha. \n \nThat is a heck of an impressive achievement, bringing it that far to the knees.",
"date": "2019-07-16T19:16:45+00:00",
"quotes": [
{
"author": "azesmbog wrote: Tue Jul 16, 2019 12:14 pm",
"content": ""
}
]
},
{
"author": "azesmbog",
"content": "How can I be right \nIf I speak about \"several\" hours - it means more than two hours and further) \nI saw the record for two hours personally, and this, with a zip file volume of much less than 600 MB, so if you extrapolate .... \nHere is a small table:\n \n \n \n table.jpg (48.44 KiB) Viewed 15450 times \n \n \n\nFirst, tell about the lower part \nThis is the very first computer, it is quite comfortable to play on it, even launching satellites, for example, with a zip file size of 10-20-40-100 MB \nAbove, problems with the lack of both memory and processor performance are already beginning. \nThe result in the table is the download of the test file test0105 with the size of 661 MB \nAs you can see, it was even successfully loaded, for a little more than an hour , 1 h 6 min? probably? \nI am more than sure that if I clicked \"save\", I would not have written this text soon, I think it would take about three hours, not less \nThe game even started, but the FPS / UPS fell to 0.8-1 units )))))))) Alas, I made a screenshot, but did not save it, I do not want to repeat this feat) \n \nNow over the top of the table. \nThis is the last but one reincarnation with an i5-6400 CPU @ 2.70GHz processor and different amounts of memory. \n(factorio-current. log of all tests is available if interested) \nTests were carried out with a non-overclocked processor at a frequency of 2.7 GHz and a test0105 file with a size of 661 MB \nAs you can see, even with 4 GB of memory, the game was loaded, but in 484 seconds, this is 8 minutes , and an average of 30-40 seconds. \nWith the current file at 1.3 GB, the download feels like 40-50 seconds, the record is about a minute. My autosave is set every 20 minutes \nWith the latest configuration @ 4.1 GHz \\ 32GB of memory, I did not conduct tests, but if you wish, you can spend some time at the expense of the game",
"date": "2019-07-17T10:58:56+00:00",
"quotes": [
{
"author": "slippycheeze wrote: Tue Jul 16, 2019 7:16 pm",
"content": ""
}
]
},
{
"author": "slippycheeze",
"content": "haha. but I think I misspoke: I thought \"that can't be why\", not \"that didn't happen\". and I was wrong. \n \nSeriously, though, just reading through the zip data in memory to decompress is gonna take at least, like, 1/12th of a second or more even on the latest hardware. That doesn't count writing it back out, or actually decompressing it, or anything. \n \nThat is one heck of a base, there. So big!",
"date": "2019-07-17T18:20:40+00:00",
"quotes": [
{
"author": "azesmbog wrote: Wed Jul 17, 2019 10:58 am",
"content": ""
},
{
"author": "slippycheeze wrote: Tue Jul 16, 2019 7:16 pm",
"content": ""
}
]
},
{
"author": "azesmbog",
"content": "The size of the base can be indirectly judged by the size of the game save file. \nSo, I didn’t disappear anywhere, and during this time I continued to slowly and systematically move forward with my goal - to reach the edge of the map without any mods and systematically destroying all living creatures along the way \nThe previous mark was 200,000 cells (meters, kilometers ?? ) and the save file was some kind of insignificant 600-700 Mb, that's right, pah, nothing! \nThere is a much later screenshot at 333,333 cells, the game was eating 22 GB of RAM, this is also very, very LITTLE! \nat the 433,000 mark, I also probably took a screenshot to see how much memory went into the path of 100,000 cells, according to my calculations, approximately +3 GB \nIn general, at around 500,000 kilometers the game \"ate\" used 31.5 GB of RAM from 36 GB of installed memory available at that time (four memory slots 16 + 8 + 8 + 4) \nAnd please note this on the original vanilla version 0.16.51 \nHaving extrapolated the results, I came to the conclusion that in order to reach the mark of 999,999 I need at least +15/18 GB of memory), that is, about 48 GB of RAM ))))))))) \nBut then finally I decided to finally switch to version 0.17, although this is still a beta. I’ve been playing 0.17.66 for the last few days, I haven’t gone back, I already found a few errors, maybe I'll write a bug report later. \nSo here. Some more statistics) \nMy last save at 0.16.51 was 1847115124 bytes in size, or 1.71 GB - this was the last time 08/27/19 \nIn the .017 version, the game was slightly optimized, at the moment the save file takes 1.25 GB on disk, and RAM now requires 25.5 GB, all at the same mark of 500,000+ cells. \nI didn’t move further, I decided at this point to clear a small territory and build from ZERO! new base. To do this, I left all the inventory and equipment on the edge of this site and in the middle of it I build a new base. Starting with a pickaxe, coal and stone stoves and coal electricity In these three days I have already built a nuclear power plant, as always modular for 8 reactors \nI also launched the current game on a computer with a Pentium G4560 processor Kaby Lake @ 3500MHz ($ 80) +8 GB of memory - a very sad sight: ((-fps / ups = 6 - 8 \nIf you add a +4 bar and a total volume of 12 GB, you can play more or less, 40-48 UPS \\ FPS ((( \nupd: \nYes, I forgot to add \nWith 12 GB of memory and the G4560 processor loading the game is about 5-10 minutes, but recording the same game is 47 minutes !!! \nOn my i5-6400 @ 4555 all this is much faster, but I feel that by the end of the year I will have to change the processor to a more productive",
"date": "2019-09-02T10:44:50+00:00",
"quotes": [
{
"author": "slippycheeze wrote: Wed Jul 17, 2019 6:20 pm",
"content": ""
}
]
},
{
"author": "azesmbog",
"content": "Passed 2/3 of the intended path - 666 666,6 cells \n \nFPS/UPS does not rise above 52 units; in especially difficult cases, it already “sags” drops to 30 \nAnd this is on the quad-core i5 @ 4500. Sad \n \nAs always, some statistics: \ndestroyed a total of about 20 million bitters, all sorts and different \n463k laser turrets were installed; 11.1 GW of power was used. The rest of the base consumes 4 GW \n1.6 GB game save file \nThe game already consumes physical memory over 27 GB out of a total size of 40 GB \nOn the second configuration with a memory capacity of 16GB, it is also still possible to play, but the page file with 20GB and saving the game takes about 30 minutes: (( \nI don’t know what’s going on with optimizing the game for multi-core processors, but most often the game works on only one core: ((",
"date": "2019-10-04T11:52:03+00:00",
"quotes": []
},
{
"author": "azesmbog",
"content": "I did it !! \nThe final! The end of the world, galaxy and the universe!\n \n \n \n final.jpg (189.94 KiB) Viewed 14021 times \n \n \n\nYou can’t go over the edge, but it’s still possible to shoot into a neighboring black hole !! \n \n \n \n zalp.jpg (83.01 KiB) Viewed 14021 times",
"date": "2019-12-22T13:35:34+00:00",
"quotes": []
},
{
"author": "azesmbog",
"content": "I hope this can be regarded as a \"giant structure\"? \nApproximately 33 GW of power generated. \nNow there are 5670 steam turbines installed, but more can be done. Adding 50-100 pieces is not a problem at all. \nHow many reactors are under load - I did not count at all, but the temperature in the \"coldest\" place under load is 692 degrees. You can turn it off about a dozen ) You can also use 50 more pieces If you wish. \nI did this in reserve for the next six months. \nThe screenshot was taken by the command \n/ screenshot 16383 10000 1 \nThe entire station did not fit in the screenshot, on the right there is still the same block as on the left. \nI wanted to make the maximum screenshot size \n/ screenshot 16384 16384 1 \nBut for some reason the file is not saved, I tried it three times, it's strange I'll double-check it in another place later. \n \nThe final-2\n \n \n \n factorio220720.jpg (263.37 KiB) Viewed 13114 times",
"date": "2020-07-18T17:34:08+00:00",
"quotes": []
},
{
"author": "minetech48",
"content": "This here is the very definition of a mad lad.",
"date": "2020-08-03T06:46:06+00:00",
"quotes": []
},
{
"author": "azesmbog",
"content": "Pure vanilla \nNo portals \n2 million cells of a double track railway built without any mods, only blueprint and construction drones \nSeveral tens of millions of killed bitters \n10,000 hours of play on the internal counter (in fact, one and a half to two times more real time) \nSave file of incredible size. \nAnd so on and so forth.. \nIf interested, I can describe all this in more detail and attach the save \nWhether it is necessary?",
"date": "2020-08-03T12:18:56+00:00",
"quotes": [
{
"author": "minetech48 wrote: Mon Aug 03, 2020 6:46 am",
"content": ""
}
]
},
{
"author": "minetech48",
"content": "I would like to know how your supply line worked. With the trains taking super long time to reach you or your base. \nI would be interested in checking out the save.",
"date": "2020-08-03T18:15:10+00:00",
"quotes": [
{
"author": "azesmbog wrote: Mon Aug 03, 2020 12:18 pm",
"content": ""
},
{
"author": "minetech48 wrote: Mon Aug 03, 2020 6:46 am",
"content": ""
}
]
},
{
"author": "azesmbog",
"content": "Still, I'll tell you a little about my \"sandbox\" \nAs I said, this is pure vanilla, there are no mods, portals, etc. \nThe current version of the game, and the save is 0.18.33 \nPlaying time - 10,000 hours (already a little more) \nBut the time is counted, as I understand it, an hour for an hour, if UPS = 60, now my UPS does not rise above 37, \ntherefore, 30 minutes of game time takes me approximately 50-55 minutes of real time. \nMoreover, at the beginning of the year, UPS was equal to ~ 60. \nSome statistics and big numbers. \nLaunched satellites - 226358 (two launch sites in total) \nProduction productivity - + 3070% (as I understand it, any field increases x30 times) \nDamage of laser turrets - + 1420% (I need this to protect myself from bitters, they have a constant respawn) \nA total of about 25 million bitters were destroyed, \nOf these, 4.2M are large biters, 2.8M are monstrous biters. \nTotal electricity consumption - 43 GW \nOf these, the consumption of laser turrets is 36.5 GW, with a total of 1.5 million (or more \n \n\nNow about the supply and logistics. \nMajor huge bases - several, 3-4 for sure, and a large number of intermediate storage bases, arsenals. \nAt the zero mark is the very first base, the Cradle of Civilization , and the first launch pad for launching rockets. \nAt around 500,000 - the second main base and the second launch pad. Also on this base, the main production of shells, \nlaser turrets and rails. \nShells are transported along the entire railway track, and also to intermediate arsenals, which are located 100,000-200,000 cells apart. \nThere was a time when in arsenals a total of up to 700,000 shells were stored, now a little less, I think 500 thousand, \nin reserve, just in case. Shoot back \nShells between arsenals are transported by \"shuttle\" method, for 100,000-200,000 cells, \nbut the supply echelons run far, 1.5 million cells are obtained, with 5-6 intermediate refueling. \nIn time it is monstrously long, 15-20 hours, if without traffic jams and congestion, or maybe a couple of real days go \nto supply something urgent, necessary immediately \nTherefore, in addition to shells in arsenals, trains with rails, millions of tons of soil, \nand everything else necessary to expand further and further. \nThe most fun and difficult thing is to build and manage all this remotely, without being able to be present in person due to \nhuge distances \nWhy am I telling this in such detail if there is a preservation? \nWell I'm not at all sure if someone will download it and it will even work \nBy the way, the current size of the save file is 2,777 GB \nRAM must be at least 48 GB, because I tried to load from 32 GB - a very sad sight \nI now have 48GB installed, and the game just consumes these 48GB alone, I hope the paging file is almost not used (96 GB on an SSD disk) \nUPS I have now 37.5. This is still bearable, but further expansion is already difficult: ((( \nI would like to know if someone decides to perform a feat and load the save, how much will the average UPS be (if you do not touch anything), well, at least in 5-10 minutes. \nThe results on computers with AMD Ryzen processors are especially interesting \n \nOh yeah, the link to the save file: \n https://drive.google.com/file/d/11l2btO ... sp=sharing",
"date": "2020-08-03T20:13:32+00:00",
"quotes": [
{
"author": "minetech48 wrote: Mon Aug 03, 2020 6:15 pm",
"content": ""
}
]
},
{
"author": "disentius",
"content": "Well, of course I had to try it:) \nRunning factorio 0.18.42 on this: \n- Windows 10 \n- Intel I5 9600K \n- Gigabyte Z370 HD3 \n- 16GB DDR4 @3600 MHz \n- Memory use:\n \n \n \n 2020-08-04 11_42_13-System Information.png (3.98 KiB) Viewed 12902 times \n \n \nSavegame took about 30 minutes to convert and load. now running at between 8 -20 UPS. \nVery impressive base, sir.",
"date": "2020-08-04T10:59:30+00:00",
"quotes": []
},
{
"author": "azesmbog",
"content": "Thanks for checking and testing! \nYou are a very brave person !! \nOn our forums, young overclockers often argue about how much RAM is enough for modern games - 8 or 16 GB? In my case, as it were, 64 did not hurt, but alas, so far I have only 48 GB.\n \n \n \n CPU-Z.jpg (250.44 KiB) Viewed 12880 times \n \n \nAs you can see from the screenshot, the game easily uses 47GB. But alas, further expansion is hampered by a rather low UPS, even if I have a frequency of 4900 MHz across all cores, but the memory only works for 3200, because there are a lot of different modules With good memory, I think a few more UPS units can be obtained ...",
"date": "2020-08-04T15:21:39+00:00",
"quotes": [
{
"author": "disentius wrote: Tue Aug 04, 2020 10:59 am",
"content": ""
}
]
},
{
"author": "azesmbog",
"content": "2048.jpg (46.8 KiB) Viewed 12826 times \n \n \ndon't try to repeat either",
"date": "2020-08-05T22:33:17+00:00",
"quotes": []
},
{
"author": "azesmbog",
"content": "In that branch of the discussion it would be some offtopic, so I will answer here \nThis is just a branch in my world. \nI will repeat myself once again. Pure vanilla. \nSandbox. What could be the purpose here. Total destruction of spitters and biters and slow progress forward and forward. As long as there is enough health, the resources of my computer or the resources of the game itself Who will lose their nerves before ) \nAt the moment, the size of the save is 2 985 420 728 bytes. But there were already more than three \nThe total playing time according to the internal counter is more than 13 thousand hours, but the real one is 1.5-2 times more, because for a long time the UPS is less than 60, which is of course sad, but bearable ... \nI attach the last save, but I'm not sure if it is working, it takes 30 minutes to wait for loading (I checked it tonight on the previous save \n https://drive.google.com/file/d/1nd0fkH ... sp=sharing",
"date": "2021-07-07T22:57:56+00:00",
"quotes": [
{
"author": "Qon wrote: Wed Jul 07, 2021 9:51 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Some YouTuber might give this a hand and show us. Please.",
"date": "2021-07-08T06:53:33+00:00",
"quotes": []
},
{
"author": "Qon",
"content": "Thanks! I probably won't be able to download or load the save on my computer. But I think youtuber Nilaus and some others are looking for bases to showcase. I'll ask \nfor someone to make a video on it \nPeople need to see this!\n \nYep!",
"date": "2021-07-08T07:52:34+00:00",
"quotes": [
{
"author": "azesmbog wrote: Wed Jul 07, 2021 10:57 pm",
"content": ""
},
{
"author": "Qon wrote: Wed Jul 07, 2021 9:51 pm",
"content": ""
},
{
"author": "ssilk wrote: Thu Jul 08, 2021 6:53 am",
"content": ""
}
]
},
{
"author": "azesmbog",
"content": "To capture video, you need a very, very powerful computer, something from the latest processors from AMD Ryzen 7 5800X and above, and fast RAM 64 GB or more, because 48 GB of this map is definitely not enough",
"date": "2021-07-08T07:59:40+00:00",
"quotes": []
},
{
"author": "azesmbog",
"content": "My main base is on my home computer. But there is also my second base, on one of the computers at my place of work ) \nShe is only one year old, just over 5 thousand hours \nPure vanilla, but already DeathWorld Marathon, all by default. \nI launched the first rocket in 96 hours, only after that I began to build a railway, a nuclear power plant and a spidertron \nThe base lives on a computer running Win10, so I tried to capture video using regular means, here's what came of it: \n https://youtu.be/ZQU6oz2f8XU \n \njust an overview video of a small base. \nThe pollution was very high, so the biter and the spitter had to be pushed as far as possible beyond the guarded perimeter for a very long time and tediously. The size of the side of the large square is 10,000 cells, the total perimeter is 40,000 cells, or only 40 km \nthe whole map is divided into 4 smaller squares - 5x5 thousand cells. \nThe upper right \"small\" square represents a giant megalithic structure, completely covered with radars, drone stations and lined with beautiful mosaics, in terms of usefulness and necessity, clearly exceeding the Great Pyramids in Giza The mosaic is a little unfinished, still in the process) \nThe base itself is, of course, in the center, against the general background it is lost. \nIf you have questions, or for example, the save file itself is interesting - write, I will be happy to answer)",
"date": "2021-07-08T17:07:19+00:00",
"quotes": []
}
] | 19 | 2019-07-16T07:14:19-05:00 |
forum-topic-103931 | 103931 | Possible issue on Switch version on Map Generation? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=103931 | ValorielTalonheart | Heya, I’m a recent new player of Factorio on the PC and also got the Switch version just yesterday. Really have to say I’m quite an addicted fan now.
I noticed something really odd in the Switch version though, when starting up a new game and tweaking the resource values. On some of the map generations using the Preview feature on a new game, I was seeing some maps spawn where…
1: Uranium didn’t spawn at all
2: Oil didn’t spawn at all
3: Uranium AND Oil didn’t spawn at all
I made sure to see if the resources were checked on and they were as well. Some people in the Discord were saying that the preview doesn’t show the whole map and it’s possible they were entirely out of range. Is this true, or does the Switch version have a smaller map cut off in general? Could anyone clear this up for me? | [
{
"author": "",
"content": "There is not difference between map generation on Switch vs any other platform, there might be a smaller preview window but I doubt that. The preview window only shows you the area around your spawn location, the map itself is (almost) infinite unless you specifically set a size.",
"date": "2022-10-29T16:14:54+00:00",
"quotes": []
},
{
"author": "ValorielTalonheart",
"content": "So then it’s quite possible I’ll have to ping out with some radars. \n \nSorry. I’m still very new and thought the Map Preview was literally the whole map. I was worried I was getting a potential new game startup with random soft locks.",
"date": "2022-10-29T16:26:34+00:00",
"quotes": []
},
{
"author": "",
"content": "That is possible, but with default settings very unlikely. If you make sure you have oil in the preview you cannot get stuck, as uranium is not necessary to finish the game and mining it will only be possible later when you should not have issues expanding further out anyway.",
"date": "2022-10-29T16:48:26+00:00",
"quotes": [
{
"author": "ValorielTalonheart wrote: Sat Oct 29, 2022 4:26 pm",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "I guess there is no difference between the Switch and PC. You are just not yet familiar with the game. Nothing bad. Oil and uranium more near or more far is random. \n \nIn my first map, there was neither oil nor uranium ore visible. I had to explore around, and the first resources showed up after I mapped a considerable area around the starting area. I didn't think about the radar, instead I just ran around in bigger circles and uncovered more map chunks until some oil appeared. Well, it was actually my 2nd map, and I had disabled enemy bases, so I was able to just run around to uncover the map without being attacked. My real 1st map I abandoned soon, because I was overwhelmed/distracted by the enemies. I wanted to have my time learning the game mechanics and couldn't stand being distracted by something completely unproductive such as fighting the critters. (Meanwhile I accept the enemies as part of the game, but at the time they were just a nuisance and not fun. It's great how flexible you are at map generation)",
"date": "2022-10-29T23:04:36+00:00",
"quotes": []
}
] | 4 | 2022-10-29T11:02:57-05:00 |
forum-topic-115795 | 115795 | Autosave not autosaving at correct intervals | Technical Help | https://forums.factorio.com/viewtopic.php?t=115795 | NineNine | I'm playing a vanilla 1.1 game (no mods), and autosave doesn't seem to be working correctly. I have it set to autosave every 5 minutes, and as far as I can tell, it's autosaving every 35-ish minutes. It is sort of a big save, and it's running at about 7 FPS/UPS so I don't know if that has anything to do with it.
autosave1.png (7.67 KiB) Viewed 302 times
autosave2.png (16.7 KiB) Viewed 302 times | [
{
"author": "Nidan",
"content": "As far as I know, factorio measures the autosave interval in in-game time. 76 minutes between two autosaves (= 10 in-game minutes) is about 7.9 UPS, which matches the number you gave.",
"date": "2024-10-07T01:18:13+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "I never knew that. That makes sense. Thanks for the info!",
"date": "2024-10-07T01:28:11+00:00",
"quotes": []
}
] | 2 | 2024-10-06T19:46:56-05:00 |
forum-topic-126320 | 126320 | [2.0.32] Crash in main menu (renderSpriteDrawOrderRange) | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=126320 | Tinozaure | Code: Select all 0.001 2025-01-25 15:27:27; Factorio 2.0.32 (build 81349, win64, steam, space-age)
0.001 Operating system: Windows 11 (build 22631)
0.000 Initializing Steam API.
0.001 Program arguments: "E:\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.001 Config path: C:/Users/sfout/AppData/Roaming/Factorio/config/config.ini
0.001 Read data path: E:/SteamLibrary/steamapps/common/Factorio/data
0.001 Write data path: C:/Users/sfout/AppData/Roaming/Factorio [247112/1906901MB]
0.001 Binaries path: E:/SteamLibrary/steamapps/common/Factorio/bin
0.045 System info: [CPU: AMD Ryzen 7 3800X 8-Core Processor, 16 cores, RAM: 12160/32681 MB, page: 15764/34729 MB, virtual: 4353/134217727 MB, extended virtual: 0 MB]
0.064 Memory info:
0.064 [0]: G Skill Intl F4-3600C17-16GTZKW 16384 MB 2133 MHz 1.2 v
0.064 [1]: G Skill Intl F4-3600C17-16GTZKW 16384 MB 2133 MHz 1.2 v
0.093 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]
0.409 Video driver: windows
0.409 Available displays: 2
0.409 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 3070 {0x05, [0,0], 1920x1080, 32bit, 60Hz}
0.410 [1]: \\.\DISPLAY2 - NVIDIA GeForce RTX 3070 {0x01, [1920,0], 1920x1080, 32bit, 60Hz}
0.463 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll
0.626 Initialised Direct3D[0]: NVIDIA GeForce RTX 3070; id: 10de-2484; driver: nvldumdx.dll 32.0.15.6614
0.626 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none
0.626 [Local Video Memory] Budget: 7250MB, CurrentUsage: 7MB, Reservation: 0/3753MB
0.626 [Non-Local Vid.Mem.] Budget: 15572MB, CurrentUsage: 0MB, Reservation: 0/7914MB
0.626 Tiled resources: Tier 2
0.626 Unified Memory Architecture: No
0.626 BGR 565 Supported: Yes
0.626 MaximumFrameLatency: 3, GPUThreadPriority: 0
0.627 Graphics settings preset: very-high
0.627 Dedicated video memory size 8018 MB
0.710 Desktop composition is active.
0.710 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]
0.710 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:0,C:0,S:100]
0.752 [Audio] Driver:wasapi, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear
0.976 Joystick device connected: instance: 0, Xbox One Controller
0.977 Game controller connected: instance: 0, Xbox One Controller, Xbox One Controller
1.809 SteelSeries GameSense Controller initialized.
1.853 Info ModManager.cpp:444: FeatureFlag expansion-shaders = true
1.853 Info ModManager.cpp:444: FeatureFlag freezing = true
1.853 Info ModManager.cpp:444: FeatureFlag quality = true
1.853 Info ModManager.cpp:444: FeatureFlag rail-bridges = true
1.853 Info ModManager.cpp:444: FeatureFlag segmented-units = true
1.853 Info ModManager.cpp:444: FeatureFlag space-travel = true
1.853 Info ModManager.cpp:444: FeatureFlag spoiling = true
1.898 Loading mod core 0.0.0 (data.lua)
2.066 Loading mod base 2.0.32 (data.lua)
4.318 Loading mod elevated-rails 2.0.32 (data.lua)
4.703 Loading mod quality 2.0.32 (data.lua)
4.955 Loading mod space-age 2.0.32 (data.lua)
10.834 Loading mod base 2.0.32 (data-updates.lua)
10.875 Loading mod quality 2.0.32 (data-updates.lua)
10.907 Loading mod space-age 2.0.32 (data-updates.lua)
11.075 Checksum for core: 544741660
11.075 Checksum of base: 183736295
11.075 Checksum of elevated-rails: 2106445898
11.075 Checksum of quality: 3925140030
11.075 Checksum of space-age: 3216343430
11.626 Prototype list checksum: 3046732054
11.691 Loading sounds...
26.663 Info PlayerData.cpp:68: Local player-data.json unavailable
26.663 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1737671537
26.703 Post-data load graphics options: [Light occlusion: YES]
27.097 Initial atlas bitmap size is 16384
27.124 Created an atlas bitmap (size 16384x16356) [none]
27.144 Created an atlas bitmap (size 16384x16384) [none]
27.171 Created an atlas bitmap (size 16384x16384) [none]
27.172 Created an atlas bitmap (size 16384x14912) [none]
27.178 Created an atlas bitmap (size 16384x16384) [low-object]
27.178 Created an atlas bitmap (size 4096x1312) [low-object]
27.179 Created an atlas bitmap (size 16384x13440) [corpse-decay]
27.179 Created an atlas bitmap (size 16384x8392) [decal]
27.180 Created an atlas bitmap (size 16384x5596) [none]
27.180 Created an atlas bitmap (size 1676x79) [not-compressed]
27.180 Created an atlas bitmap (size 16384x4208) [mipmap, linear-minification, linear-magnification, linear-mip-level]
27.181 Created an atlas bitmap (size 4096x3104) [smoke, mipmap, linear-minification, linear-magnification]
27.189 Created an atlas bitmap (size 16384x16352) [terrain, mipmap, linear-minification, linear-mip-level]
27.190 Created an atlas bitmap (size 16384x4944) [terrain, mipmap, linear-minification, linear-mip-level]
27.190 Created an atlas bitmap (size 8192x4144) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
27.190 Created an atlas bitmap (size 8192x2576) [mipmap]
27.190 Created an atlas bitmap (size 2048x1520) [mipmap]
27.191 Created an atlas bitmap (size 4096x3152) [mipmap]
27.191 Created an atlas bitmap (size 4096x3152) [mipmap]
27.191 Created an atlas bitmap (size 4096x3152) [mipmap]
27.192 Created an atlas bitmap (size 8192x3808) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
27.193 Created an atlas bitmap (size 16384x6120) [alpha-mask]
27.221 Created an atlas bitmap (size 16384x16376) [shadow, linear-magnification, alpha-mask]
27.227 Created an atlas bitmap (size 16384x16368) [shadow, linear-magnification, alpha-mask]
27.227 Created an atlas bitmap (size 16384x7472) [shadow, linear-magnification, alpha-mask]
27.227 Created an atlas bitmap (size 8192x3952) [shadow, mipmap, linear-magnification, alpha-mask]
27.228 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
27.228 Loading 3D bitmaps.
27.368 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
27.395 Parallel sprite loader initialized (threads: 15, bitmaps: 8233)
51.399 Sprites loaded
51.452 Generated mipmaps (4) for atlas [4] of size 16384x16384
51.463 Generated mipmaps (4) for atlas [5] of size 4096x1312
51.479 Generated mipmaps (3) for atlas [10] of size 16384x4208
51.496 Generated mipmaps (3) for atlas [11] of size 4096x3104
51.534 Generated mipmaps (3) for atlas [12] of size 16384x16352
51.545 Generated mipmaps (3) for atlas [13] of size 16384x4944
51.561 Generated mipmaps (3) for atlas [14] of size 8192x4144
51.611 Generated mipmaps (3) for atlas [15] of size 8192x2576
51.622 Generated mipmaps (3) for atlas [16] of size 2048x1520
51.639 Generated mipmaps (3) for atlas [17] of size 4096x3152
51.675 Generated mipmaps (3) for atlas [18] of size 4096x3152
51.685 Generated mipmaps (3) for atlas [19] of size 4096x3152
51.702 Generated mipmaps (5) for atlas [20] of size 8192x3808
51.719 Generated mipmaps (3) for atlas [25] of size 8192x3952
51.750 Custom mipmaps uploaded (3189)
51.776 Video memory usage: 3586.87 MB (Atlases: 3455.63 MB, Textures: 131.24 MB)
52.241 Factorio initialised
52.245 Steam Storage Quota: 23761/23841
3986.319 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\libraries\StackWalker\StackWalker.cpp(924): StackWalker::ShowCallstack
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Util\Logger.cpp(337): Logger::writeStacktrace
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Util\Logger.cpp(379): Logger::logStacktrace
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Util\CrashHandler.cpp(183): CrashHandler::writeStackTrace
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Util\CrashHandler.cpp(654): CrashHandler::SignalHandler
minkernel\crts\ucrt\src\appcrt\misc\exception_filter.cpp(219): _seh_filter_exe
D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl(304): `__scrt_common_main_seh'::`1'::filt$0
D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\riscchandler.cpp(389): __C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFA099543F)
00007FFFA099543F (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFA090E886)
00007FFFA090E886 (ntdll): (filename not available): RtlFindCharInUnicodeString
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFA099443E)
00007FFFA099443E (ntdll): (filename not available): KiUserExceptionDispatcher
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Graphics\SpriteDrawOrder.cpp(219): renderSpriteDrawOrderRange<RenderSpriteIdentity>
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Graphics\DrawEngine.cpp(1577): DrawEngine::mergeSortedRowsAndDrawEntities
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Graphics\DrawEngine.cpp(1191): DrawEngine::drawEntities
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Graphics\DrawEngine.cpp(273): DrawEngine::render
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Graphics\GameRenderer.cpp(233): GameRenderer::renderInternal
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Graphics\GameRenderer.cpp(184): GameRenderer::render
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Gui\GameViewWidgetLogic.cpp(92): GameViewWidgetLogic::renderGameView
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Gui\SimulationWidget.cpp(230): SimulationWidget::paintComponent
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\libraries\Agui\Widget\Widget.cpp(1812): agui::Widget::recursivePaintChildrenInternal
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\libraries\Agui\Widget\Widget.cpp(1796): agui::Widget::recursivePaintChildren
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\libraries\Agui\DrawCulledChildren.hpp(17): agui::drawCulledChildren<`agui::Widget::recursivePaintChildrenInternal'::`7'::<lambda_1> >
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\libraries\Agui\Widget\Widget.cpp(1818): agui::Widget::recursivePaintChildrenInternal
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\libraries\Agui\Widget\Widget.cpp(1787): agui::Widget::recursivePaintChildren
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\libraries\Agui\Gui.cpp(913): agui::Gui::render
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Graphics\GuiRenderer.cpp(71): GuiRenderer::prepare
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\MainLoop.cpp(1146): MainLoop::prepare
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\MainLoop.cpp(708): MainLoop::mainLoopStep
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\MainLoop.cpp(412): MainLoop::run
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Main.cpp(1357): fmain
C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Main.cpp(1379): wmain
D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl(288): __scrt_common_main_seh
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF9FA1259D)
00007FFF9FA1259D (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFA094AF38)
00007FFFA094AF38 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
3988.890 Info CrashHandler.cpp:318: Executable CRC: 3191260255
3988.890 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.
5838.925 Uploading log file
5838.948 Error CrashHandler.cpp:270: Heap validation: success.
5838.949 Creating crash dump.
5839.199 CrashDump success | [
{
"author": "Tinozaure",
"content": "Soory for not giving much details. \n \nI launched the game then got something else to do and when I came back I saw the crash popup and sound was looping. \n \nRunning windows 11 Home Ed with all patches except the 24H2.",
"date": "2025-01-25T16:13:56+00:00",
"quotes": []
},
{
"author": "",
"content": "Looks like unstable hardware, see 114778 . If you find a way to reproduce it let us know.",
"date": "2025-01-25T16:31:33+00:00",
"quotes": []
}
] | 2 | 2025-01-25T10:10:24-06:00 |
forum-topic-91791 | 91791 | Emergency power supply | Energy Production | https://forums.factorio.com/viewtopic.php?t=91791 | Nosferatu | Do you want to guard your combinator setups against deep brownouts?
This power storage does not work like your usual batteries.
It only activates when your power supply is so low that combinators stop updating.
After that it tries to give only as much energy away as is needed for keeping you above the deep brown out threshold.
In the best case scenario it empty's only one power bank at a time and can give you 1,3GW for 267 seconds (2/3 of a day/night cycle)
In worst case it can deliver up to 10,4GW but only for 34 seconds.
After usage the battery disconnects itself from the grid and reconnects once your main power batteries are back to 100%
If you want your to load your emergency power battery while it's disconnected you can connect it to an emergency powerplant (not included in BP) using the power pole with the hazard concrete.
EmergencyPower.png (3.64 MiB) Viewed 3717 times
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 Copy blueprint
Blueprint only works with Factorio 1.1 or above
edit 2023: clarified how the battery recharges | [
{
"author": "SherpaMcDerpa",
"content": "I don't know why no one has commented on this. This is awesome. Thanks!",
"date": "2023-06-19T18:56:05+00:00",
"quotes": []
},
{
"author": "Nosferatu",
"content": "Thanks. What I like most about it is the light show when if fires. \nUnfortunately most of the time this happens I'm distracted elsewhere... \n \nMake sure to leave space above and below the installation so that you can easily expand it if your factory grows bigger.",
"date": "2023-06-20T07:43:32+00:00",
"quotes": []
},
{
"author": "Melodi-of-Crystals",
"content": "Can you get another photo of how it connects to the power grid? I can't copy the BP. (switch issues)",
"date": "2023-06-21T10:55:47+00:00",
"quotes": []
}
] | 3 | 2020-11-24T13:16:37-06:00 |
forum-topic-117459 | 117459 | [Space age] Logistic train without mods, pure vanilla - One train group to rule them all | Railway Setups | https://forums.factorio.com/viewtopic.php?t=117459 | Sworn | Tired of having to copy train configuration for each item, for each group, every new item or station?
This logistic train system will be the only train group you ever need.
Checkout my video about it: https://www.youtube.com/watch?v=Zp6RhK8l6k4
Features:
Automatic refueling.
Automatic select provider station (just like provider chest)
Automatic set requester pickups (just like requester chests)
No more train prioritizing the closest station
How many trains you want from 1 to N
Allow for trains with different capacity size
Auto calculate train capacity
Requirements:
Loader station (provider) have to have some sort of loading balancer.
Uses radar as logistic network in the red wire, so no using radar for other items, green in radar is free for use.
All loader station (providers) have to have the same name.
All trains have to be the same size.
To be checked:
train limit signal, to allow multiple trains in a single station. Currently it is designed to have multiple providers/requesters over a higher train limit.
Note on the train capacity, it is required that all trains have the same length, however, the wagon capacity can be reduced in game, or if you have mods that add extra-large wagons it will also works. Just read " Wagon Capacity " as how many stacks fits into one wagon; you can have it as minimum as only 1 stack, to any size a mod provides.
Also worth, note that this is made for items, so if you want to have a smart liquid train, you can have the exact same configuration, but your liquid providers have to have a different name then the item providers, and of course you will have to have a separated group for the liquid wagon. The icon you want for the brain is the liquid wild card, since the item wild card will only work for items, full cargo and empty cargo still works, then only difference is that you want fluid count > 0 instead.
Train group:
Make one train group with some name.
On your station schedule, add only one station, that will have the name of your provider station, if you use the bp below, it is called Provider station . That will be the only scheduled station.
On the interrupt, add the first as fueling, as print below:
Fuel station interrupt 10-25-2024, 18-22-35.png (31.31 KiB) Viewed 24514 times
select your fueling station, make sure it is robust enough to receive loads of trains, or just have multiples spread on the map with the same name.
Make sure you take into account the stack size of your fuel, for instance if you use rocket fuel that don't stack. Each locomotive has only 3 slots for fuel, so for rocket fuel I would use fuel < 2
Next, add another interrupt as your waiting dock:
Docking station 10-25-2024, 18-24-37.png (27.57 KiB) Viewed 24514 times
Select whatever station you want as a waiting dock, make sure it is robust enough to receive loads of trains, or just have multiples spread on the map with the same name.
Next, add your interrupt brain:
The brain 10-25-2024, 18-27-20.png (35.26 KiB) Viewed 24514 times
Your train group should look like this:
Sample group 10-25-2024, 18-29-39.png (59.65 KiB) Viewed 24514 times
Blueprints
If you don't have selector combinator unlocked, replace it with a constant combinator, using any signal with your stack quantity for the item and connect with the GREEN cable .
Provider station without balancer, only the station and combinator for wagon customization, use your own balancer:
0eNrVWM1u4zYQfhWBp7agt5ItW7KBLbDJqYcWPhTIIQkEWmJsIjKlUrSzbuAH6IPsi/VJOkP92pFtybtZYHNIRkPOR/Ljx+Ewr2QRb3iqhNRk9kpEmMiMzO5fSSaWksXok2zNyYwoJmKyp0TIiH8mM2dPWzoxJfRqzbUIB2GyXgjJdKIaUcP9IyVcaqEFz8cxH7tAbtYLrgCW1uNFTBFK0iSD3onEUQBhMPTtD2NKdmBOwNrjPI5AhvT8fFpAPa8BSUkkFA/zDg6gAStaJXGw4Cu2FYAAYTV0AM2Rgcuw4UmoTAc1NXqX4lS2QukNeKq55T0GnIUrZCjjCINYmWa4GwPgIkm5Yvk8yC8Qmmx0uukNvm8jaVT1jXgoIq46MjSeHjPkthNUwB6x0/y6703WLTIF80yZMvOckd8ISirn5YRysTNsFKzQzsPTHUxqI3XwpJJ1ICSEktkTizO+f2zlyq3noeEcLFd6YI5DmzpHBU3eEUktsOMesE532El3WG/aHdbrAet1h/V76rBiwn1PHZ6SzoHy6EFYILl+SdSzgVc8IjOtNpySpeJclvo6LdYLyv+E478ZwYBWQ+B4+xMSnlaAZYa5dN79Ms2+ZdpvZzrL27NDG1ZZ3hlIWAxsHnsvrH0Onr+hAdYDTpmotel0sBsfjWODidMBCtpJcOwKGiUsB5lO0rMC7iaxUKhwI3TAJVvE9c6X7kprV1wPnxp3Q+egP96I9b9/v+RAAKOTwKy+ko/5CpCLlPcY5S9EVJxFOVwWFPzni2/6eib4jOsASpJEmQ3P4crv7lBzuPgAS5f351wlW0wEVulCiuJ8A+GX/WHqTvHH921vanuO7brToeN7cAqW0EzJwvxmpvYhayZh0HLlsVgLXRRFx5pz+l600+rgjfbf72r9lkK7NsmFKx4+X3lHO8O+PPsHPF9Ob+/BemPFZd3nvMlsV/OJR+AEW6NrauSLwvxWRfG8tSL2bNs+rIl/vaImnp8oiB23PyVVMWJ3LEbe6dXQOe4Og772VWFO/fnSp6UwOZpst3KpdaPGfWsZf1Qq1/U7btR71TJ3/WoZUzGXj2d6+fbsB2430EcX0W/6oU8a4PXRalbU11R1sLsx20EWjngWKpEWMr6zPlp/Gn1YyZP1wpawXQ/yFrx3aFshS1kII1k/bZkUccwskVmu/fODvIE+jdBF8plnFhyQPPBBxizT2Pl3zdeWTqwFt+KERSDYNmk23l48BtkkXZ8znYXZPLyg/fB5kIl/OGk9KN71Gc2d/iAZ7bZTRmt/z32vHAb39wsQiani3qEOHdLRIzWWTx2whmCNjG8EFrxS0OlTF81habrUBXMKwVDqoBcbKVzk6HYQtOgCtlv1QWinGA/+YH8Eh67g90p7iLaJHaN/kvsnjT4TxPQAE9ZSsZjnvmKDRFTvDR4W+ALXiRM/OHgTXU4DRt7FQIW8aWnMiFuPfJwEyPlAu448TBTn4yZ12E2VMMyA5+OwgqlD58Wbxoo45DRT5gkkbtb4pywlMVvwuP39soUtMBSOJ0N8vYxd25tMvNF+/z8kSVmQ Copy blueprint
Feed into A signal the total amount of your loader chests, see next blueprint for sample, simplest way is to just connect all your boxes and have a math combinator with Each+0, output into A
Provider station with basic balancer:
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 Copy blueprint
Requester station without balancer, only the station and combinator for wagon customization, use your own balancer:
0eNrVWNtu4zYQ/RWBT21Bb3XzRcbmoclTgU0RFFvkITEEWmISIhKlpShn3cD/3iGpm72KLXm3AfZtPOQckmdmjki/onVS0lwwLtHyFbEo4wVa3r2igj1ykigfJylFSyQIS9AOI8Zj+hUtnR3unRQT0Znl7lYYUS6ZZNTg6h/bkJfpmgqAwfuhGOVZAbMzrlABYeIu7A9TjLZgemDt1LoHIG4DUkjY5uOTnOjd9oFVUO4cNhkzQSMz7PfAeiNgveGw/ghYZzjsdDjsPBgOO2tgYxqxmIpJlKVrxonM+rPlVtg+5GofHSOoLimyJFzTJ7JhAABRFWwIY7GGKpS3+wuq5oGJQoZtucltrra0YUKWRJ2xPrqeMflDlWBBFcjwoGuka2vkUldqKaAkJ0JTskQXqHbQsAomPEaqE7JS5qV8o8EUQkolMGwbzHwLpJRchg8iS0PGIRQtH0hS0N1q19cH82Zzqo0l4fJUsprW+jZdi/50FWa82LfhPLUuYGAwgVMcek/weAOeLzAA5wEnz0SqJ/UwWyqpcoCCfhIWDbJqAz4pZJYfbYJhZRoxEZVMhpSTdUJjtJSipLhxN/Wq5r5TtR6w89HAAIjMQn32qlqwYSJUTOR0xBqfFaKgJDZwRViRb47e9Y3sl4LKEL45mdDZNnD17+FQN6phQe2I4R3dMUnTi04brax/eJIRUBeITQkHkPokCUuZrL5iBwUUjFW8tom8QS10luK9JRKmz3WHHfTK24IzgNf+3nLsZi6BXD3BTlh0gp55sEdPHyEt1gEnIxvpptNILTNz24ZtZzkVdaH8jmpmxhVbLyXOeEqa24Iz8Bv5owi6PkdpPqmg76VPr9zdbcipfMnEsz6GUIJaadWjoJQbUTjc7LcxRjqqEPNp7M+S+x1Zst85S5RET+ck6vYwUb/9hInyRt9hprW+OIuBifq/7jC34+4w+rpdP5Tw6Q/nOHC7g+6dRL8chz7rgPv4tIKMAvc64O2rpvvlO+eqCKWTkC18dmNaRILlVY/cWhfWX7r4rOzBeiGPUAv3/Aq8t8q2IpKTCFayftkQzpKEWKywfPvXe34Jczqh6+wrLSzoPhN4zz/B+DXjLC25pa8b9zwhhVTxf8JFxZKZtaZWaW4o8D7oaYbOU5EmUKiZGKhZg1uhKxfQbdHzpGD/UtTbmtPzNdQJfhINvRqkof2XsfdSTbjXvQCRSpzuHOzgGfZW+G6GXbzAbmXBtcTXpo8D7ZzDxAA7YC3UsK2HA+30tOUppxp3FCZ8MCvbVbaarFwYisAxtqts7feU3zd+vzPHh8XBdlew4YYqI6lVFljcJkD1BPwC1xu9Ptl7Y50WAF3D1UJVDePaWCK/Xfmw/dHxQLuN3JeI43GzNuyykQq94PE4dX1tQ2+qV5IVU1Cz45FeGwY69MGC91/0bMVso14f+nmgHkww2v4FiFFC1hRqHP1Nv5S0gBRY9QMLow2kT9M/nbmBHwRT357PZnNvt/sPD4jR9A== Copy blueprint
Just as before, feed into A signal the total amount of your loader chests, see next blueprint for sample, simplest way is to just connect all your boxes and have a math combinator with Each+0, output into A
If you don't want a calculated minimum stock based on your train capacity, just remove the math combinator with division that outputs into M signal, replace it with a constant combinator outputting into M signal the minimum stock you want. Use bp below as example.
Requester station with basic balancer:
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 Copy blueprint
Sample provider:
10-25-2024, 18-34-16.png (4.36 MiB) Viewed 24514 times
Sample requester:
10-25-2024, 18-35-07.png (4.36 MiB) Viewed 24514 times
Full scale sample:
10-25-2024, 18-37-22.png (287.02 KiB) Viewed 24514 times
Note that priority on station max at 255, so don't go crazy low on the priority delay, keep it above 5k, having a low value in the priority delay, will result in all station having max priority which will lead to the train only attending to the closest station again. | [
{
"author": "FGenious",
"content": "Thanks for you work. I played it a little over for more compact size, didn't change any numbers and wires. \n \n \n \n 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8T1a3X6KS2m+x7vs/Wv3vJ3+w2u4g76wiX178R2nV/xJfQO0cA8JuCNGvEYrmRY/syaAF4UY+6qVX1F/lyBQ5ZEeIfmkR/RzitD4+RcipV46vI+khelJvZefOMYRCkuyQbShvRlXHEMhN8kNU9eLe72RDI0oRtg9I+4THlEnYzho/8O73WdN06RPN3TmBPjDlD8ZGwXTYrhSvaqs4bJ+HHzjxF0M8JgZF/cHIKBgL2yPhV20etuvAD1z4iqHL95AYEn8wPQomw3YC+FVb+XOajHKqwxa+vTjVcdhSsh848RcDHxODpv5gYhSMhS3D+lWbhy1s+oEjWtSo59eIFjXq+bUMW2z0qzaiRY36U63D1ta8OCVxHLZc5Ynu36bUqEclsX+jUnocjYUtcXjWnIetJXmi+7crlYxLwr9hdTgdRJNh6w+eNVdhU/qe6NpfEqPvANI5pD+KJsbRiO/34aliuLl7Qqj/R+3b+XtFfJAZArmZdvRD5hhkiUEWGGSBQU4wyAyDLDHIKA0qf+Qm9qcnssYgYzRIYwwyRoOUYJAxGqQUg4zRIEW0QaowGqQcg4zSoMAgD2rwUcCtSETahnKiLWX+RqZR2kSISUVdHCcKsZ6otLGbqI0x5eI4UYjvJImN7+Ro3tAc8th4XBBjiiqXX5r0bZwuArGkiKM50DZdd9I1xIZy8als/C7pYmcZmkfMxc5iwKd0vBmadtK3cb1sHC3HAwN+FGnobR6gOW3igJk8jgdOgBYN3eZxtCuLQ4wvM8IlLiaYoVVDmzwOn0O52pXL5aN0I3/axA0zeVy5AsrVoqHbPI7m29hiOmnigxlaNTRt44NBudDzJO6ie4NCYC/aBP+CDiVxUb7gImkuaBOOLKH2Rh3zi27jiEEYsAh6C8RdbG9AMDB48ddRvyhE/eIt7awFjAmshTmaNVHIIChYYwkS2DA05JdW4y7KmQQtS1chMA5It7TspAOtXBUU2aUdo0rs0u5Z+AGNAK3JLu3ya7FLu2fhxwrVhrSLSc9VUl+Jb6+M0NyVbq++rwBpfcvb48HRKCY42rIwnBVV9jkNC47Wef5bPynJO62TWDPp3OWUAptuV8VsWdxm6ypbrGdf7jJzfV98hk0pzYx2UWam0Hr2PH4HCMEr+3sDsi3m5W0xtZE2eqqQPAnnWf7ZJBWlQco3y+XeyG77+RHySUU6zhj3ZYw8Bz/GDtdmDHO9WdaGuLU3uCad+255Y1GU17WpBwbh/zLvbvFxWD1xLNroIzeGzwmEDoEllWKz8i/wb3bfDlTaXJabVb0Foxa3cwH5ZrFM5+X0ZpMuLy/+K4Vf604Q/KXLGWDVu3fmy0cAAQtigLitx+MdJvTbjUr2m2/GdtJqVzFtdbAyz/K56XB9Bh9r0rIFLG4lsVOCGZ9n1+msFWqzKrYVrJ922u1EWEsYqi2uXKxI0vuVkcaQCOqvArYy+NWg4yp3nZqWnNu6zKCis6Kc5cVsNa/u9tS5Lucp9MvieH/tLq2lrati8QnKyruRhGyqfW9dzYGw78g60ZjsTVnU26Pcbda5zdrbtLnNO7d5e5uNvdNxXmH8Rd9b4PSqKD51Sv1Y++CLWilrcDghwVKtRkDsNinew+DD/wO7G9zQ Copy blueprint \n \nBut there a still some kind of bug even in original. I've got two requesters for ore, two providers. One of them enables station pretty rarely. If I get rid of him, the second one doesnt enable station at all, even being full of ore.",
"date": "2024-10-27T12:55:01+00:00",
"quotes": []
},
{
"author": "Sworn",
"content": "blueprint you sent works just fine; both enables with no problem. \n \n \n \n 10-27-2024, 17-25-00.png (4.73 MiB) Viewed 24020 times \n \n \n\nDont forget that the station won't open/enable if there is no request for it. If only 1 station is being used, it just means that you are not consuming it fast enough to need two providers. \n \nThe requester will always alternate due the priority, providers get closed, so priority get reset as it doesn't mean anything for the provider unless you actually have two or more requests open at the same time, so if you are not using enough, only 1 provider will suffice, and the other will remain closed.",
"date": "2024-10-27T17:27:19+00:00",
"quotes": []
},
{
"author": "FGenious",
"content": "Well yeah, I guess now it work pretty fine. Don't know what was the problem at creation mode. Now my full factory of city blocks works only on these stations and trains, thanks a lot \n \n \n \nI've created this book with ready from box solution for three wagons system for solids and fluids, presetted trains are included. Credits to you! \n \n \n \n 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 Copy blueprint",
"date": "2024-10-29T17:15:51+00:00",
"quotes": []
},
{
"author": "FGenious",
"content": "Interesting observation. If you set a station name with a green “*” as the product type, all types of cargo will be unloaded there indiscriminately. \n \nThe issue is that in a live save, with identical setups, all trains automatically head to that station, even when there’s a steel request station with a higher priority. \n \nIn creative mode, however, the opposite happens: even if the “*” priority is higher, trains prefer to drop copper ore at the specialized drop-off point. Only if that drop is disabled do they then choose the alternative marked with “*” \n \nIn my current factory, due to this inconsistency, I’m only using this feature when I need to offload all stuffed trains into the hub using active providers. But if I can figure out why it works in such opposite ways and what exactly affects it, I might be able to create a universal dumping station for items without, or lacking, a specific requester.",
"date": "2024-10-30T02:25:22+00:00",
"quotes": []
},
{
"author": "FGenious",
"content": "Nah, I got it. It's not a feature. There were just only one station in game that actually called \"Item Parameter (solid item icon) Drop\". When I changed it's name to \"Anything (*) Drop\" it just rewrote interrupt of Drop, and changed it's station's name same way. Same effect can be if you just take Drop interrupt and change it's target station to any of yours. Shame",
"date": "2024-10-30T11:50:57+00:00",
"quotes": []
},
{
"author": "Cjen1",
"content": "Hi, this is excellent thanks! I was looking at the overprovisioning issue that this solution still has issues with. \n(If multiple providers exist and a single requester is enabled, then multiple trains are dispatched in the single tick before the providers disable themselves) \n \nIt can be fixed with randomisation. So if every depot takes a selector combinator which randomly picks an item to generate an interrupt for, then the chance that two trains choose the same provider should be greatly reduced. This also addresses the starvation issue by ensuring that every item gets delivered not just nearest first. \n \n \nHere is the corresponding blueprint book, it pushes a lot of the combinators into the parameterisation of the blueprints making each station smaller and simpler. \n \n 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 Copy blueprint",
"date": "2024-11-01T00:54:39+00:00",
"quotes": []
},
{
"author": "FGenious",
"content": "Great work! You've tackled the exact problem I ran into while scaling up — when there are too many providers, trains rush to all of them at once just because of a single requester, and they all overload together. Unfortunately, I couldn’t quite understand the setup just from the blueprint, especially without a radar. Could you possibly share a save file that demonstrates how it works?",
"date": "2024-11-02T19:36:30+00:00",
"quotes": []
},
{
"author": "FGenious",
"content": "I've got idea. Let there be two minimal limits of stacks per requester station. Green one is, for example, 240 stacks. It says \"Ok, we could have more of it, I'll turn station on, if there are some loaded trains near, come here\". Red one is 120 stacks: \"We're really low, and now trains are coming, send request signal on a radar.\" It will drain existing trains first, and only if there's none of them and noone is coming, seng request signal to activate provider stations. My number of copper ore trains at least decreasing and not increasing \n \n 0eNrVV11v8jYU/iuWb3YTWBJCCUjbTaVNu9nF3t31rSKTHMBqsPPaDpRV/Ped43xAaRjllaZprURdfzzn6/FzzBtfljVURirHF29c5lpZvnh641aulShpTokt8AV3Rkg1sk5X/BhwqQp45Yvo+BxwUE46Cc05/88hU/V2CQY3BN156wDKUb4B63jAK23xjFZkAHFGsygdTwN+4It0Ho2nx2PwASruoYSRbrMFJ/NRrrdLqYTTZhD0oYUMETLghTSQNxuSgGOozugyW8JG7CQC4KkTcobLhUeztLCSxrrslBR3qMiTnTSuxplTlH7HCES+oTRZIJj7z+kKjGg85T/iLl27qr7D/hcCOfc5U+D22rz4YAwUfOFMDQFfGwA0shKlhUt/P57x2/pDhHDESvGqFAcwWQE2N7Jq3X7UtXKW5bUxWEhmnchfLJOKLfUr2DEfqPCkD4No6IRyt+ob96T5bIVts27fj5G4HaMpb6UDcznbelYJgwNcH4Xo0TdMPkaA80qbrS8Eekx7yOMF/8lP1HS5Igq4hUMq3yhgk+K7DMRJeGZictMEVfS+COLw+Iy/1yr+C/GNaQVMWkbGmV4x6WA7/qq+ql8pIlrZSiXRUMcIDx6w/QZXcYqwGCixLMGylTYMXqV1Uq2ZFyDL9nhDWS7MWjOnWWF05eH/gOID+CC2BVVYZuBbjUrkLVRG72SBFSdAVxuFMTChClZqUbRmB/manFIKJXJJm1t8Ta6xNYqH6XouBD6mkZV/AR/Sx2kwINVDTkSdzn7qwuTS5LV0WVOTXji66V4mv0MlsRnkL6RU3XXni/CCfj/Tso8no3gquENM/6SzBkSRNTXMWh43AZzPfR7zkVLPWy7htL8dZZMp/AjH82ROP2kazubhLAqTZB5H6QyLs/bRLf2n8HrAt0Khkc69Um4l3eOB2j70fuBWSpwvcOP0QInD+XVdjIbwZz1+ATndhZuNtTcQv4dPh1nUwl501fP/nu6mz5fv6bCNsPr7c6e5x/dMjTumQtYeRMng9B5qmvXlM+rzd6E6tKxcGb3NpEKwrkNfF9/fVsxtwMAPlintUEF1vd50Gkti1sonCZ7PASthB2XgBc+SUncC6dMyKL0oj6i6ZMUj1ooEclAZ03v5NP2/8om66H/ApoHXyL/PHSSM8sTAoDv6aFUe6HTfWEUhdddeB7kxP9OyQgzTYXKiw/CXgSjsUZZyPfLt1+D3gUqX8I9Nb3KkpO6RYJTSpyiIgjiInoOnGP8mQeJHkyD1cxNcTfpRMzfF0SyYtKNmbtaPUjw7xxHa6GvT1K4tq6RHF35ceUmO3vXT248zHw29sSgR/Te5gJdiCUgU/jvsu2IApXqH7njw6UNMrWqaxLNJnEbH49+xiMaM Copy blueprint",
"date": "2024-11-03T20:50:56+00:00",
"quotes": []
},
{
"author": "Galefury",
"content": "I don't quite get how it works either, even though the combinator setup is much simpler than the original one. The provider seems to always output iron plate onto the shared network, shouldn't that be the item parameter from the blueprint? \n \nAlso I don't understand the role of the depot. Is that a waiting station? Or does it have something to do with loading/unloading? \n \nRegarding the question about no radar: it uses a Large Power Pole instead of radar. You have to manually connect it to the power poles running red/green wire along all of your rails. Or you can replace it with a radar, which works without manual connection (and with rails that don't have red/green wire along their power poles), but eats some power and takes up a radar channel.",
"date": "2024-11-03T21:19:31+00:00",
"quotes": [
{
"author": "Cjen1 wrote: Fri Nov 01, 2024 12:54 am",
"content": ""
}
]
},
{
"author": "Galefury",
"content": "I think I understand it better now, the depot is the waiting station. It cycles the waiting train through all resources. Now you're a coal train, now you're a rocket fuel train, and so on. Only if the (temporary) coal train finds an available coal provider, it leaves. That way, not all trains look at all resources all the time, and it's unlikely that multiple trains will go for the same resource at the same time. It will become increasingly likely with more trains, but in that case it is also more likely that multiple requests are open at the same time. \n \nI do think that this can be improved further, but I don't know enough about trains and combinators yet to figure it out. One thing I saw in another smart train setup was different station groups for different train sizes. Another nice thing would be having dynamic train limits depending on how much resource is available/needed to help in high throughput situations. Both are from the same source ( https://factorioprints.com/view/-MFIYLSH60wmZ-pNvcL_ ), but that one seems to work on a station by station basis, just enabling providers and requesters independently of each other by adjusting the train limit, so no logistic network, which should lead to problems when supply is greater than demand. It should be possible to combine both approaches by simply adding an enable/disable with a logic similar to the one used by Cjen1. Maybe I can work it out somehow...",
"date": "2024-11-04T07:52:37+00:00",
"quotes": []
},
{
"author": "FGenious",
"content": "I already set everything up and have been playing on my main factory for a few days now, with many blocks and even more mining outposts. It works perfectly. When there’s demand for resources, the first trains to go are the ones carrying surplus resources collected from the mines (when these mines activate, I allow them to offload the entire stock at once rather than one train at a time). If those trains aren’t enough to meet the demand, the mines activate again — and more trains fill up and head to the 'Wait' stations. (I'm not very fluent in English, so 'Wait' is just a station where trains simply stand by until needed, while 'Depot' is where they unload or load important resources for the hub via drones.) \n \n Check out this save file; it showcases all the blueprints in action. \n \n \n \nIf a Load station is red, it means there isn’t enough cargo available, or the cargo isn't in demand. If a Drop station is red, it means it’s fully loaded and doesn’t require anything. The water tanks are in a half-empty state, so they’re in an intermediate condition — they can take another wagon of water, but they don’t need it urgently enough to activate the water request signal. If you click and manually drain water from them, you’ll see the trains with tanks moving to refill and top it up. \n \nAlso, the Drop station deactivates its request signal as soon as it detects that the required number of trains is already on its way. This way, there’s no need to worry about the entire fleet (or whatever it's called for trains) being overloaded with resources while waiting for Drop to reach the required level and turn off the signal. \n \n 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 Copy blueprint",
"date": "2024-11-06T02:35:37+00:00",
"quotes": []
},
{
"author": "schorsch_76",
"content": "In the full scale example you merge the two lanes for the stations. How do you make sure that a train just leave on the right lane? (if you have a right line drive direction)",
"date": "2024-11-07T04:55:31+00:00",
"quotes": []
},
{
"author": "FGenious",
"content": "Strange question. It’s just like on a highway. With right-hand traffic, you always park only on the right side. At intersections, you enter on the right side and exit on the right side. If you need to turn around, you either find a place to make a U-turn (in our case, a loop) or go around the block.",
"date": "2024-11-07T06:36:43+00:00",
"quotes": []
},
{
"author": "Flame1869",
"content": "im using the blueprints provided in the first post, and set the interupts exactly as instructed; but there seems to be something weird; \nafter doing to the provider station, they keep complaining there is no path and go to the depot; in the depot they keep looping into the timeout saying there is no path to the unloader. \nyet if i manually just sent them there, there is a parth; so i dont have a clue why in the blueprint logic there seems to be something going wrong? did i forgget to setup something in the logic?",
"date": "2024-11-09T16:52:59+00:00",
"quotes": []
},
{
"author": "FGenious",
"content": "Just try mine, there are stations, trains and interrupts ready out of the box.",
"date": "2024-11-09T17:00:22+00:00",
"quotes": []
},
{
"author": "OmiCron",
"content": "It works okay when you have efficient providers, but it does not work great at the early stage because the nearest requesters always get the trains. We probably need to increase the priority of the requesters over time and reset it when it receives a load.",
"date": "2024-12-02T14:07:34+00:00",
"quotes": [
{
"author": "FGenious wrote: Sat Nov 09, 2024 5:00 pm",
"content": ""
}
]
},
{
"author": "Jojo11",
"content": "Hey Sworn, \nI have used your blueprint. (without changing it) \nIn an existing savegame. I have the error that a provider is not switched off when the corresponding requester station is full (and switched off). \n \nIn the existing savegame, robots are also on the move and therefore all materials are available in the logistics network. \nUnfortunately, there seems to be no delimitation because of this. This is why many trains are filled with iron plates, for example, without there being a requester. And these trains are then full in the depot",
"date": "2025-02-16T13:02:17+00:00",
"quotes": []
}
] | 17 | 2024-10-25T12:43:13-05:00 |
forum-topic-126000 | 126000 | Basic mod template | Modding discussion | https://forums.factorio.com/viewtopic.php?t=126000 | neoChaos12 | @admin I'm a dum-dum and didn't post this in the modding discussion section. Could you kindly move this there?
Hello dear modders! I was browsing through the ideas and suggestions forum today and saw a whole bunch of suggestions that looked sensible and minor enough to be bundled into my own personal tweaks mod (I'm a python programmer by profession, with 0 experience in lua and graphics design). This got me wondering - are there any templates for basic mods in existence that a new modder could potentially just fork in order to
1. quickly dip their toes in the factorio modding pool
2. rapidly test quick and easy ideas
Any suggestions? Alternatively, maybe someone could suggest good starting points? I'd imagine one would need to start by defining what a sensible categorization for possible mod functionalities would be before defining a template for it. If any experienced modders see this post, your input would be very appreciated! | [
{
"author": "eugenekay",
"content": "There are a couple on Github / Factorio Mod portal that I have encountered. fgardt/factorio-mod-template seems to be the most complete & up-to-date. \n \nGood Luck!",
"date": "2025-01-15T17:15:03+00:00",
"quotes": []
},
{
"author": "neoChaos12",
"content": "This looks quite interesting. Thanks! \nAlthough on close examination, it seems like less of a template and more of an automation wrapper to handle a bunch of publication tasks. Would you also happen to have some recommendations for simple mods I could look at as code examples? I imagine diving straight into a massive overhaul is definitely not the way to begin.",
"date": "2025-01-16T00:19:59+00:00",
"quotes": [
{
"author": "eugenekay wrote: Wed Jan 15, 2025 5:15 pm",
"content": ""
}
]
},
{
"author": "dmikalova",
"content": "The wiki has a section on making mods including a full walkthrough on a basic mod. \n \n https://wiki.factorio.com/Tutorial:Modding_tutorial",
"date": "2025-01-16T00:49:57+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "D’oh, I didn’t realize GitHub doesn’t show the “downstream” Repositories which use this Template under the Forks page. Here is one that adds Pipes capable of holding Plasma from fusion reactors, for example: OGorbitz/plasma-duct .",
"date": "2025-01-16T01:00:14+00:00",
"quotes": [
{
"author": "neoChaos12 wrote: Thu Jan 16, 2025 12:19 am",
"content": ""
}
]
},
{
"author": "neoChaos12",
"content": "Yeah, I was quite baffled to see just a handful of forks, though looking through the profiles of people who starred that repo was quite fruitful too. Thanks for the recommendation! \n \n\nHaaaa... yeah, the wiki. To be honest, I found it a tad too intimidating. It's very detailed, well-structured and likely very useful. I just wanted to instead boot up a small script and Jack Sparrow my way through, since I'm doing this for fun rather than my job, for a change. Hopefully that's fair game.",
"date": "2025-01-16T13:02:38+00:00",
"quotes": [
{
"author": "eugenekay wrote: Thu Jan 16, 2025 1:00 am",
"content": ""
},
{
"author": "dmikalova wrote: Thu Jan 16, 2025 12:49 am",
"content": ""
}
]
}
] | 5 | 2025-01-15T11:10:32-06:00 |
forum-topic-126063 | 126063 | Document event order | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=126063 | i142857 | A single player action can create multiple events, for example on_player_cursor_stack_changed and on_player_main_inventory_changed. Could you document what to expect in mods about this order?
a. "No guarantees whatsoever": the events can be raised in a different order every time, even for the same user action and the same factorio version -- I doubt this is the case, but tell us if it is.
b. "Can change from one version to another": on the same factorio version, for the same action, the order will be stable, but no promises about it being stable across versions.
c. "Stable order": here is the order events are raised in, if multiple need to be raised in the same tick, if we change it we'll document that as an API change.
Of course I'd love it if the answer was c (would clean up a lot of edge cases from my mod's code), but I suspect you wouldn't do it just for that. But I'm asking because, who knows, maybe the way you've built mod events, it just so happens the order _is_ stable. I can imagine for instance that the code might collect all relevant events during the tick processing, then iterate through them based on a fixed list and so on. If that's the case, it would be awesome if you made the event order part of the API.
Thank you! | [
{
"author": "",
"content": "For events where there are ordering expectations they are documented on the lua actions that raise those events. E.g. https://lua-api.factorio.com/latest/cla ... n_crafting instantly raises on_pre_player_crafted_item and at some point in the current tick on_player_main_inventory_changed is raised. \n \nHowever, generally there is no expected order as other things can happen inside events that themselves raise events. For example, another mod could subscribe to on_pre_player_crafted_item and call begin_crafting (so another on_pre_player_crafted_item event is raised instantly, before on_player_main_inventory_changed is called) or that other mod could call begin_crafting in on_player_main_inventory_changed instead (so another on_pre_player_crafted_item event is instantly raised after on_pre_player_crafted_item and on_player_main_inventory_changed both have already been raised). \n \nLike almost everything in Factorio, this order is deterministic (based on user input, current game version and installed mods). But it is not defined in any way that can be documented in a static document or that mods should rely on.",
"date": "2025-01-17T11:59:44+00:00",
"quotes": []
},
{
"author": "i142857",
"content": "Thanks, Bilka! \n \n\nHave you considered similar documentation for player actions where the order is clear? It's nice to know what events a lua action produces, but I tend to care more about stuff the player does \n \nIn my case, for example, I need to track what happens to some items in the player's inventory. There are some actions where the only event is on_player_cursor_stack_changed, like the player putting the item into a container inventory slot. For other actions, we have dedicated, richer events, like on_player_dropped_item. If I knew that on_player_dropped_item happens first, then I could rely on that event to handle the \"drop\" case. But while that works in my tests today, I can't rely on it. If I might get cursor_stack_changed first, it's very hard to tell it's been dropped there, so I'd end up doing a bunch of useless searching just to eventually give up and hope for a drop event to follow. \n \nSimilarly, I need to do some inventory scanning to update some state when the inventory changes, but because I can't rely that on_player_main_inventory_changed happens before any other event like on_cursor_stack_changed, I have to redundantly scan the inventory in most event handlers, just in case. \n \n\nUnderstood, though I think the relative order of events raised by the same action doesn't change. I guess I'm saying \"if a player action or lua call raises events A and B, we promise A is raised before B, but not necessarily that B follows A immediately \". \n \n\nIf nothing else, perhaps adding a paragraph like this to https://lua-api.factorio.com/latest/events.html would be worth it. \n \nThanks again!",
"date": "2025-01-17T19:58:49+00:00",
"quotes": [
{
"author": "Bilka wrote: Fri Jan 17, 2025 11:59 am",
"content": ""
},
{
"author": "Bilka wrote: Fri Jan 17, 2025 11:59 am",
"content": ""
},
{
"author": "Bilka wrote: Fri Jan 17, 2025 11:59 am",
"content": ""
}
]
},
{
"author": "i142857",
"content": "Ah, I have a simpler idea that perhaps is easier to commit to. \n \nCould you document/commit that when there is an event \"X changed\", then you cannot see the new value of X from Lua before the event has fired ? Put differently, which events are instant, no matter what causes them (Lua or the engine because of a player action). \n \nFor example, that no matter how a player's main inventory changes, you will not see the changes from Lua before on_player_main_inventory_changed event is raised. Or that no matter how the player's position changes, you will not see the new position until on_player_changed_position, and so on. \n \nIt sounds fancy but this helps in so many cases, because it means you can cache something based on that state and know that until you receive the \"changed\" event your cache is valid. Without this you have to assume that any cache is up to 1 tick old. \n \nIf this is not true for all events, it would be worth describing this for each, for example like: \n \n- instant: guaranteed to fire before you can read any value change \n- same tick: guaranteed to fire in the same tick when a value changes but not necessarily instantly \n \nWhat do you think?",
"date": "2025-01-17T21:58:02+00:00",
"quotes": []
},
{
"author": "",
"content": "Guarantee of \"you cannot see the new value of X from Lua before the event has fired\" is impossible to achieve. \n \nLets assume there would be a variable X with a value of 1, and an event on_x_value_changed. For some unspecified reason value of variable X changes to 2 and immediately raises an event on_x_value_changed. But in the game there are 2 mods listening for this event: mod A and mod B. \n- mod A receives on_x_value_changed event and calls a remote interface modB.remote. Mod B receives a remote interface call when value of variable X is already 2, but the event was not yet dispatched to mod B. \n- then mod B receives on_x_value_changed event. Its too late, there was already a different piece of code that saw the new value of X.",
"date": "2025-01-17T22:04:42+00:00",
"quotes": []
}
] | 4 | 2025-01-17T05:48:57-06:00 |
forum-topic-33053 | 33053 | Using modified factorio graphics in mods - official policy? | Modding discussion | https://forums.factorio.com/viewtopic.php?t=33053 | jonatkins | Is there any official policy on allowing modders to reuse lightly modified base game graphics (and other resources) within mods?
For example, taking graphics from the base game and creating colour-tinted versions to indicate higher tiers of the equipment.
If this is allowed, should there be a template file placed with the graphics to indicate they're not under the same (open source) license as used for the rest of the mod? | [
{
"author": "aubergine18",
"content": "viewtopic.php?p=49122#p49122",
"date": "2016-09-20T19:17:13+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "jonatkins",
"content": "Thanks. \n \nSo, if I'm reading that right, this exact sort of thing is allowed, as long as the mod is under a free license. However, there's no recommended license/process to follow at this time. \n \nThat post is a couple of years old now - there's no more recent updates on this? \n \nI guess for now I can put a README file with the graphics stating they're modified game resources, and shouldn't be considered under the same license as the rest of the mod, and give pointers to these posts.",
"date": "2016-09-20T19:34:51+00:00",
"quotes": []
},
{
"author": "jorgenRe",
"content": "You can also use graphics from other mods too in case they use a license that allows for them to be used. Just make sure to give proper credit and follow as told in the license file ! \n \nFrom the MIT license:",
"date": "2016-10-03T21:22:39+00:00",
"quotes": [
{
"author": "jonatkins wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "Hm. As I understand it, the stuff is free, if you use it in Factorio-context. If you want to use Factorio icons for example in Starcraft it isn't, even if your mod is free, cause Starcraft isn't. \n \nFor the case you are describing (tinting) this is the preferred way, also described in one of the FFF's as THE way to reuse graphics. So it would be more than dubious, if the crew would say anything against it. And for anybody else: the graphics are not part of your distribution, it is only usable in context with Factorio core. \n \nJust my interpretation of course. \n \nNo. \nThere is a former discussion. \n viewtopic.php?f=5&t=1146",
"date": "2016-10-05T15:29:01+00:00",
"quotes": [
{
"author": "jonatkins wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "aubergine18",
"content": "Pin topic?",
"date": "2016-10-05T16:12:20+00:00",
"quotes": []
},
{
"author": "sparr",
"content": "In case you weren't aware, the prototype definitions allow you to add a tint color to an existing image. Depending on the art, you might be able to do this without making a new graphics file at all.",
"date": "2017-04-27T18:48:31+00:00",
"quotes": [
{
"author": "jonatkins wrote:",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "Yeah, but, you might want to make a mask, then layer it, so that it only tints part of the image, not all of it.",
"date": "2017-05-03T14:47:36+00:00",
"quotes": [
{
"author": "sparr wrote:",
"content": ""
},
{
"author": "jonatkins wrote:",
"content": ""
}
]
},
{
"author": "ibeatbabybiters",
"content": "Hello, \n \nwould it be okay if I used parts of the Factorio logo (the gear wheel) as icon for my VS Code extension? ( https://marketplace.visualstudio.com/it ... tocomplete )",
"date": "2017-05-04T21:30:32+00:00",
"quotes": []
},
{
"author": "moon69",
"content": "I would be even more \"encouraged\" if we had access to the graphic source files \nI'm assuming they are saved in some kind of format with layers?",
"date": "2017-07-07T16:42:12+00:00",
"quotes": [
{
"author": "aubergine18 wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "If we had access to those WIP ore files, I'm sure I Could whip up some unique graphics for ores in my mod. unfortunately I'm stuck with bleached tintable versions of the existing 5 ores.",
"date": "2017-07-10T09:11:14+00:00",
"quotes": [
{
"author": "moon69 wrote:",
"content": ""
},
{
"author": "aubergine18 wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "CJ5Boss",
"content": "As a quick example, there are multiple mods that add new buildings, one of which adds new tiers of crafting machines (I believe it is one of Bob's), that is just like an assembly machine only a different color, like purple.",
"date": "2019-01-03T01:27:58+00:00",
"quotes": []
},
{
"author": "darkfrei",
"content": "It would be nice if vanilla has also grayscaled sprites and just set up the tint color of it in the prototype.",
"date": "2019-01-03T08:10:34+00:00",
"quotes": []
}
] | 12 | 2016-09-20T13:42:31-05:00 |
forum-topic-107903 | 107903 | [Klonan] [1.1.87] [switch] Blueprint UI is sometimes cut off in handheld mode at default UI scale. | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=107903 | VisibleReality | Issue
2023072316004600_c.jpg (252.38 KiB) Viewed 1519 times
Blueprints where the "filters" section is long enough cause the "components" section, and the confirm button, to be cut off the bottom of the screen.
This is not an issue when manually setting the game to 75% UI scale.
Expected behaviour
Either the default UI scale should be low enough for every UI element to be accessible, or this panel should scroll so that every UI element is accessible. | [
{
"author": "",
"content": "Thanks for the report, \n \nIt is fixed for the next release",
"date": "2023-07-24T10:46:10+00:00",
"quotes": []
}
] | 1 | 2023-07-23T01:08:33-05:00 |
forum-topic-13569 | 13569 | License | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=13569 | McGuten | == 5dim's mod ==
5Dim's mod is currently under Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) License
You are free to:
Share — copy and redistribute the material in any medium or format
Adapt — remix, transform, and build upon the material
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
NonCommercial — You may not use the material for commercial purposes.
ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. | [] | 0 | 2015-07-17T18:25:40-05:00 |
forum-topic-127396 | 127396 | Can't Load Multiplayer Save after update | Technical Help | https://forums.factorio.com/viewtopic.php?t=127396 | LdV | 03-12-2025, 04-14-50.png (15.05 KiB) Viewed 86 times
I'm on Windows 11. | [
{
"author": "Muche",
"content": "Please attach logfile and savefile, see 52433 .",
"date": "2025-03-11T18:15:44+00:00",
"quotes": []
}
] | 1 | 2025-03-11T12:15:12-05:00 |
forum-topic-113627 | 113627 | cant produce carbon in liquifier because of steam requirement | Angels Mods | https://forums.factorio.com/viewtopic.php?t=113627 | death rage | why is the new carbon recipe requires steam? it didnt ask me this before, and according to both tests i made and FNEI that steam is not the regular steam used in steam engines...
before it only asked for carbon monoxide gas and coke- all of which are produced from coal, but now according to FNEI i need machines made from basic electronic boards in order to make the steam required, but i cant produce said machines because i cant produce basic electronic boards, and i cant produce that because i cant produce electronic components to make said electronic boards because i cant produce carbon.....
i checked the recipes both in this mod and bobs, and saw it was part of this mods recipe i.e no other mod had any influence and my question is why cant we have the old recipe back? i either have to go to the game files to erase said requirement or use the black market mod to get the basic electronic boards i need..... | [
{
"author": "anfros",
"content": "I'm pretty sure this recipe has been in for like a couple years. Just make the steam in normal boilers, afaik there's no bonus from having higher temps steam so just use the mk1 boilers.",
"date": "2024-10-18T11:49:35+00:00",
"quotes": []
}
] | 1 | 2024-05-24T13:08:25-05:00 |
forum-topic-127385 | 127385 | [Lou][2.0.39] Crash replacing blue underground belt with green one (TransportLineConnector::unmergeBothEnds) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=127385 | jmlee2k | I unfortunately can't reproduce this, but when replacing the blue underground belt with a ghost one as in the attachment, the game crashes as soon as the bot replaces it. FWIW, I *think* when it crashed, it only attempted to replace one side of the belt. I restarted the game after to take the screenshot, so I've included the previous log file.
03-11-2025, 07-02-25.png (452.06 KiB) Viewed 932 times | [
{
"author": "mitsuder",
"content": "I guess I have the same issue but when replacing a yellow one with a blue one. Log file is attached",
"date": "2025-03-11T12:36:00+00:00",
"quotes": []
},
{
"author": "",
"content": "This is suspicious because i see at least 9 crashes happened that are similar, however i cannot reproduce this crash and the logs kind of do not match to the description given since the crash happens when player does manual building and description says it crashed when bot replaces undergrounds.",
"date": "2025-03-11T12:46:13+00:00",
"quotes": []
},
{
"author": "CrispLake",
"content": "Marking red underground for upgrade in map view to green underground crashes game. There is no green belts on the planet currently so no bot was going to change the belt anytime soon. Just the marking part crashed",
"date": "2025-03-11T14:28:18+00:00",
"quotes": []
},
{
"author": "",
"content": "This issue should be now fixed for 2.0.40.",
"date": "2025-03-11T18:46:24+00:00",
"quotes": []
}
] | 4 | 2025-03-11T06:08:41-05:00 |
forum-topic-118115 | 118115 | spaceship and spacestation icons | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=118115 | dog80 | Currently im using spacestations to permanently orbit a planet and spaceships to make routes between planets.
It would be great to have 2 unique icons to put into the name. | [] | 0 | 2024-10-28T04:25:54-05:00 |
forum-topic-116635 | 116635 | [2.0.8] Missleading error on recipe proto about missing icon when recipe has normal/expensive defined. | Won't implement | https://forums.factorio.com/viewtopic.php?t=116635 | MasterBuilder | This is debatable as to it being a bug or not, but it's a very misleading error to me and had me scratching my head for a few minutes about it.
The error in question:
Code: Select all Error ModManager.cpp:1733: Error while loading recipe prototype "stacked-copper-plate" (recipe): Key "icon" not found in property tree at ROOT.recipe.stacked-steel-plate
Modifications: Deadlock Experimental Stacking
Except the icon is optional if the recipe has one result item, so I couldn't understand why it wasn't working when other recipes did.
Code: Select all local stacked_cable = {
type = "recipe",
name = "stacked-copper-cable",
normal = {
enabled = false,
energy_required = 0.5 * cable_density,
ingredients = {{"deadlock-stack-copper-plate", 1}},
results = {{"deadlock-stack-copper-cable",2}},
},
expensive = {
enabled = false,
energy_required = 0.5 * cable_density,
ingredients = {{"deadlock-stack-copper-plate", 1}},
results = {{"deadlock-stack-copper-cable",2}},
},
}
(This is after I changed result/result_count to results.)
As it turns out, normal/expensive has been removed, so the actual error is that those are defined, and not the missing icon itself. Once I replaced it with just the contents of the normal section, the icon error went away.
So it'd be great if the error was something along the lines of normal/expensive sections being defined, instead of something that seems completely different from a user perspective. | [
{
"author": "",
"content": "1/ You are showing error for \"stacked-steel-plate\" but data for \"stacked-copper-cable\" \n2/ `icon` is required when `icons` are not given. \n \nNot a bug.",
"date": "2024-10-22T17:59:05+00:00",
"quotes": []
},
{
"author": "",
"content": "Moved to modding interface requests to maybe adjust the error message.",
"date": "2024-10-22T18:01:38+00:00",
"quotes": []
},
{
"author": "MasterBuilder",
"content": "Yeah, that was me just copying one of the recipes in the file. The exact name didn't matter since the issue was on the misleading error message of icons and I know that the cause is the normal/expensive groups. (I'll just edit them to match.) \nEither way, it was moved to modding interface requests, so, not a bug for that I guess.",
"date": "2024-10-22T18:22:41+00:00",
"quotes": [
{
"author": "boskid wrote: Tue Oct 22, 2024 5:59 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Having a custom error for a mod defining \"normal\" and \"expensive\" for a recipe seems like overkill. It could just as easily have been they defined all the values in \"something_that_is_not_valid\" which also wouldn't work. It just happens that \"icon\"/\"icons\" is the first value it tried to read from the definition that wasn't defined.",
"date": "2024-11-20T01:08:57+00:00",
"quotes": []
}
] | 4 | 2024-10-22T12:50:55-05:00 |
forum-topic-116930 | 116930 | [raiguard] [2.0.9][linux] Crash on launch (GraphicsInterfaceOpenGL::drawIndexed) | Pending | https://forums.factorio.com/viewtopic.php?t=116930 | volkors | I don't know the problem, but whenever I launch the game it crashes. Sometimes it starts normally, but crashes after some time. Here's my log file:
Code: Select all 0.000 2024-10-23 19:27:24; Factorio 2.0.9 (build 79509, linux64, steam, space-age)
0.100 Operating system: Linux (Ubuntu 20.04)
0.000 Initializing Steam API.
0.100 Program arguments: "/home/volkors/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio"
0.100 Config path: /home/volkors/.factorio/config/config.ini
0.100 Read data path: /home/volkors/.local/share/Steam/steamapps/common/Factorio/data
0.100 Write data path: /home/volkors/.factorio [303352/479117MB]
0.100 Binaries path: /home/volkors/.local/share/Steam/steamapps/common/Factorio/bin
0.124 System info: [CPU: Intel(R) Xeon(R) CPU X3470 @ 2.93GHz, 8 cores, RAM: 15946 MB]
0.124 Environment: DISPLAY=:0 WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=ubuntu XDG_SESSION_DESKTOP=ubuntu XDG_CURRENT_DESKTOP=ubuntu:GNOME SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>
0.125 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]
0.154 Video driver: x11
0.154 Available displays: 1
0.154 [0]: VG240Y P 24" - {[0,0], 1920x1080, SDL_PIXELFORMAT_RGB888, 144Hz}
0.587 Initialised OpenGL:[0] NV126; driver: 4.3 (Core Profile) Mesa 21.2.6
0.587 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes, ARB_pipeline_statistics_query:yes, ARB_gl_spirv:NO, ARB_ES2_compatibility:yes
0.587 [Version] 4.3
0.616 Graphics settings preset: high
0.616 Dedicated video memory size 2048 MB (detected from llvmpipe (LLVM 12.0.0, 128 bits); VendorID: 0x10005)
1.538 Graphics options: [Graphics quality: high] [Video memory usage: high] [DXT: high-quality]
1.538 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: true] [Rotation quality: low] [Other: STDCWT] [B:0,C:0,S:100]
1.547 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100
1.810 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true
1.810 Info ModManager.cpp:434: FeatureFlag freezing = true
1.810 Info ModManager.cpp:434: FeatureFlag quality = true
1.810 Info ModManager.cpp:434: FeatureFlag rail-bridges = true
1.810 Info ModManager.cpp:434: FeatureFlag segmented-units = true
1.810 Info ModManager.cpp:434: FeatureFlag space-travel = true
1.810 Info ModManager.cpp:434: FeatureFlag spoiling = true
1.816 Loading mod core 0.0.0 (data.lua)
1.850 Loading mod base 2.0.9 (data.lua)
2.079 Loading mod elevated-rails 2.0.9 (data.lua)
2.117 Loading mod quality 2.0.9 (data.lua)
2.136 Loading mod space-age 2.0.9 (data.lua)
2.492 Loading mod base 2.0.9 (data-updates.lua)
2.525 Loading mod quality 2.0.9 (data-updates.lua)
2.559 Loading mod space-age 2.0.9 (data-updates.lua)
2.733 Checksum for core: 2820763882
2.733 Checksum of base: 1355320214
2.733 Checksum of elevated-rails: 1891730324
2.733 Checksum of quality: 3715527832
2.733 Checksum of space-age: 440491908
3.388 Prototype list checksum: 984080119
3.468 Loading sounds...
3.775 Info PlayerData.cpp:68: Local player-data.json unavailable
3.775 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1729625560
4.105 Crop bitmaps.
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42.482 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
43.126 Parallel sprite loader initialized (threads: 7, bitmaps: 8227)
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455.398 Generated mipmaps (4) for atlas [5] of size 16384x16256 <total: 701.59, render: 0.36, convert: 0.74, copy: 0.16>
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457.545 Custom mipmaps uploaded (3203)
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458.041 Factorio initialised
458.081 Steam Storage Quota: 23840/23841
502.074 Error CrashHandler.cpp:643: Received 6
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-nxrsj9/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
/tmp/factorio-build-nxrsj9/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&)
/tmp/factorio-build-nxrsj9/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*)
/tmp/factorio-build-nxrsj9/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-nxrsj9/src/Util/CrashHandler.cpp (183): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-nxrsj9/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-nxrsj9/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int)
0x7f8d0a75308f
../sysdeps/unix/sysv/linux/raise.c (51): __GI_raise
/build/glibc-LcI20x/glibc-2.31/stdlib/abort.c (79): __GI_abort
/build/glibc-LcI20x/glibc-2.31/assert/assert.c (92): __assert_fail_base
/build/glibc-LcI20x/glibc-2.31/assert/assert.c (101): __GI___assert_fail
nouveau_pushbuf_data
nouveau_pushbuf_data
0x7f8cfa5ea88f
0x7f8cfa5eaaee
0x7f8cfa5eb4a9
0x7f8d00af4b42
0x7f8d00af4c3a
0x7f8d00af6396
0x7f8d001fa97a
0x7f8d001fcbe3
/tmp/factorio-build-nxrsj9/src/Graphics/OpenGL/GraphicsInterfaceOpenGL.cpp (841): GraphicsInterfaceOpenGL::drawIndexed(DrawBindings const&, VideoBuffer*, VideoBuffer*, unsigned int, unsigned int)
/tmp/factorio-build-nxrsj9/src/Graphics/DrawCommandBatch.cpp (382): DrawCommandBatch::flushSpritesBatch(bool)
/tmp/factorio-build-nxrsj9/src/Graphics/GraphicsInterface.cpp (257): GraphicsInterface::flushDrawCommandBatch()
/tmp/factorio-build-nxrsj9/src/Graphics/DrawEngine.cpp (731): DrawEngine::drawShadowBuffer(VideoBitmap const&)
/tmp/factorio-build-nxrsj9/src/Graphics/DrawEngine.cpp (750): DrawEngine::drawShadows()
/tmp/factorio-build-nxrsj9/src/Graphics/DrawEngine.cpp (262): DrawEngine::render(std::vector<SimpleBoundingBox, std::allocator<SimpleBoundingBox> > const*, GameRendererContainer&)
/tmp/factorio-build-nxrsj9/src/Graphics/GameRenderer.cpp (229): GameRenderer::renderInternal(bool)
/tmp/factorio-build-nxrsj9/src/Graphics/GameRenderer.cpp (182): GameRenderer::render()
/tmp/factorio-build-nxrsj9/src/GameView.cpp (1720): GameView::render()
/tmp/factorio-build-nxrsj9/src/Gui/GameViewWidgetLogic.cpp (96): GameViewWidgetLogic::renderGameView(agui::Widget&, agui::PaintEvent const&, agui::Point const&, GarbageCollectableEngineFramebuffers&, RendererAndParameters)
/tmp/factorio-build-nxrsj9/src/Gui/SimulationWidget.cpp (226): SimulationWidget::paintSimulation(agui::PaintEvent const&, agui::Point const&)
/tmp/factorio-build-nxrsj9/src/Gui/SimulationWidget.cpp (208): SimulationWidget::paintComponent(agui::PaintEvent const&, agui::Point const&)
/tmp/factorio-build-nxrsj9/libraries/Agui/Widget/Widget.cpp (299): agui::Widget::paint(agui::PaintEvent const&, agui::Point const&)
/tmp/factorio-build-nxrsj9/libraries/Agui/Widget/Widget.cpp (1763): agui::Widget::recursivePaintChildrenInternal(bool, agui::Graphics*, agui::Point const&)
/tmp/factorio-build-nxrsj9/libraries/Agui/Widget/Widget.cpp (1773): agui::Widget::recursivePaintChildrenInternal(bool, agui::Graphics*, agui::Point const&)
/tmp/factorio-build-nxrsj9/libraries/Agui/Gui.cpp (909): agui::Gui::render()
/tmp/factorio-build-nxrsj9/src/Graphics/GuiRenderer.cpp (70): GuiRenderer::prepare()
/tmp/factorio-build-nxrsj9/src/GlobalContext.cpp (1407): GlobalContext::prepareRenderGui()
/tmp/factorio-build-nxrsj9/src/GlobalContext.cpp (1403): GlobalContext::prepareRenderGui()
/tmp/factorio-build-nxrsj9/src/MainLoop.cpp (1138): MainLoop::prepare()
/tmp/factorio-build-nxrsj9/src/MainLoop.cpp (705): MainLoop::mainLoopStep(WorkerThread&, MainLoop::HeavyMode)
/tmp/factorio-build-nxrsj9/src/MainLoop.cpp (412): MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode)
/tmp/factorio-build-nxrsj9/src/Main.cpp (1325): fmain(int, char**)
/tmp/factorio-build-nxrsj9/src/Main.cpp (1347): main
../csu/libc-start.c (308): __libc_start_main
_start
0xffffffffffffffff
Stack trace logging done
505.071 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.
511.937 Info SystemUtil.cpp:877: Started /usr/bin/xdg-open; trampoline PID: 5797
511.937 Uploading log file
511.961 Info SystemUtil.cpp:877: Started /home/volkors/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio; trampoline PID: 5798 | [
{
"author": "",
"content": "Is this still happening?",
"date": "2025-01-21T23:27:22+00:00",
"quotes": []
}
] | 1 | 2024-10-23T12:22:18-05:00 |
forum-topic-105161 | 105161 | Factorio Forums • Adding a way for "dynamic" camera | I wanted to write mod that would allow to shift camera forward into direction that player is looking... However I've come to think that it might be impossible with current modding API. While maybe I could come up with some hacky idea of using cutscene, while forwarding movement keys somewhere, so that player character is moving, I don't think there's way to know where's player cursor in relation to game-window, or if it's near some border.
As to why I think that would be useful - 1) for QoL.. instead of zooming out (and looking at ant-sized entities), or going to map view (do you have area of interest in your radar range?), player could just look a little bit forward. I would often find it useful, when I'm looking at biters from far and I want to see their stats. If they're ant-sized it's hard to hover mouse over them and read stats, but if I'm close... They are.. Biting me... And player "build-in" radar has smaller range than just eyes. 2) for modding weapons with big range 3) there are some RPG-feel mods that could benefit from that. 4) I think I would spend less time on max zoom-out, which helps with immersion a little bit.
Player should just be able to "move" camera up to point where you can see tile that is 100 tiles away from player. Right now you can see in-game around 110 tiles to left/right and ~70 tiles to top/bottom which is un-even and (I guess) also dependent on resolution ratio... So over-all pretty arbitrary.
It could be either vanilla in-game toggle-option ("Settings->Graphics->dynamic camera [x] (default:false)", or something), or adding new " https://lua-api.factorio.com/latest/def ... ontrollers ", or just adding some other way of moving player-camera. | [
{
"author": "",
"content": "This definitely feels like it would be better as a suggestion on the base game. As it involves the cursor position (which isn't part of the game state) and the rendered camera (which just renders the game state) it would be very difficult to get it in a mod since mods are all about working with the game state!",
"date": "",
"quotes": []
},
{
"author": "",
"content": "It made me think of binoculars, player would place them in power armor. Then when holding a key down, the mouse cursor reaching the border of the window would \"scroll\" the map like on RTS style game maybe the max distance is set with the number of binocular you wear like exoskeletons or roboport, and releasing the key would reset the view. \n \nI think it would enable aiming weapons like sniper rifle, and i found it funny to think that you could use it to check if your blueprint is pasted correctly in that area where you don't have radar coverage yet, or when some alerts appear there due to biters. \n \nSounds like a temporary map view, which requires to detect when the cursor is near an edge to scroll. Unless the player is allowed to move the character with WASD key while looking elsewhere with the mouse cursor ?",
"date": "",
"quotes": []
}
] | 2 | ||||
forum-topic-12605 | 12605 | Factorio Forums • [Request] ELECTRIC BOILER | I'm not sure if it's been made our not, though I haven't seen it yet but cam someone make a mod with an electric boiler? Could make it a Torrey 3 science research item or tier two that can replace coal powered boilers and allow the pollutant conciencious (spelling? ) among us to remove a strong source of pollution. | [
{
"author": "",
"content": "RU: Насколько я понял ты хочешь электрический бойлер для парогенераторов, а такой уже есть. В этом моде он есть https://forums.factorio.com/forum/vie ... t=AlphaMod \nEN: As I understand it you want electric boiler for steam generators and such are already there. In this fashion he is https://forums.factorio.com/forum/vie ... t=AlphaMod",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Thank you This is what i was looking for",
"date": "",
"quotes": [
{
"author": "Dariel92 wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "So do you want to make a perpetum mobile or just havent thought this through? You use coal to make electricity.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "There is tricks like using the electric boiler to heat water for overnight storage, instead of accumulators. A storage tank at 100c has great energy density compared to accumulators. I'm sure that there is other reasons to use an electric boiler as well.",
"date": "",
"quotes": [
{
"author": "Evilness wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "I linked this thread to suggestions. \n \nAnd I add a twist with this: This feature makes only sense, if the resulting heated water cannot be used by normal steam engines. \n \nI want to introduce real steam (currently it is just heated water). This introduces a second way (and even more effective) of storing energy on water basis (water -> steam). I hope, this introduces some clever ways to handle energy storing, because it is my opinion, that this part of the game is a way underestimated. I think, that we should have entities, which needs a gigantic energy in peaks and this could be part of handling it.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "you use steam (hot water) to make electricity, you use electricity to heat water. the process is very lossy to a point of being pointless... the only reason would be if you gained power from this process, which is unrealistic. \n \nThough I think the idea of the sugestion is that during the day when you're running on solar, you heat up water with your electric boilers, and use it at night. I just can't think of a system where this would work without ending up with tanks filled with cold water by the end of the night.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Yes, it should be not very efficient. But I also thought to \n https://forums.factorio.com/forum/vie ... f=6&t=7505 Solar boilers \n \nI see the future of electric energy production in Factorio in diversification: The more different types of energy you use, the more sure it is, that you have always enough. \n \nThink to this situation: Nuclear power plant. But you cannot just turn the nuclear power on/off like steam. It takes a whil to reach it's maximum. \nAn much more important: It takes a while to be turned off again. \n \nAfter you turn it off it takes a minute or two to produce no more energy. But where should I put all that energy into? And what happens, if I don't cool it enough? Where to use the hot water? And so on. \n \nThis could be part of that idea.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "An electric boiler is DANGEROUS. Why? Because boilers PRODUCE electricity. They should not consume electricity to make electricity. Then you just have an infinite energy sink. \n \nWhy would you want an electric boiler? The only possible use is to cook excess solar power and store it in a steam tank. This can be addressed in one of three ways: \n- build a steam emergency backup system. There are some guides, but Tl;DR you have a belt loop that constantly keeps coal away from a steam engine until a brownout fails to keep the coal away. \n- mod a stronger accumulator or simply build more to get the energy storage you desire. \n- mod in a solar powered boiler instead.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Boilers dont produce Electricity they produce heat. You're mixing up Boilers and Engines. Engines change heatenergie to electricalenergie, boilers change fuelenergie to heatenergie. Electricalboilers woulden't they would be useful, the would need the same amount of energie input that they would output. \n \nEnergie dosen't pop up out of nowhere, it must come from some source. It's the law of energy conservation, the only thing that your boiler would be doing would be consuming all the energie that your engine would output to heat the water that the engine needs. It's a loop, no gain, in reality it would be a loss. \n \nAnd if you would use solar it wouldn't be any different, you'd need more power then you would gain, based on efficency and all. Even in a perfekt system it would only be \neven in in and output.",
"date": "",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "I like the idea for this for advanced power storage, say if you want to store a whole bunch of power for later without accumulators, but don't want to ever use polluting coal or fuel. If your goal is to avoid pollution entirely, the loss would be completely invisible. The point is to store electricity completely cleanly, at any cost. \n \nThink about it, if you want to avoid pollution, it makes a lot of sense to heat up a tank of water with solar and then siphon off of it when you need to. Low charge rate but high throughput, great for power surges. \n \nWhy not just use accumulators? Well for one they have a lot lower of a throughput and for second the battery production to make them is quite polluting. \n \nHonestly, though, if this was added it would also have to be added with a power switch of sorts, or a tertiary-priority turbine, or else you might find it pretty hard to avoid massive losses by feeding your own network off these.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Your point being? The only reason boilers exist in factorio is to produce electricity. The middle step of water does not change that. My point still stands. \n \nThe problem with an electric boiler is that it REQUESTS electricity from the grid. Well. The grid produces electricity from BOILERS. There is an infinite loop where boilers are demanding the very same energy they produce! In short electric boilers are pointless and there are FAR better ways of achieving the same end goal.",
"date": "",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "Nobody said There should not be loss between the energy obtained via the heat produced by the boilers, and the energy needed for the boilers to heat the water. \nEven in real life, you could build such a design : electric boilers exist, you can heat water with them. With that heated water, you can produce electricity with a steam engine. and you can use this electricity to power the aforementioned boilers. The only thing is that you will never get as much power as you have used fisrst place. \nAnd if it is implemented in Factorio, we could use it with other power source like solar (during day).",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Boilers do nothing more then changing chemichal energie in thermical. True ther maybe no use other then pumping the water into the steamengin atm, but thats not the point. Ther maybe other uses, and the conversion step isn't nearly as irrelevant as you want to tell here. \n \nAlso ther CAN'T be an infinite loop, only if the system where to be perfect, which is utopia. The boiler would never output the same amount of energie as it consumes, there is alway a thechnical loss. Also ther is a loss in the conversion in the engine. You'll end up with less then you produce. Which i btw also stated. \n \nThere is no perfect system that would feed itself to eternity, you lose heat to the environment right in the first step.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I think the request is both unreasonable and pretty \"gamey\". \n \nWhy is it unreasonable? \nThe only real appliance for such a concept is to provide base-line hot water in an already running process. So to provide for contingencies like biter attacks and player mistakes, you would still need to keep up a rig of vanilla boilers and burner inserters, that is capable of at least dealing with your grid's stationary drain + supply your electric boilers. That is why steam engine setups are being used anyway. \nSo the only remaining reason would be a \"pop down and forget\"-solution which we are already have with solar panels. \n \nWhy is it gamey? \nSteam production through electricity is not being used in real-life because 1. most electricity is produced through steam, so your electricity -> steam efficiency (50% in Factorio, which is close enough to the real efficiency of coal power plants) must be multiplied with the efficiency of steam -> electricity. Which means only a fraction of your produced energy is actually providing more energy. 2. In a thermodynamic sense, electricity can easily be converted into work \n \nWhat would be a more complex and engaging alternative? Heat integration! Use heat produced by your oil processing in Chemical Plants and Oil Refinerys to pre-heat your boiler feed water. Piping networks to supply steam throughout a factory are a real thing.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Yes. That is exactly my point. The instant an electric boiler is turned on, it immediately becomes an energy sink as it draws LOTS of power to make LESS power. That's why electric boilers are not used for power plants! They only exist on the consumer end as a convenient way to cook stuff, I.E. the electric furnace that already exists. \n \nThe only gameplay reason to have an electric boiler in factorio is to subvert the use of accumulators by turning solar energy into hot water energy. This can be accomplished with a simple solar boiler mod. OR, you can build a steam backup grid as players have already done, and just accept that burning 100 coal out of your 50K mine to survive an emergency is not a big deal. \n This might be pretty cool. The issue is that kind of heat already comes from cooking something, whether it be petrol or coal or lots of electricity. Due to existing mechanics, the structure would stall if the hot water was not removed. If efficiency modules are used then the player might be able to exploit more energy out of the production than it costs, which is always a threat with these things. \n \nPerhaps it may be better to think of a different source of hot water? The most obvious solution we use today is geothermal tapping. This might be OP if players could spam free infinite 24/7 power with massive energy storage anywhere they please, but if there were geothermal water boiler points you could definitely make use of them, and eventually cut out coal entirely. This is SORT OF possible using tapped oil wells as a source of energy (up to 1.8MW according to sources), so I dunno if the extra redundancy really matters. Solid fuel is easy enough to stock up on, after all.",
"date": "",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "I've made a new suggestion out of this: https://forums.factorio.com/forum/vie ... =6&t=13023",
"date": "",
"quotes": []
},
{
"author": "",
"content": "TL;DR The second law of thermodynamics would like a word with you.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Useless reply to out-of-date thread.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Useless reply to another useless reply",
"date": "",
"quotes": []
}
] | 19 | ||||
forum-topic-125251 | 125251 | Please revert the fluid system changes | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=125251 | Panzerknacker | As the topic title suggests, I hereby propose a complete reversal of the fluid mechanic changes done in 2.0.
The abstract and boring nature of the new mechanic is the main reason why I kinda got tired of the game. It's a straight major downgrade gameplay wise.
I would also settle for having at least the option to play with the old system. I don't care about incompatibility with blueprints/savegames/multipayer or what not, as long as I can just play the real game (including Space Age) again. | [
{
"author": "",
"content": "You’re free to download any pre-2.0 version of the game to play with the old system. Otherwise the current system is staying.",
"date": "2024-12-28T12:58:02+00:00",
"quotes": []
},
{
"author": "Panzerknacker",
"content": "Yeah I am doing that but like I said, I wanna play Space Age with the real fluid system, will make the game so much better to upgrade it like that.",
"date": "2024-12-28T21:44:40+00:00",
"quotes": []
},
{
"author": "Green Cat",
"content": "Request mod. \n \nJust like how turrents, belts, spidertron and more don't need electricity, buldings instantly are constructed, and so many more \"non realistic\", the new fluit sysyem is a QoL as well exactly because anything to do with pipes is a massive CHORE. \n \nYou want realistic? People want to play a game, have fun, and enjoy it. Not a real life simulator, while working. There are tons of fluit mods that can made your \"experience\" a second job. \n \nOr what, am I somehow not aware, and people actually enjoy fluid managment? As far as I'm aware, most changes where made exactly because people can't stand them.",
"date": "2025-01-01T21:50:18+00:00",
"quotes": [
{
"author": "Panzerknacker wrote: Sat Dec 28, 2024 9:44 pm",
"content": ""
}
]
},
{
"author": "Panzerknacker",
"content": "I don't think it's possible to mod it in. And since when is Wube catering to the masses?",
"date": "2025-01-09T13:45:16+00:00",
"quotes": []
}
] | 4 | 2024-12-28T06:50:34-06:00 |
forum-topic-122876 | 122876 | [2.0.21] during the player reorbit burn, a square flame sprite is visible | Duplicates | https://forums.factorio.com/viewtopic.php?t=122876 | Quezler | and apparently the stars have little boxes around them too. | [
{
"author": "",
"content": "121059",
"date": "2024-11-25T19:09:49+00:00",
"quotes": []
}
] | 1 | 2024-11-25T10:15:36-06:00 |
forum-topic-70094 | 70094 | Beautiful Sushi Belts - Page 5 | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=70094&start=80 | mmmPI | This is no proof !
When the research stop, the belt doesn't have to stop either.
You stopped the belt, which broke the setup but the claim i understood as : you can take or stop taking science from the belt ( like inserter would do when putting in lab); not stop and go the belt. | [
{
"author": "xaetral",
"content": "Thank you for explaining it, you did understood right \nIt's just like a real sushi belt restaurant, you're free to pick plates or not, but don't block the belt or the other customers will get angry (and hungry) \n \nI totally admit this may be an issue when building or modifying the setup though.",
"date": "2024-04-13T21:41:42+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "It seems I was in error by just interrupting the belt. Using real labs that pass through all items in the worst case will not make the belt fill up with no gaps. The rate limiting actually works as long as the belt is not stalled, and with the given setup it will not stall without manual intervention. It really produces gaps if one or more packs are missing, and the place where a missing pack is supposed to be placed will not be occupied by some other pack still available. \n \nIn all previous sushi belt setups I used for science production, it happened sooner or later that if some single pack was provided less than other packs, areas on the belt were created with that pack missing, but the gaps for the missing pack were filled by other packs. So the mixer had to stall the returning belt items to fit this pack later, and this stalling made the whole belt stall after some time. This doesn't happen here, since the gaps are preserved. \nSorry for my complaint!",
"date": "2024-04-14T11:20:37+00:00",
"quotes": []
},
{
"author": "xaetral",
"content": "No problem! My bad on expecting everyone to know what rate-limited sushi is. \n \nBTW I think I have my setup for the 12 science packs of the expansion, can't wait to try that out",
"date": "2024-04-14T21:54:44+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "Well, with rate limiting there really isn't any magic to it. And with 12 that is 6 per side or half a yellow belt each. It's even simpler than the 7 science packs of vanilla. \n \nSo keep the part that puts packs on only one side of the belt and the filter of returning items. Then merge 2 packs each with a yellow splitter and side load onto a blue belt. Done. \n \n \n \nOne tip though: Put a output filter \"deconstruction planer\" on the splitters where only one output is used and you won't waste any science packs just sitting at the dead end.",
"date": "2024-04-15T01:03:48+00:00",
"quotes": [
{
"author": "xaetral wrote: Sun Apr 14, 2024 9:54 pm",
"content": ""
}
]
},
{
"author": "xaetral",
"content": "Ahah how cute, when I mean \"for the expansion\" I really mean it! Which means I take into consideration the new belt as well (and stacking for the allowed SPM computation). \nSo for that I built 1/3 limiters in fast belts because when it will go on the new belt which is twice as fast it will turn into 1/6 (so 1/12 for the two side belts). \nAt the end it's about 2 tiles wider than the vanilla one and should be enough for 1200 SPM.",
"date": "2024-04-15T07:17:32+00:00",
"quotes": [
{
"author": "mrvn wrote: Mon Apr 15, 2024 1:03 am",
"content": ""
}
]
},
{
"author": "Stewbond",
"content": "Was inspired by this thread. Here's my space-age sushi-belt. \n \n- Inputs are muxed with the loopback (loopback is higher priority) \n- Inputs are muxed with buffer item (inputs have priority) to create full belts (idea from Dani1973 on page 1) \n- 6 full belts are balanced into one sushi with a simple Bilka 6-1 balancer. \n- The sushi belt visits each bio-lab \n- The sushi belt is split back to its components with the zipper filter from xaetral (page 1 of this thread). \n \n \n \n Screenshot_20250107_172145.png (2.45 MiB) Viewed 593 times",
"date": "2025-01-07T16:29:13+00:00",
"quotes": []
}
] | 6 | 2019-04-28T10:50:18-05:00 |
forum-topic-82273 | 82273 | Friday Facts #338 - The (real) Character GUI | News | https://forums.factorio.com/viewtopic.php?t=82273 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-338 | [
{
"author": "DRY411S",
"content": "My immediate thought is how the GUI will look when mods add a load of new item-groups for crafting? Will it upset the symmetry/balance?",
"date": "2020-03-13T13:44:08+00:00",
"quotes": []
},
{
"author": "5thHorseman",
"content": "I can hear angels (Not Angel's) singing! \n \nAnd from the pic it looks like it will actually cancel orders in transit. So when you respawn, you can quickly turn off logistics and not get inundated with \"helpful\" bots.",
"date": "2020-03-13T13:45:00+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Kellis",
"content": "As Krastorio 2 was highlighted in FF I dare to mention one improvement that I posted after having a conversation with Krastorio's authors",
"date": "2020-03-13T13:49:28+00:00",
"quotes": []
},
{
"author": "conn11",
"content": "Those are great news. Limited request slots and untoggleable trashed items were inconvenient at least or a straight up hassle. Definitely a big step up in terms of QoL and one of the last major areas, needing tuning and refinement before 1.0.",
"date": "2020-03-13T13:59:05+00:00",
"quotes": []
},
{
"author": "wellczech",
"content": "Personal logistic switch looks promising. Will it be turned off automatically if I die? I hate to spawn at my mall and bots brings me everything.",
"date": "2020-03-13T14:05:21+00:00",
"quotes": []
},
{
"author": "Lubricus",
"content": "Wow Search in the inventory I am so happy That will be great especially with big complex mods. I also will use the function to turn off logistic requests.",
"date": "2020-03-13T14:10:21+00:00",
"quotes": []
},
{
"author": "liquidBacon",
"content": "Perhaps you should rename the \"Character\" tab to \"Equipment\"? So you don't have a character window and tab",
"date": "2020-03-13T14:11:11+00:00",
"quotes": []
},
{
"author": "",
"content": "Automatically off",
"date": "2020-03-13T14:14:14+00:00",
"quotes": [
{
"author": "wellczech wrote: Fri Mar 13, 2020 2:05 pm",
"content": ""
}
]
},
{
"author": "Yenz",
"content": "For creating a new request (not modifying an existing one) the user has always (100%) press the empty item slot. Would it be better to open the item selection popupo straight away in this case? \n \nFor modifying existing requests i think the mechanism with the double popup is okay, because you may only want to change the count of the request (not the item itself). \n \nvery very very nice \n \nYou all doing a damn great job!",
"date": "2020-03-13T14:16:41+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "RoseQuartz",
"content": "Love the new character GUI in general and the logistic toggle in particular, but item/recipe icons with black outlines and shadows on dark gray background make the details on a lot of them really hard to see and the low contrast will make the GUI harder to use. \n \nMaking the active tab card dark gray and the others light gray also feels very counterintuitive.",
"date": "2020-03-13T14:18:04+00:00",
"quotes": []
},
{
"author": "Shingen",
"content": "again, amazing job! \n \nas silly as it may sound, is it possible to make accidentally clicking the bar in between 2 items to work as clicking the closer item? i seem to have an incredible aim to click a single pixel too far left or right often enough that it was annoying (especially if i clicked exactly between 2 stacks of identical items) :v \ni see no good reason for the grid to be unclickable/do nothing at all (at least make a beeping warning sound?)",
"date": "2020-03-13T14:32:12+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "I thought that at first but I have come around to it. Clicking on an active tab achieves precisely nothing, so the inactive tabs should be highlit as having a function, i.e. changing the tab.",
"date": "2020-03-13T14:33:32+00:00",
"quotes": [
{
"author": "RoseQuartz wrote: Fri Mar 13, 2020 2:18 pm",
"content": ""
}
]
},
{
"author": "Zaflis",
"content": "Will the inventory grid be interactible between slots, or will my mod become redundant?",
"date": "2020-03-13T14:35:11+00:00",
"quotes": []
},
{
"author": "Reika",
"content": "In general I definitely like the changes, but why did you remove the logistic techs? I liked having to progressively upgrade. \n \nAnd can that functionality be restored in mods, or has it - as I suspect - been removed from the game engine entirely?",
"date": "2020-03-13T14:41:49+00:00",
"quotes": []
},
{
"author": "khalismur",
"content": "That is a fantastic update. Good work guys.",
"date": "2020-03-13T14:43:59+00:00",
"quotes": []
},
{
"author": "GluAp",
"content": "I'm very much looking forward to playing with the new Character GUI since it is a good conclusion to your GUI efforts for the whole game. But still I'm missing a temporary request feature. \nSomething like adding a modifier (e.g. ALT + LMB/RMB) to request items and the request beeing deleted automatically after it has been delivered by the bots. That really would be a nice finishing touch. \n \nBtw .. @Bilka \n \nDid you think we wouldn't notice ..? \n No wonder you need the extended power capabilities of the Krastorio² Mod Pack \n \n \n \n fff-338-factory-overview-big.jpg (567.7 KiB) Viewed 14565 times",
"date": "2020-03-13T14:47:37+00:00",
"quotes": []
},
{
"author": "",
"content": "Uhm.. I didn't notice. Oops. There are 4 nuclear reactors off-screen though :p \n \nYou can put an attachment into a spoiler by doing Code: Select all [spoiler=text]image here[/spoiler]",
"date": "2020-03-13T14:56:16+00:00",
"quotes": [
{
"author": "GluAp wrote: Fri Mar 13, 2020 2:47 pm",
"content": ""
}
]
},
{
"author": "gGeorg",
"content": "Why there is separate Thrash only area on logisitic tab? \n \nFor logistic slot, You can set number of request items 0, and number of max to 0 then you just created the auto-thrash slot. its ok. \n \n \nPerhaps you can make UI even more clean, combine thrash with logistic. \nPerhaps add a thrash bin icon next to +/- button. So when you drop an item from inventory on the thrash icon it add \"logistc slot\" with red color values. e.g. moves items from inventory to the logists area by a transformer icon. \nMaby add sorting so thrash will be sorted as last. \nSuch dynamic thrash UI would me more clean than dedicated reserved area.",
"date": "2020-03-13T14:57:47+00:00",
"quotes": []
},
{
"author": "",
"content": "It should handle mods fine. When more than 6 tabs are present, the style changes to \"button tabs\" and it shows 6 item groups per row.",
"date": "2020-03-13T14:58:11+00:00",
"quotes": [
{
"author": "DRY411S wrote: Fri Mar 13, 2020 1:44 pm",
"content": ""
}
]
}
] | 19 | 2020-03-13T08:39:30-05:00 | |
forum-topic-121091 | 121091 | 2.0.15 Disabling "Load save after sync" still loads into the save | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=121091 | Lith | Going into singleplayer, picking a save, and clicking the "sync mods with save" button opens a modal.
In the modal, if you uncheck the "Load save after sync" checkbox, you should NOT load yourself into the game/map. but it still does it.
Reproducible 100% of the time.
Expected:
Unchecking the checkmark should NOT load into the game.
What happens:
Regardless of whether the checkmark is checked, you are still loaded into the save.
11-12-2024, 11-45-54.png (72.72 KiB) Viewed 980 times | [
{
"author": "Trollseidon",
"content": "Funny, I've had just the opposite where it doesn't load into the game and just loads into the main menu but it's random. I know this because I commonly switch between my main \"vanilla\" game and a sandbox world where I have various mods to help review productivity when testing. \n \nGuess that feature just needs to be reviewed in general.",
"date": "2024-11-12T17:11:49+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2024-11-12T18:59:21+00:00",
"quotes": []
}
] | 2 | 2024-11-12T03:49:27-06:00 |
forum-topic-124435 | 124435 | [2.0.23] Can't drop items manually from a platform | Pending | https://forums.factorio.com/viewtopic.php?t=124435 | kitters | How to recreate?
1.On a platform let a hub be filled from a belt by a item1 with a low speed of 1-3 item/s.
2.Create a request on a cargo landing pad for a stack of item1.
3.Add an inserter which immediatelly removes any of item1 from a pad.
4. Repeat 1-3 for item1-item3. (carbon, iron ore, space science...)
This actions will create flow of pods carrying 1-5 items each. Platform will sent as many pods as it can. (3+N) pods per 20 seconds where N is amount of cargo bays attached.
5. Move a bunch of items to platform drop slots.
Results: drop slots will never be dropped. In my case a trash_item4 filled my platform, and I can't get rid of it, nor send a rocket to a platform since it's full. Have to rebuild platform - delete inserters to stop filling with item1-3, essentially stopping any logistic.
Oddly enouth even if trash_item4 is same as item1, request for it will be satisfied with items in hub, not with items in drop slots.
There were some old suggestions about pods. Seems like current mechanics annoy people in different situations.
viewtopic.php?f=6&t=116921
viewtopic.php?f=6&t=122885
If you don't want to change platform -> pad transport via pods mechanics, at least put emptying drop slots as a priority for pods, so slots would be dropped with next avaliable pod. | [
{
"author": "Muche",
"content": "How many cargo bays do you have on the planet? \n \nAlso (although I haven't experimented with it yet, so can't confirm how exactly it works now):",
"date": "2024-12-15T01:24:03+00:00",
"quotes": [
{
"author": "Version 2.0.25 wrote: Thu Dec 12, 2024 6:11 pm",
"content": ""
}
]
},
{
"author": "kitters",
"content": "The amount of cargo bays (N) increases througput of pods (3+N) pods per 20seconds. \nDescribed setup occupyes any avaliable pods. \nWell, not infinite, it depands on how often a new item is picked up on a platform. I guess in my particular case it's possible to bruteforce, setting dozens of bays. And in another case (if I wanted to set stacks size of inserters to 1, that picking up ore from belts into hub of a platform) it would take several times more bays. \n \n \n\nNice to know it would be fixed. But .25 must be an experimental version, my game doesn't update to it. I didn't know about fixing. \nOh, it's two days old, nice.",
"date": "2024-12-15T12:37:36+00:00",
"quotes": [
{
"author": "Muche wrote: Sun Dec 15, 2024 1:24 am",
"content": ""
},
{
"author": "Muche wrote: Sun Dec 15, 2024 1:24 am",
"content": ""
},
{
"author": "Version 2.0.25 wrote: Thu Dec 12, 2024 6:11 pm",
"content": ""
}
]
},
{
"author": "IsaacOscar",
"content": "If you want to test the new version, you can download it directly from https://factorio.com/download/experimental , \nor in steam, there's a 'beta' option somewhere in the properties for factorio. \n \nYou'll want to not override your save file in case you want to downgrade. \n \nthen update this bug report wether your problem still occurs.",
"date": "2024-12-15T14:14:34+00:00",
"quotes": []
},
{
"author": "",
"content": "Does this still happen in the latest version? I'm not fully understanding what the original issue was - but I think it might have been addressed?",
"date": "2025-03-10T16:34:34+00:00",
"quotes": []
}
] | 4 | 2024-12-14T13:09:28-06:00 |
forum-topic-113678 | 113678 | Requester Chests: Read Contents & Set Requests at the same time | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=113678 | Hares | TL;DR
Allow requester chests to read contents & set requests at the same time, like belts or inserters can.
What?
Suggestion 1, minimal:
Allow requester chests to work in both modes at the same time
Suggestion 2, extended:
Change "Read contents" on all chest-like entities from the radio-box to check-box so it can be disabled
Suggestion 3, wow-solution:
Add "None" mode of operation to all entities (pumps, I see you!) without it, either by turning radio-buttons to checkboxes (like with most entities), or adding "None" radio button (like on inserters).
Why?
Part 1. Requester chests
When requester chests are used in combination with the circuit network, they are often used as one-time requestors. When this is the case, you don't want too many items to be requested, and you want:
Unload items from the requester as soon as they appear to remove the bufferization time
View the delivered but not yet loaded items count, so you know when to cancel the request
Alternatively, if you want the exact items to be loaded, you can wait until the buffer is full, and there's no way this is possible in vanilla
Why do you need to do so?
Automated supply trains with no redundant items
Space Exploration supply rockets
Other delivery requests
Part 2. "None" mode of operation
Well, if you accidentally connect pump to a circuit network, you basically cannot tell it to ignore it (unless setting the " ✱ ≠ 0" condition).
And the chests & storage tanks are unconditionally putting their contents to the network.
From what I know, these are the only entities in the game which can't be set to ignore the connected network. | [
{
"author": "Illiander42",
"content": "This has been requested over a hundred times before, and someone always has to explain why it would lead to infinite requests. \n \nThink for a moment about a requestor chest that is requesting its own contents, plus 1 belt, and how many belts would end up in it. \n \nYou can do all the things you want this for by wiring a stack inserter and a steel chest next to the requestor.",
"date": "2024-05-30T08:07:16+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "Hmm, shouldn't this only end up with a full chest? I mean, once it's full, the feedback loop can't continue/get worse (a signal of current contents is no different than a constant combinator). \n \nI think the real issue here might be separating the request signal from the set contents signal. Chests only have 1 hookup point, and a signal on a wire has neither an identifier of the entity that created it nor a \"direction\" on a wire, so a requester chest outputting its contents would immediately see this as a set request signal, too, even if that wasn't desired. \n \nThe only way to separate them would be to have separate in & out hookup points like combinators, however, the sides that they are on would be fixed as chests do not support direction and thus cannot be rotated, which the devs are appearing very weary about doing.",
"date": "2024-05-30T10:45:38+00:00",
"quotes": [
{
"author": "Illiander42 wrote: Thu May 30, 2024 8:07 am",
"content": ""
}
]
},
{
"author": "Hares",
"content": "I searched for the similar questions before asking. \nFound none, but search over Factorio Forums isn't quite a thing providing accurate search results. \n \n \n\nI have thought about that. That's why you should use different wires for that, like you do with inserters. \nThe thing you can't do currently is to request 500 belts and get a notification when these 500 belts are delivered.",
"date": "2024-05-30T11:04:10+00:00",
"quotes": [
{
"author": "Illiander42 wrote: Thu May 30, 2024 8:07 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Hares",
"content": "You hook up isolated green wire with the request signal. \nThen you hook up red wire to isolating combinator (one which does nothing to the signal), and it's your contents output.",
"date": "2024-05-30T11:05:45+00:00",
"quotes": [
{
"author": "FuryoftheStars wrote: Thu May 30, 2024 10:45 am",
"content": ""
}
]
},
{
"author": "Illiander42",
"content": "Yes, this stops being an infinite request if the set and request are on different wire colours. \n \nBut as long as we can't do that, this would cause a chest full of items if you set the request to one of that item. They would just arrive one at a time.",
"date": "2024-05-30T12:07:46+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "That's not what I was talking about.",
"date": "2024-05-30T12:41:31+00:00",
"quotes": [
{
"author": "Hares wrote: Thu May 30, 2024 11:05 am",
"content": ""
},
{
"author": "FuryoftheStars wrote: Thu May 30, 2024 10:45 am",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "This doesn't prevent direct feedback. If the chest contains 10 copper and the chest is set to read content, you will observe 10 copper at its circuit connection. If you connect both red and green, these 10 copper will appear on red and on green. You can observe this with regular chests. \nIf you were able to read content and set filter at the same time, these 10 copper are read back as requests, because they are on the wire. If you connect both red as well as green, you will even read 20 and set the filter to 20 copper. Just on its own, without extra signal from outside. \n \nThis direct feedback can be observed with the electric mining drill. Put one down over some tiny resource that contains < 500 ore, for example 123. Should be < 500, so numbers are not shortened to 1k, 2k, and precision lost. \nConnect a red and a green wire from the miner to some power pole not yet part of the circuit network and set the miner to read resources as well as to activate/deactivate. You will see 123 on the red wire and 123 on the green wire. Now set an activation condition in the miner: ore > 150. You will see the miner will be activated and running, although it's just reading its own data, and although it has even less than 150 ore. It's activated nonetheless, because it's reading red+green = 123+123=246, which is > 150.",
"date": "2024-05-30T20:56:06+00:00",
"quotes": [
{
"author": "Hares wrote: Thu May 30, 2024 11:05 am",
"content": ""
},
{
"author": "FuryoftheStars wrote: Thu May 30, 2024 10:45 am",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "This is what I was talking about. ^^",
"date": "2024-05-30T22:06:26+00:00",
"quotes": [
{
"author": "Tertius wrote: Thu May 30, 2024 8:56 pm",
"content": ""
},
{
"author": "Hares wrote: Thu May 30, 2024 11:05 am",
"content": ""
},
{
"author": "FuryoftheStars wrote: Thu May 30, 2024 10:45 am",
"content": ""
}
]
},
{
"author": "Hares",
"content": "Okay, you're right. \nI was sure machines are ignoring signals they provide, but they actually do not. \n \nHowever, with 2.0 and its wire-specific operations this could be possible.",
"date": "2024-05-30T22:47:23+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "As far as I remember the past fff, it's just the decider combinator that will have a wire selector for input and output. I don't remember any fff screenshot from other devices with that functionality. Not even the new selector combinator.",
"date": "2024-05-31T10:43:47+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Even though I can't argue that, there were too many requests in the same discussion topic to extend the mentioned functionality.",
"date": "2024-05-31T10:52:27+00:00",
"quotes": [
{
"author": "Tertius wrote: Fri May 31, 2024 10:43 am",
"content": ""
}
]
},
{
"author": "Mck6",
"content": "I'll be resurrecting this. \n \nAs far as I can see, this should be a solved problem. Assemblers can already have both reading contents and setting recipes on at the same time, along with 3 extra read operations, and none of the read operations change the assembler recipe. \n \n \n \n \n assembler.jpg (215.66 KiB) Viewed 3551 times \n \n \n \nJust attach the same logic that disregards self-produced signals of assemblers to chests. You could also just subtract the 'read contents' signal from the overall signal when both 'read contents' and 'set requests' are turned on on the 'set requests' method (so it wouldn't affect the overall signal). \n \nIf it's impossible, for whatever reason, to do any of the above, you could instead re-work signals slightly. Logistic networks already separate requests and contents. Why not separate requests and contents entirely, have all negative values be treated as requests and all positive values as contents? Requester/buffer chests could have 'set requests' and 'read content' independently (requests = negative, content = positive). Sure, it would require people to change their existing setups by adding an extra arithmetic combinator when requesting (or switching existing ones from positive to negative values), but it would greatly expand the usefulness of chests overall. \n \nI've been trying to make a universal assembler array (1 assembler for each quality, set through a single constant combinator) together with accompanying buffer storage and recycling, but the more I try the harder I find it to be. Setting the storage chest filter through signals is impossible, and while it is possible to set buffer/requester chests through signals, it's impossible to read whether they are full or not at the same time (so it's impossible to turn off production or turn on recycling at certain storage count). I guess I could use the 'read logistic network contents' option on roboports, but that would unnecessarily complicate things (extra step of connecting the logistic network to the assembler blueprint, unreliable if the item is stored anywhere else). \n \nBuffer chests are necessary, because lower quality recipes can produce higher quality products, so I need to syphon them out somehow. Before quality, products could just be stored in a passive provider chest, but doing so now can stop lower quality production if it fills with higher quality products, especially for products you don't need a lot of and limit the output chest to just a couple slots. I didn't miss this functionality before, but with quality it became more important.",
"date": "2024-11-21T00:36:09+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "BTW, parts 2 & 3 of my suggestion were implemented.",
"date": "2024-11-21T09:01:12+00:00",
"quotes": []
},
{
"author": "Henour",
"content": "It would be nice if requester chests worked like assemblers in this regard.",
"date": "2024-12-04T23:22:31+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "+1 for this idea. I went to turn this on, assuming it existed because assemblers have it. \n \nBasically, I have a buffer chest requesting 1 stack and then an inserter turning on if it's >=1 stack. So it'll turn on and feed into a recycler, but maintains a buffer amount. Example: I want 50ish modules. The buffer request is set by a combinator to be 1 stack, 50 modules, and the inserter is set to active if >=1 stack, or 50 modules. The inserter turns on, feeds into the recycler, and then turns off bc the buffer chest has <50 modules. This lets me keep 50ish (or whatever) modules as a buffer and then direct inserts anything above that. \n \nEdit - I solved it by using more combinators. The selector combo is wired to the chest and requests one stack of the item. The inserter is connected to the logistics network via combinators and turns on if there's more than the set point. The chest and the inserter are not connected via wires.",
"date": "2024-12-19T17:26:41+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "See also: 117481: Please, PLEASE make circuit connection behavior configurable per wire",
"date": "2024-12-19T17:36:51+00:00",
"quotes": []
}
] | 16 | 2024-05-29T05:19:32-05:00 |
forum-topic-95271 | 95271 | [MOD 1.1.x] ixuAutosave: logs and screenshots | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=95271 | ixu | Add logs and screenshots here | [] | 0 | 2021-01-29T14:25:45-06:00 |
forum-topic-126411 | 126411 | [2.0.32] Crash on start, unreadable stacktrace | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=126411 | Hexxagon | I didn't notice anything and the game started fine the next time. Could be because I was (automatically) changing the display configuration during game launch.
Only "mods" active are Space Age. Game was launched via Steam.
Couldn't reproduce this but thought maybe it's better to have it posted than to go unnoticed? Sorry for the spam if that's not good | [
{
"author": "",
"content": "Yeah... the stack trace is completly unreadable, i will move this to 1/0 magic because there is nothing that can be done with this amount of details.",
"date": "2025-03-12T21:20:13+00:00",
"quotes": []
}
] | 1 | 2025-01-28T12:24:59-06:00 |
forum-topic-18093 | 18093 | Roboport/Logistic Network/Robot Enhancements/Robot Routing/Charging | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=18093 | Related Logistic Suggestions
I moved the whole logistic network/chest extensions to viewtopic.php?f=80&t=43460 Logistic Network and Logistic Chest Extensions
These suggestions are a little bit "mixed up", cause there is not really a clear line between roboports, roboport-area, logistic-network (and -area) and the robots in that both areas. I'm sorry for that, but it is a game-mechanic, which is very entangled (and it is good so).
First some explanations:
- There is a logistic network , a logistic area , a construction network and a construction area . Logistic bots can work only in a logistic area, construction bots can work only in the construction area.
- All connected roboports built a (logistic or consruction)-network.
Provide and catch back robots into and from a logistic network:
- With v0.12 you can place an inserter to fill in bots into a roboport. Use the robot-combinator-mod (see below), to find out, how many are really needed.
- With v0.12 you also grab bots out of a roboport with an inserter.
- With v0.12 you are not able to order some number of bots to roboports to take the robots out of the network.
- With v0.13 we will be able to connect the circuit network to the logistic network and get robot-count and other info from there. See FFF #123.
(Suggestion: Enable the player to order robots to a roboport, like a requester chest. That enables you to take them slowly out of the network. Same seems to be simple for repair packs. In the end it is nearly the same game mechanics as in Siedler II, where you order knights, swords etc. into towers.)
General suggestions about roboports (mixup)
viewtopic.php?f=6&t=1633 Logistic bot control tower [Very old, still interesting]
viewtopic.php?f=6&t=3202 Some ideas to change Bots mechanic
(and answer: viewtopic.php?f=6&t=3202&hilit=roboport+charge#p23536 - see also down to Robocharge-mod)
viewtopic.php?f=6&t=3551 Custom UI notifications from logistic network conditions
viewtopic.php?f=6&t=4605 logistic questions
viewtopic.php?f=6&t=5348 Bigger, smaller roboports and interstation
viewtopic.php?f=68&t=5748 reassign pending construction robots with cargo
viewtopic.php?f=6&t=6981 Ordering docked bots
viewtopic.php?f=6&t=7993 Splitting up roboport functions
viewtopic.php?f=6&t=8214 "Logistic network"-independent robot recharging
viewtopic.php?f=6&t=13457 Multiple Roboport/Blueprint suggestions
viewtopic.php?f=6&t=14568 Modules for the Roboport
viewtopic.php?f=6&t=25365 Two robo suggestions! [change logistic area size]
viewtopic.php?f=6&t=28985 Allow roboports to snap to logistics net when holding shift
viewtopic.php?f=6&t=34171 filter for roboport content
viewtopic.php?f=6&t=35401 Roboport ideas
viewtopic.php?f=6&t=35516 Multi-purpose (smart) logistic chest
viewtopic.php?f=6&t=37484 Builder Bots
Handling of the Number of Bots in a Network
viewtopic.php?f=6&t=4723 Power and the robots
viewtopic.php?f=6&t=4996 Smarter Robot charging
viewtopic.php?f=6&t=3850 Roboports may request bots
viewtopic.php?f=6&t=5749 Logistic bot network usage statistics [See robotic combinator mod below]
viewtopic.php?f=6&t=8925 Distribution of robots
viewtopic.php?f=6&t=10152 Controlling robot distribution
viewtopic.php?f=6&t=14083 Robot Dropoff
viewtopic.php?f=6&t=18996 Add support for adding and removing robots from network
viewtopic.php?f=6&t=28176 Control Number of Bots in Roboport/RP Content To Circuts
viewtopic.php?f=6&t=41099 Roboport Robot filter
viewtopic.php?f=66&t=45318 Filter in roboports
viewtopic.php?f=6&t=47144 Add auto lauch and request robots ability to roboport
Handling of Robot-Routing / Pathing / Charging
This sub-topic is about problems, when the robot-area is not in a circle shape, but hase more the shape of an "U", well described with this pics.
The general opinion of this forum is currently, that there is not much, that could be improved here by more intelligent routing, cause that means, that the robots need to take a lot more CPU cycles, to calculate that path. Current behavior looks non-optimal, but is not that bad, as it looks (only for the case of U-shaped base, but that should just be avoided or you live with the problems they create.
36vs1x.png (12.39 KiB) Viewed 21830 times
4aiuom.png (20.67 KiB) Viewed 21830 times
technjshv.png (6.65 KiB) Viewed 21830 times
viewtopic.php?f=6&t=3283 Logistic bot pathing improvement
viewtopic.php?f=6&t=12859 Bot Exclusion Zones
viewtopic.php?f=6&t=18082 Let all bots use the personal roboport to charge.
viewtopic.php?f=6&t=23021 Node based pathing for bots
viewtopic.php?f=6&t=21781 Stack size bonus for construction robots
viewtopic.php?f=6&t=26702 Logistics bots should cancel job when request is canceled
viewtopic.php?f=6&t=28325 Roboport option to output construction needs
viewtopic.php?f=6&t=28614 Bot pathing for big bases
viewtopic.php?f=6&t=37761 Roboport waypoint setting
viewtopic.php?f=6&t=38036 Make all bots stay inside their network
viewtopic.php?f=6&t=41361 Construction chests
viewtopic.php?f=6&t=41428 Optimize Drone Movement [explains, why this is not such a good idea]
viewtopic.php?f=6&t=42214 Droids Pathfinding
viewtopic.php?f=6&t=48183 Worker Robots Pathfinding Update (!Important)
An interesting statement from a dev:
viewtopic.php?f=11&t=15234&p=103165&hil ... rt#p103529
Other
The Right Pane / Logistic Info
This will be changed in V 0.15. See FFF #180.
viewtopic.php?f=80&t=17779 Detach Logistic Item Listing From Right Pane [Link Collection Thread]
( viewtopic.php?f=6&t=2583 Logistic network, Storage Infoscreen
viewtopic.php?f=6&t=1222 Logistic overview on the right side
viewtopic.php?f=6&t=4706 Logistics Statistics Screen
viewtopic.php?f=6&t=9957 Logistic System Informational Window
viewtopic.php?f=6&t=13393 Interface For Logistics Storage )
Blueprinting
viewtopic.php?f=6&t=3768 Prioritize Ghost buildings and blueprint construction
viewtopic.php?f=6&t=3868 Player logistic slot improvements
viewtopic.php?f=6&t=22711 Use of a key combination to force personal or base robots to build / deconstruct.
Balancing
viewtopic.php?f=16&t=15109 Build time 0.5s for Logistics/Construction Robots
Defaults for Requesting Items
viewtopic.php?f=67&t=9069 Requester chests should default to zero or one
viewtopic.php?f=6&t=26731 Initial amount of items delivered by logistic system
Mods:
viewtopic.php?f=120&t=14650 Robocharge - Robot Charging Station
viewtopic.php?f=92&t=14388 Advanced Logistics System 0.2.10
Related Logistic Suggestions
I moved the whole logistic network/chest extensions to viewtopic.php?f=80&t=43460 Logistic Network and Logistic Chest Extensions
Other related collections
viewtopic.php?f=6&t=2563 Trains as linkers between seperated logistic networks
viewtopic.php?f=80&t=15326 Stack Filters for Chest, Vehicles and others
viewtopic.php?f=80&t=19987 More Game Information (Statistics, Monitoring, Graphs)
viewtopic.php?f=80&t=18093 Roboport/Logistic Network/Robot Enhancements/Robot Routing/Charging | [
{
"author": "wolfmanrawrs",
"content": "There is an idea for this I didn't see. Giving construction robots a build order / priority: \n1 - Deconstruction \n2 - Power routing(Poles, Substations, etc) \n3 - Roboports \n4 - Power generation(Solar panels, accumulators, steam engines and set up parts) \n5 - Defenses(Walls, Gates, Turrets) \n6 - Other Structures (Assemblers, tanks, etc) \n7 - Modules \n8 - All other(Flooring, Landfill, etc)",
"date": "2016-10-04T17:33:20+00:00",
"quotes": []
},
{
"author": "nyspace1",
"content": "an idea that I came up with on this topic, please reply \n \nI would love to be able to reserve logistic robots for a requester chest or an active provider chest. What I mean is, I want to be able to specify an amount of logistic robots to only the task of filling or taking objects from the specific chest. Robots would be reserved for the chest when they bring or take an item from it up to the specific amount, if reachable. When the robot count is lowered, the robots would become unreserved until the new lower amount is reached. If the amount is raised, more robots would become reserved until the new higher amount is achieved, if reachable.",
"date": "2017-02-19T09:09:35+00:00",
"quotes": []
},
{
"author": "",
"content": "Yes, see for example: viewtopic.php?f=6&t=41099 Roboport Robot filter, which is the latest example for such a suggestion.",
"date": "2017-02-19T16:02:44+00:00",
"quotes": []
},
{
"author": "Bonaducci",
"content": "I don't want to create whole separate thread yet I did not see exactly proposition I think of. \n \nWhole idea is not to make robots too smart (like trains require proper signals to work) and yet provide good functionality (if signals are good, routes and behavior of trains is great). We should also take computing power into consideration as robots are counted in thousands. \n \nThe biggest problem I found is that robots don't even consider their battery lifetime and they try to fly way further than they can. In real life any algorithm should consider recharges. My proposition is simple and would fix most of problems. Of course it does not fix flying over enemy territory but would improve that as well. \n \nCurrently robots just fly out to destination and go to nearest station if battery is drained. Change I propose is to plan charges ahead. I'd list all steps needed for that but there is actually one new step. Depending on current implementation it could even improve performance of huge logistic networks. \nLogical side: \n1. Destination is in reach? \ntrue - fly there \nno - fly to reachable roboport that is closest to destination \n2. When you reach this roboport go to 1. Either go straight to destination or get next reachable roboport that is in range. \n \nAlgorithm side: \nI don't know how it is implemented right now, so it's hard to tell. Surely you have some collection of roboports as you need to know which one is closest to robot for charging or docking. Maybe you mapped roboports to tiles so at each position you know roboports in range. I don't know. \nOne way of implementing that would be keeping list of roboports in range of each roboport. That would not scale good with good networks but would have best performance. This way even with huge networks you have just a bunch of roboports in radius of constant flight of fully charged robots. Those are roboports you can reach without recharging. Now if distance to destination is higher than robot range, you have this bunch of roboports that are in range. Just check which one is closest to destination and fly there. Don't even plan how you will fly afterwards. Check that when you are charging. This way not matter how long flight it would be, you have the same number of processing to do. \n \nPossible problem of this solution would be getting stuck at one roboport when your network requires flying back and around. Just like some penisula which has closest roboport to other side or sea but is still too far away. In this case your starting roboport would be the closest one. You can simply go back to old mechanism when this happens. Fly straight to destination and at some point you will either reach it or stop for charging somewhere going back to new mechanism. \n \nOther solution would require planning whole route ahead but it has some problems. Route may change (new roboports or some removed during flight). It would also add some processing for each long flight. I think limiting to closest roboport would be optimal idea. \n \nNow comparing it with the case from images above. Let's assume basic robot with 3m/s. It holds 1,5MJ, uses 3kJ/s (hence 1kJ/m) and 5kJ/m travelled. Sum it up and you have 6kJ/m on full speed and 250m range on full charge. Maximum distance between stations diagonally would be around 70m so it should be able to through 2 stations at least before charging at 3rd. \n \nLet's visualize it on the same example as above images. \n \nSimple case. \n1. Take closest to Z roboport within flight range. \n2. Z is in range. \n \n \nThe same with smaller flight range. \n1. Take closest to Z roboport within flight range. \n2. Take closest to Z roboport within flight range. \n3. Z is in range. \n \n \nNow the problem I mentioned. \n \nOriginal implementation: \n1. Go straingt to Z. \n2. No energy, slowly go to closest roboport to charge. \n3. Go straingt to Z. \n4. No energy, slowly go to closest roboport to charge. \n5. Go straingt to Z. \n6. No energy, slowly go to closest roboport to charge. \n7. Go straingt to Z. \n \n \nProposed solution with simplest fallback mechanics (if Z is not in destination and yet we are in closest roboport, fly there anyways). \n1. Take closest to Z roboport within flight range. \n2. Take closest to Z roboport within flight range. \n3. Take closest to Z roboport within flight range. \n4. Fallback, fly straight to Z. \n5. No energy, slowly go to closest roboport to charge. \n6. Z is in range. \n \n \nExtended fallback that extends search radius to find closest roboport that would also be closer to Z than current one. \n1. Take closest to Z roboport within flight range. \n2. Take closest to Z roboport within flight range. \n3. Take closest to Z roboport within flight range. \n4. Fallback, take closest roboport that is also closer to Z than current one. \n5. Z is in range. \n \n \nAs I mentioned, it would also be possible to plan whole path ahead but it would be much more complicated. Then it would take route around the water instead. I think my proposal is sufficient, it greatly reduces robot stupidity and is still fairly simple. \n \nAlso I mentioned that it will not fix problem with flying over enemy territory but it actually might improve that behavior. This way robots will try to stay within fast flight range from roboports, so they would not try to fly directly through unknown territory. Instead they would jump along the route. \n \nWhy this solution seems most reasonable to me? \n- Despite more calculations for robot routing, it is limited only to first \"jump\" robot makes. Currently each time battery dies algorithm has to find closest roboport to robot coordinates. This solution removes that need and instead each time requires finding closest roboport to Z that is in range. To make it less CPU hungry rach roboport could keep some list of ports in range limiting how much checks will be done. Such list will also be pretty easy to handle. If you create new roboport, list all ports in range. One time action. Of course each roboport in range will have this one in range as well, so add them to their list. While removing (disabling) roboport you already have a list of those in range, so just follow it and \"unsubscribe\". The point is that it should have similar performance to current one regarding robots behavior and would only add some performance loss for creating and removing roboports. Also memory usage should not be that bad unless you have hundreds of thousands of roboports. \n- Compared to solution showed by @ssilk it does not stop at each roboport on the route. Just when it's needed. \n- It surely depends on implementation but it should be fairly simple to implement, so less risk of introducing new bugs. If currently each robot holds one target, then it would have to hold final destination as well as current target, so it could update route after charging. Despite that only collection of roboports in range and logic behind it would be necessary. \n \nMoreover for charge balancing you can use variation of current mechanism. \nCurrently it considers distance from robot to closest roboports and queue for charging with some ratio of queue size vs additional distance to charge. \nIn my proposal you can use almost the same mechanism. If choosen roboport for charging has queue over X, then consider next one that is a bit further from destination. This way in case 100 robots fly on the same route from one container to another, they would split into several groups charging at different ports, even taking different routes. After first charge they will not be one single pack but several smaller ones which will be easier to charge. It's necessary to see such thing in action to tell if it works as expected.",
"date": "2019-06-02T22:50:24+00:00",
"quotes": []
},
{
"author": "RadioDoc",
"content": "So I was thinking about the routing issue, and it dawned on me that a simpler way to approach it might be to use something similar to what's already in place for the train pathfinding. \n \nIf you have each logistic network defined as a Zone, then you path Zone center to Zone center until you hit the target Zone, then go to destination chest. \n \nWhen you place a logistic chest, it should gain an identifier something like [A.1] - it's chest 1 in Zone A. In the case of overlapping networks, the zone designation goes to whichever Roboport is closer. \n \nSo let's look at an actual network here: \n \nSo right now, I have a logistics bot flying direct from D.3 to F.1. Sure it's quick until we get into the situation of the bot being out of juice and needing to detour for a recharge. Now, yes, this is all in nice and close together, but the principle here should be the same. The bot should be looking at the path along the connection lines already established - D.3 > D > C > E > F > F.1 - instead of flying direct from D.3 > F.1. \n \nIf we want to take it a step further, set a toggle in each Roboport to define bot behavior in that zone - direct or point-to-point. If I set direct, then I should be seeing the behavior I'm seeing now. If I set point-to-point, any zone transition causes the bot to travel to the zone center before going to the next waypoint. For adjacent zones with different properties, the bot adheres to the new zone's rules. For example, let's say A, B & F are set direct, C & E are set point-to-point. A bot traveling from A to F will cross into zone C, so it will go from A to the center of C, then to E, then to the destination in F. \n \nThis is just my two cents, but I think that will greatly help us reign in the insanity we see with the bot networks and also give us some ability to streamline operations. But really, we just want to get away from this: \n \nI know what two points led the bot to be out there, but come on...",
"date": "2019-10-13T14:07:47+00:00",
"quotes": []
},
{
"author": "jgilmore42",
"content": "Interesting thoughts expressed here. \n \nFirst, let me start by agreeing that construction robot prioritization and pathing needs some tweaks. I've seen the following problems: \n1. Infinite loops caused by closest recharge available being in the wrong direction (i.e. huge gap, robots go out, then come back to the same place again to charge) \n2. robots being killed by pathing over monsters (i.e. ALL BASES MUST BE RECTANGULAR) \n3. robots waiting ridiculusly long times (sometimes infinite, depending on bot supply) for removal of trees so they can place their belts or whatever. \n4. robots constructing things in the wrong order (i.e. placing the laser turrets before the power poles are place, then biters destroy all the turrets easily) \n4a. robots constructing random shit instead of the power poles to the next roboport (which would engage another few hundred bots to construct the next section) resulting in vastly inflated construction times. \n5. Bad interactions between personal roboports and building-type roboports. (Specifically, the building type \"claim\" the deconstruction, and then I'm standing right there with the materials and have to chop trees BY HAND even in extremely-late endgame, because my robots won't do it, and the building-type ones will take five or ten minutes to get there.) \n6. Quasi-random choice among ghosts in range of what to build. (Seriously, put four or so personal roboports mk2 in and build a large blueprint of tiles or grid of traintracks. The order in which things are built makes NO sense. Upper left to bottom right, but in rows? Madness. And so obviously nonsensical that it's immersion breaking.) \n \nThere are a few subtlties that you've missed. Primarily that there are personal roboports too, and charging isn't (currently) calculated as a matter of finding the *closest* roboport, but of finding the fastest charge, accounting for distance & number of robots already waiting to charge. \n \nSo your \n \n\nis I think accurate, but incomplete. You'd need to tweak your proposed algorythm by \"closest/fastest charge, accounting for distance lost (both going to charge point and time lost going AWAY from target) and number of robots waiting, etc.\" Otherwise, you could place a cluster of roboports at points where there's high bot traffic, and the robots would all try to charge from the same roboport ANYWAY, and you'd have gained nothing. \n \nAlso the proposed priority list is incomplete, and won't fully fix things anyway. The following things need to be considered. \n \n1. Robots must eventually get there. Even sub-optimal setups should at least work eventually. \n2. Personal roboports MUST be able to usurp jobs, but shouldn't do so if the robot that is assigned is in visual range (approximately) \n3. Personal roboports ESPECIALLY should prioritize removals that allow placement for items that are available. \n By which I mean that if we don't have any solar panels, removing the trees to allow solar panels to be placed should be a low priority. \n4. Distance MUST be the primary determiner of job priority, as it's what actually takes not only time, but grid power (which is always in short supply) \n5. Placing things that allow the roboport network to expand need high priority \n6. Placing & repairing defensive structures (laser turrets & power to them) need high priority \n \nI'd like to elaborate on #1. Right now, the construction and logistic network is very opaque. There's no way for a player to point at a pipe ghost and find out if there's a robot assigned, where that robot is, how long it'll be, or anything at all. Even the chests only give a number for pickups scheduled, and give no clue as to final destination or where (or whether) the robots are stuck. \n \nIf we had some debugging tools (some way of finding the wayward robots) it might be acceptable to have the robots get stuck in infinite loops. But espeically a novice player won't have any idea, which winds up just being pointless frustration. If somebody's done something wrong, we need to TELL THEM so they can fix it, not \"wait forever and nothings happening, but I don't know why or how to find out.\" \n \ni.e. poor gameplay experience. \n \nBecause of #3 & #4, the priority building list cannot be laid out perfectly, and at each stage we need to ignore things that we don't have (don't prioritize removing trees for large electric poles if we don't have any large electric poles) as well as figure distance into our plans. \n \nHowever, this is my list: \n1a. removals for electrical supply \n1b. Building electrical supply \n2a. Removals for defensive structures \n2b. Defensive structures (walls, turrets, radar, just like the game) \n3a. Removals for roboports \n3b. Roboports \n4a&b. Eletrical generation (solar panels & accumulators, mainly, but also pumps, pipes, boilers, tanks, steam consumers, etc.) \n5. Everything else \n \nBecause of #4, this list cannot and should not be followed exactly, but should instead probably be applied as a multiplier to distance to make a priority queue. Ghosts close to the passive provider chest containing solar panels should get built first, darn it! Especially as this means that the robots will have more charge points available, multiplying it's effect on total build time. \n \nHowever, if the game really has an internal limit of 600 jobs to consider, this is all moot - placing a solar array of 100 roboports overwhelms that so far it's not even funny. \n \nHonestly, my main frustration is to be stuck chopping down trees with a frickin' *AXE* when I've launched a few thousand rockets. It's ridiculous! (see item #2 of first list.) I am a veritable technological GOD! I shouldn't have to chop my own trees!",
"date": "2019-12-28T21:27:32+00:00",
"quotes": [
{
"author": "Bonaducci wrote: Sun Jun 02, 2019 10:50 pm",
"content": ""
}
]
},
{
"author": "maroder",
"content": "How many times have you observed this: The robot flies to the target to repair or build / deconstruct something, but does not reach one or two cells, turns and flies to the roboport to charge... Or it flies into the middle of a huge lake... Or even worse right on enemy base. \n \n \n \n robot-flies.png (17.24 KiB) Viewed 15536 times \n \n \n Here's what happens: \nThe robot gets an assignment leaves the roboport and heads towards the destination. \n A C-sharp piece of code that is now available Code: Select all //Explanation: Parts of the code are only rude actions to clarify the meaning of the idea. It will take a lot of time to write the full code of the specified classes and methods.\n//The names of classes and methods were chosen to explain the solution code.\n{\n\tRobot.Roboport = SpawnedRoboport;\n\tRobot.Status = RobotStatus.GoToTarget;\n\tRobot.MovePoint = Robot.Target.Position;\n} \n\nWhen its battery decreases to a specific value an event called \"need to recharge\" is triggered. The robot instantly changes his route and heads to the nearest roboport. \n A C-sharp piece of code that is now available Code: Select all //The names of classes and methods were chosen to explain the solution code.\n{\n\tRobot.Roboport = GetNearestRoboport(Robot.Position);\n\tRobot.Status = RobotStatus.NeedRecharge;\n\tRobot.MovePoint = Robot.Roboport.Position;\n} \n\nAfter recharging, the robot again goes directly to the target. \n A C-sharp piece of code that is now available Code: Select all //The names of classes and methods were chosen to explain the solution code.\n{\n\tRobot.Status = RobotStatus.GoToTarget;\n\tRobot.MovePoint = Robot.Target.Position;\n} \n\nThe extra mileage traveled by the robot, however, is not taken into account, no matter how many zigzag pattern it makes during its travel. \n \n Solution \nAdding a simple calculation of real route length would solve the problem of \"dumb robots\". In this case, the same calculation methods that are used in the game now will be used. We add only a couple of checks and a few mathematical steps (provided that the flight distance is greater than the distance before the charge is lost) to calculate the coordinate where the event \"need recharging\" should occur in advance. \n A C-sharp piece of code Solution 1 Code: Select all //Perform upon receipt of a new target and after recharging.\nvar DischargeDistance = Robot.Charge/Robot.DischargePerTile\nif (DischargeDistance > Distance(Robot.Position, Robot.Target.Position))\n{\n\tRobot.Status = RobotStatus.GoToTarget;\n\tRobot.MovePoint = Robot.Target.Position;\n}\nelse\n{\n\tvar position = GetPointThatDividesALineInGivenRatio(Robot.Position, Robot.Target.Position, DischargeDistance);\n\tRobot.Roboport = GetNearestRoboport(position);\n\tRobot.Status = RobotStatus.NeedRecharge;\n\tRobot.MovePoint = Robot.Roboport.Position;\n} \n Get point that divides a line in given ratio Code: Select all public Vector2 GetPointThatDividesALineInGivenRatio(Vector2 RobotPosition, Vector2 RobotTargetPosition, double DischargeDistance)\n{\n\tdouble x, y, m, n;\n\tvar x1 = RobotPosition.X;\n\tvar y1 = RobotPosition.Y;\n\tvar x2 = RobotTargetPosition.X;\n\tvar y2 = RobotTargetPosition.Y;\n\tm = DischargeDistance;\n\tn = Math.Sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2)) - m;\n\tx = ((n * x1) + (m * x2)) / (m + n);\n\ty = ((n * y1) + (m * y2)) / (m + n);\n\treturn Vector2(x,y);\n} \n\nAdding a single one-time check on the distance to the target we get:\n \n No need in triggering the event \"need to recharge\" during travel towards the destination. \n Straight travel patterns between the roboports with \"normal\" and L-shaped bases !! \n Increased CPU load with U-shaped bases in cases when hundreds and thousands of robots will be receiving a roboport as a new destination where to get recharged in. \n\nTo solve the problem with the load on the CPU, we add a test for the similarity of the roboports and the available charge with the maximum. If the new roboport corresponds to the roboport of the robot and the robot is charged, then we set the robot the status of \"waiting\" (for example, 10 seconds of inactivity). \nIf you wish, you can add an alert to players about the presence of such robots in the form of an alarm and / or the flying text “ There is no direct path to the target ” sent by the roboport (crowds of waiting robots will accumulate at one roboport). \n A C-sharp piece of code Solution 2 Code: Select all //Perform upon receipt of a new target and after recharging.\nvar DischargeDistance = Robot.Charge/Robot.DischargePerTile\nif (DischargeDistance > Distance(Robot.Position, Robot.Target.Position))\n{\n\tRobot.Status = RobotStatus.GoToTarget;\n\tRobot.MovePoint = Robot.Target.Position;\n}\nelse\n{\n\tvar position = GetPointThatDividesALineInGivenRatio(Robot.Position, Robot.Target.Position, DischargeDistance);\n\tvar NewRoboport = GetNearestRoboport(position);\n\tif (Robot.Roboport == NewRoboport and Robot.Charge > 0.98 * Robot.MaxCharge)\n\t{\n\t\tRobot.Status = RobotStatus.WaitingBeforeGoToTarget;\n\t\tRobot.WaitingTime = 600;\n\t}\n\telse\n\t{\n\t\tRobot.Roboport = NewRoboport;\n\t\tRobot.Status = RobotStatus.NeedRecharge;\n\t\tRobot.MovePoint = Robot.Roboport.Position;\n\t}\n} \n \n \n \n robot-flies2.png (19.16 KiB) Viewed 15536 times \n \n \n There is another ready-made solution \nFor a more optimal solution, it is necessary to consider a network of roboports. Search for the nearest roboport at the target (read the roboport of the target) and send your roboport a request for receiving the coordinates of the roboport along the way.",
"date": "2020-01-24T20:51:51+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged into older topic with same suggestion.",
"date": "2020-01-24T22:47:47+00:00",
"quotes": []
},
{
"author": "",
"content": "I going through the suggestions here and I want to add, that the obvious solution isn’t practical in reality. \n \n Say we have a lake like above and want to expand the base, suddenly hundreds of robots need to fly the long path around the lake. They will starve at the completely overwhelmed roboports, waiting for charge. \n \nIf they instead take the direct way over the lake, they “cheat”. They don’t need that much energy and instead of waiting for recharging they just fly slower. In the end this can be much faster as the way around the lake. It depends. \n \nAnother situation is, that the lake is just so large that flying around just makes no sense. But a beginner will eventually not come to the idea to use landfill and place some roboport to make a path for them. \n \nWhat I want to say is, that the obviously correct solution isn’t always the best.",
"date": "2020-05-23T07:29:14+00:00",
"quotes": []
},
{
"author": "maroder",
"content": "In this sense, the situation will not change. Requires the installation of additional roboports for recharging on the coast. After the innovation, the robots will recharge at the same roboports as before. \nThe essence of my proposal is that robots fly between roboports in a straight line. At the same time, a special case of the “turn” of the robot, which almost reached the stationary target, will be corrected. \n \n\nBut there may not be a lake, but an enemy base. \n \n\nNow, in some cases, when building a U-shaped base, robots fly back and forth recharging at the same roboport. A beginner will not be able to guess that robots cannot achieve the goal in this situation. Therefore, I suggested making an alert. \n \n\nIt is possible that the load on the CPU will increase slightly. At the same time, the distance traveled by robots will decrease, which means that the execution time of each specific task will decrease. This will reduce the number of robots needed, which will slightly reduce the load on the CPU. This is not obvious, but the effectiveness of robots will really increase. \n \nConsider a special case inside the base: \nWhen the forced recharging position is between the roboports, the least busy nearest roboport is selected.\n \n \n \n robot-flies3.png (15.41 KiB) Viewed 14756 times",
"date": "2020-05-24T20:01:48+00:00",
"quotes": [
{
"author": "ssilk wrote: Sat May 23, 2020 7:29 am",
"content": ""
},
{
"author": "ssilk wrote: Sat May 23, 2020 7:29 am",
"content": ""
},
{
"author": "ssilk wrote: Sat May 23, 2020 7:29 am",
"content": ""
},
{
"author": "ssilk wrote: Sat May 23, 2020 7:29 am",
"content": ""
}
]
},
{
"author": "",
"content": "It is still so, that this idea is not always the best. There are situations, where the optimal behavior is the current. It depends on the dimensions and shape of the hole where the robots needs to fly around. \n \nAnd - I know this argument will open up a big discussion, but eventually the bigger issue - the estetical element, when you place/remove a lot of entities and the robots come out of the roboport in a row and build some interesting lines on screen is partly removed. That removes also a lot of fun to watch the robots. But this suggestion handles a situation which is not so common and it could be seen as part of the gameplay to handle the problems evolving from it. \n \nEdit: the decreased distance of flight path length will be eaten up by the players, that use then more robots. \n \nI’m not against this, but the nature of this change involves the Devs. And their priority of this it is surely very low.",
"date": "2020-05-25T06:51:22+00:00",
"quotes": []
},
{
"author": "nosports",
"content": "So i have the problem currently... \n \nI have a large main base which is full coverd by roboports, but then into the wilderness, my roboports follwos along ores/rails, so the gernerall layout is there or a root system which much space between the branches.... \nSo occasionally some robo will try to travel between the branches, but can not because of energy. \n \nI understand the underlying mechanic, but i would suggest, that a robo which travel to and fro the same roboport( an reasonable number, say 2), (which is an indicatior that he can't use this way), will try for an other robobort as recharge point.... \nI mean this would a simple solution and not be a big impact on CPU/Memory, because you only need a counter and check if starting roboport is the target. \nBut at least the robot has a change to succed his journey because he will use an other roboport as staring point....",
"date": "2020-05-25T07:04:24+00:00",
"quotes": []
},
{
"author": "",
"content": "Well, I know that this is also kind of taste, but I still believe that robots shouldn’t be used for so far distances. I think their limits in vanilla are around 1000 meters radius around some kind of “center”. And that optimum depend also highly on the number of robots and number of roboports. \n \nYou can use them differently. Of course. But then the problems like this arises. And this problem with pathing is just one of them. \n \n(In my opinion the better strategy in that case is to make a new roboport network. Don’t connect it with the main network, instead make transfer of items between them by train, or yourself or make a transfer area, where you connect the networks by requester/provider chests and inserters.)",
"date": "2020-05-25T07:25:22+00:00",
"quotes": []
},
{
"author": "nosports",
"content": "Yes i know this all \nTried different approches - still no super fan of robots, because they take out a large chunk of the puzzeling of factorio.... \n \nIts just comfortable later in the game when the thirth ore patches runing dry, so place down the the rails, the roboports, the miners and all whats not all. \nIts no prolem if the robotarmy takes hours of completing. \n \nThe problem aries much then wenn trees needs to be cut down for placing and then the robot from the other branch will be assigned to do it and it cant go to work -theses pure creatures..... \ncurrently trying to breadcrump a line of roboports to help this, but if for the new roboports needs to be some choping, so it could have only shifted \n \nThinking of that.... \nOther solution could be if a task is not completed by certain amount of time, it could be assigned to an other robot(still not a perfect solution, but maybe the other robot is placed better ?) \n \nThinking further - one could make the robot range infinitely resarch; maybe with an drawback to speed then ?",
"date": "2020-05-25T10:45:08+00:00",
"quotes": []
},
{
"author": "maroder",
"content": "For a \"good\" visualization, it may be worth sending robots directly to the target, if necessary recharging dramatically change the trajectory. Thus, the scatter of robots on the map is really large. \nAny perfectionist after noticing the robots flying in zigzags will say: “What the hell are they not flying in a straight line ?!” \nThose who do not want / cannot get rid of enemies close to the base will say: “What the hell are they flying to the enemy base ?!” \nI relate to both. \n \nMoving a little away from the topic: I propose that robots fly out of the roboport not at one point, but make a small spread - this will be much more aesthetic. \n \nI am not saying that my offer is the best. But implementing the solution is very easy, just like fixing a bug. That is why I called it a “ready-made solution”, because It uses the existing code in the game. \n \nThere will be both supporters and opponents of this change. You can add the inclusion of this change optionally. Calling the option \"Flight of robots between roboports in a straight line.\" By itself, the disabled option will not affect performance in any way.",
"date": "2020-05-25T14:12:28+00:00",
"quotes": []
},
{
"author": "Kople101366",
"content": "have this issue too I see why it hasn't been implimented but i fall into the can't remove emeny's from around my base catigory because that is what my robots are trying to do place turrets and stuff but all in the wrong order and by flying to the wrong spots and over enemy bases. My hopes are they make this an option or soeone make a mod.",
"date": "2020-07-16T00:51:43+00:00",
"quotes": []
}
] | 16 | 2015-11-28T18:40:19-06:00 | |
forum-topic-33750 | 33750 | Why did the biter ignore the gaping hole in my wall? | General discussion | https://forums.factorio.com/viewtopic.php?t=33750 | mooklepticon | Why did the biter ignore the gaping hole in my wall?
2016-10-03_22-44-44.jpg (137.98 KiB) Viewed 3190 times | [
{
"author": "",
"content": "Because it couldn't see it ?",
"date": "2016-10-04T05:19:17+00:00",
"quotes": []
},
{
"author": "Mooncat",
"content": "",
"date": "2016-10-05T04:35:33+00:00",
"quotes": []
},
{
"author": "Nexela",
"content": "Mooncat.... I watched that for about a minute before realizing it is not gonna zoom out and show a path to the goal......",
"date": "2016-10-05T05:23:28+00:00",
"quotes": []
},
{
"author": "Hannu",
"content": "I do not know why, but it looks like at this time poor AI found better (or at least less bad) solution.",
"date": "2016-10-05T05:36:36+00:00",
"quotes": []
},
{
"author": "Mooncat",
"content": "Oops, I shouldn't have expected everyone knows CoC. \n \nThats an already broken building inside the wall, no need to go inside, but that guy still wants to break the wall. \n \nAnd the joke: https://www.youtube.com/watch?v=CaObO42bjiI&t=1m50s",
"date": "2016-10-05T06:10:21+00:00",
"quotes": [
{
"author": "Nexela wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "I think they are attacking a completely different target and this wall is just \"in the way\"...",
"date": "2016-10-05T09:16:54+00:00",
"quotes": []
}
] | 6 | 2016-10-03T22:47:47-05:00 |
forum-topic-126662 | 126662 | Ultimate loader | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=126662 | skallistey | The fast belts and loaders in the game are not satisfying, so I decided to play with mods for fast belts. However, there are no loaders for these belts. Please make a mod with customizable loaders (in the menu (speed))(UltimateBeltsSpaceAge_1.3.0) | [] | 0 | 2025-02-07T05:10:14-06:00 |
forum-topic-85226 | 85226 | [0.18.26] Involuntary (?) hints to freeplay items in Level 01 of new old tutorial | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=85226 | valneq | According to the recipe, iron plates and copper plates can be made in
Stone furnace
Steel furnace
Electric furnace
but the player only has access to stone furnaces. If you want to keep the latter two deliberately as a hint towards freeplay, you can leave them there. Otherwise, I would remove them from the first level – just to reduce visual clutter for the very new players.
At some point your objective is to “Add the burner mining drill to the quickbar at the bottom of the screen using left click.” However, if you just left click on the quickbar, a large window will open with all possible entities from freeplay that you can set as a filter. Considering that the player just made a burner mining drill, you may want to add “while holding it in the cursor” or something similar. Alternatively, I would suggest removing the visibility of all these different items from the first levels. Then, even if the player just left clicks the quickbar, they will only see the few items that are accessible in level 01 – and level 02 analogously. | [] | 0 | 2020-05-23T20:46:54-05:00 |
forum-topic-118130 | 118130 | [raiguard] [2.0.11] Crash changing input on monitor (Wayland_GLES_SwapWindow) | Pending | https://forums.factorio.com/viewtopic.php?t=118130 | ZacKPloK | I have two PCs connected to my monitor, when I change to the second one Factorio will crash.
The PC running Factorio is connected via DP, Laptop is connected via HDMI.
System: EndeavourOS with KDE Wayland. In game graphics settings preferred video driver is also set to Wayland.
Graphics: Radeon 5700XT
Monitor: Samsung C27HG70
Maybe connected to this bug?
viewtopic.php?f=182&t=116271 | [
{
"author": "",
"content": "Thanks for the report. Can you still reproduce this? We recently updated SDL.",
"date": "2025-01-22T01:30:24+00:00",
"quotes": []
}
] | 1 | 2024-10-28T05:40:38-05:00 |
forum-topic-127155 | 127155 | new schedule.add_record should return the index of the new record | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=127155 | EvilPLa | TL;DR
The new Code: Select all schedule.add_record() should return the index of the new record. Unlike in the ui you don't acually see where the record is located. Temp records go in the current position, but the "current" value gets changed.
It would just make sense to return the index of the new record.
The docs should als mention that this new record comes already with the default wait condition for the type | [
{
"author": "",
"content": "Ok",
"date": "2025-02-27T02:09:28+00:00",
"quotes": []
}
] | 1 | 2025-02-26T16:08:51-06:00 |
forum-topic-124244 | 124244 | Unique chunk ID | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=124244 | Natha | I hope this is the right place...
This is a helper method for all modders who store positional data. Instead of having a storage table Code: Select all { [x] = { [y] = {..., ...} } , which is bad programming and nil-checking, there is something better.
2D positions are a countable set which means you can assign each {x, y} element a natural number. I wrote a spiral function for that in LUA, based on https://web.archive.org/web/20141202041 ... miserably/ :
Code: Select all function spiral(pos)
local x = math.abs( {table.unpack(pos)}[1])
local y = math.abs( {table.unpack(pos)}[2])
local a = math.max(x, y)
local dist = 0
local i = 0
while y > x or y >= -x do -- rotate by 90° (multiply by -j) until values are in the top triangle
p = {-y, x}
dist = dist + 2*a
i = i + 1
if i == 5 then break end
end
dist = dist + a - x
return dist + ((a*2)-1)^2
end
Just give a position (tile or chunk) and a unique ID you get! | [] | 0 | 2024-12-11T14:29:01-06:00 |
forum-topic-126993 | 126993 | space platform width coefficient | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=126993 | batcat_ | what do you think about making a mod that will disable the space platform width factor in speed | [
{
"author": "eugenekay",
"content": "Mod exists already.",
"date": "2025-02-20T16:15:20+00:00",
"quotes": []
}
] | 1 | 2025-02-20T10:07:12-06:00 |
forum-topic-126967 | 126967 | [Donion][2.0.32] Some buildings missing open/close sound effect | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126967 | Usul | The following buildings are missing a sound effect for opening and closing their GUI:
- Recycler
- Cargo landing pad
- Tesla turret
Expected behaviour: A sound effect should be played when opening and closing the GUI of these buildings, so that all buildings in the game do so. | [
{
"author": "",
"content": "This is addressed for the next release, 2.0.36. \nTogether with couple of new sounds and adjustments on some other entities. \nThanks for the report.",
"date": "2025-02-21T13:01:18+00:00",
"quotes": []
}
] | 1 | 2025-02-19T15:12:17-06:00 |
forum-topic-122486 | 122486 | [2.0.21] LuaEntity::temperature does not mention heat pipes | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=122486 | Quezler | https://lua-api.factorio.com/latest/cla ... emperature
> The temperature of this entity's heat energy source. nil if this entity does not use a heat energy source.
heat pipes have no energy source (neither in data.raw or prototype explorer) but it still returns the temperature, which does not match the description. | [] | 0 | 2024-11-22T03:40:45-06:00 |
forum-topic-80081 | 80081 | Make previous parts of the campaign insignificant. | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=80081 | Rinin | I mean, you guys already solved the problem one time in old campaign. Let the player build small base, then expand the map to the bigger objectives, and let him keep the old base as suplimentary. Just like in real game.
If campaign is partly tutorial - player have to rebuild bases, because first one will be spagetti, and forsing player to keep it is actually bad thing.
You don't have to remove old bases, just make them unsignificant to new tasks. Players should be able to use them, not forced to. Also players should be able to rebuild it on base 2 if they already learned some mechanics more and want perfect pretty square base. But again, they shouldn't be forced to rebuild.
You may give some limited expansion capabilities to bases. Like conversion of base 1 to main power plant, base 2 to be huge smelter center, and so on, but don't expect player to make proper red/green module from get go. Otherwise your future plan for megabase will have bad foundation.
Make it possible to start from scratch, but don't force it. It should be enough space and metall on base 2 to repeat base 1 in cleaner way and so on.
Eventually you will have to stop. But make several first bases insignificant and easy to rebuild. Just to make some room for learning from mistakes. | [] | 0 | 2020-01-15T01:24:18-06:00 |
forum-topic-126168 | 126168 | Some "will it mod" questions | Modding discussion | https://forums.factorio.com/viewtopic.php?t=126168 | pfooti | I'm pretty okay at writing code, but totally unfamiliar with factorio. Before i set off on a journey of discovery to find that I'm in a dead end, I'd like to get a sense of feasibility on some ideas I have for modding the game. For each of these, I'm interesting in knowing whether the modding system would the idea at all, and if so what the rough effort scale is (T shirt sizing).
1) separate circuit networks on assemblers, inserters, etc. I really want to do stuff like "read out current contents to the red network, and set recipe on the green network" instead of having to do a ton of circuit isolation at each point (having an arithmetic that does (signal I want) + 0 output each mostly does what I want, but it's fiddly and annoying).
2) recipes can mix-and-match quality of inputs, which contributes to the quality value of the craft (so if you put in a rare iron plate and a common copper wire, you can get a green circuit out, with some distribution of common, uncommon and rare based on the percentages of inputs). Quality mods in this scenario would contribute as well. Still gambling, but this general mechanic is something I would like to play with - quality outputs can choke your belts, and remembering to have a version of the recipe for each quality level set somewhere is also a pain.
3) more signalling on space platforms. i sure would like to control which items get sent and how they get sent. As an example: i am recycling quality scrap on fulgora and doing a lot of quality building there, but i do most of my quality botmall stuff on nauvis. So i want to be able to say "put any extra epic+ stuff on this ship if it is in orbit" and "once this ship is full, or if it has an item onboard that nauvis needs (from this logistic item group) go to nauvis and drop it". I would also like to be able to manually drops from space to the surface via circuit stuff and not rely on the surface requesting it or me manually clicking.
4) interplanetary circuit transmissions (like radar does on each surface), some kind of radio receiver.
5) some kinds of copy-paste and apply-changes interface to the logistic group UI. I find the "import from this planet" UI super-tedious, especially since you cannot edit that on a combinator or anything other than a ship, even though it is applied everywhere. Because I lack some of the other controls above, I end up with a lot of logistic groups. It sure would be nice to be able to say "this group is the same as that group, but it is all import-from-vulcanus instead of import-from-nauvis" or "copy this group, paste it and change it to import-from-fulgora and set the quality to rare". This is the kind of "set requests from combinator" type stuff that I want in circuit signals on space platforms.
6) maybe more colors of wire. I dunno, if i had a third wire color i'd probably want a fourth, so just red/green is a good design constraint, and I can do signal multiplexing on a timer if i really want to get fancy.
7) condensed combinators. Something like factorissimo but for combinators where you have a box that's 2x2 or 3x3 tiles on the main map but contains a big inner space for combinators plus some input and output poles. I enjoy the silliness of my giant train station logic block as much as the next guy, but sometimes I want to be able to make a simpler bloop that just is a thing that has inputs and outputs and does what it is supposed to do. It helps a lot with reusable designs.
Anyway, if there are existing mods that do this stuff, I can install them directly. I'm interested to hear from the experienced modders which would be relatively straightforward scripts that override item / recipe properties, and which would be "you need to add entirely new mechanics to the engine to support that" | [
{
"author": "DaveMcW",
"content": "1. No engine support, but you can write a mod to help you automate it. \n2. No engine support. \n3. Mods can connect wires across surfaces. \n4. Mods can connect wires across surfaces. \n5. No engine support, but you can write a mod to help you automate it. \n6. No engine support. \n7. Mods can connect wires across surfaces.",
"date": "2025-01-21T02:59:47+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "Some of these mods already exist. You can just use them, or base your new mod off them. \n \n\nFor this the goto mod is AAI SIgnal Transmission \n \n\nFor this the goto mod is Compact Circuits",
"date": "2025-01-21T08:08:01+00:00",
"quotes": [
{
"author": "pfooti wrote: Mon Jan 20, 2025 5:28 pm",
"content": ""
},
{
"author": "pfooti wrote: Mon Jan 20, 2025 5:28 pm",
"content": ""
}
]
}
] | 2 | 2025-01-20T11:28:05-06:00 |
forum-topic-38288 | 38288 | Map wrapping (Torroid, Sphere, Cylinder, Klein-Bottle) | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=38288 | This idea is to wrap around the map, so that it has no end and you can "go out at the left side and come in at the right".
https://en.wikipedia.org/wiki/Karnaugh_map
Another way for construction is a cube:
This has strong dependencies to
viewtopic.php?f=80&t=13022 World Generation / Map Generator / Game Modes / Scenarios / Biomes
and
viewtopic.php?f=80&t=37517 Blueprint-Mirroring, BP-Shifting, -Programming, -Iteration, -Editing, Ornaments and Recursion
because this feature is especially useful for multiplayer setups.
Suggestions
viewtopic.php?f=6&t=37230 Map Topology
viewtopic.php?f=6&t=38280 Cylindrical / spherical / torus maps
viewtopic.php?f=6&t=39719 The planet is round! / Map wrap-around
Related:
viewtopic.php?f=3&t=28749&p=182611#p182591
viewtopic.php?f=38&t=33913&p=214920#p214920
https://en.wikipedia.org/wiki/Klein_bottle | [
{
"author": "thereaverofdarkness",
"content": "Moonbase Commander does this, although it's simply tiling the map square repeatedly without bothering with deformations.",
"date": "2017-01-09T00:05:49+00:00",
"quotes": []
},
{
"author": "",
"content": "The \"deformations\" are just the mathematical model, which must also be used in Moonbase Commander.",
"date": "2017-01-09T01:02:41+00:00",
"quotes": []
},
{
"author": "",
"content": "DaveMcW gave me an insight of why Karnaugh mapping is not the right wording here. I admit I didn't read the article about Karnaugh mapping carefully. So I changed the title now. Thanks to Dave.",
"date": "2017-01-14T12:00:59+00:00",
"quotes": []
},
{
"author": "thereaverofdarkness",
"content": "What I meant was that it doesn't bother with any sort of cube-map or other such mapping. No effort is put into making the map have any logic when viewed from a distance. It simply starts again where it ends. The game simply copy+pastes the map in square tiles.",
"date": "2017-01-14T15:38:56+00:00",
"quotes": []
}
] | 4 | 2016-12-05T13:11:49-06:00 | |
forum-topic-64191 | 64191 | pY Petroleum Handling - Page 30 | PyMods | https://forums.factorio.com/viewtopic.php?t=64191&start=580 | pyanodon | RSO isnt our mod. | [
{
"author": "Airat9000",
"content": "I used to generate genetics, but now I don't want to.",
"date": "2020-11-14T16:44:57+00:00",
"quotes": [
{
"author": "pyanodon wrote: Sat Nov 14, 2020 4:39 pm",
"content": ""
}
]
},
{
"author": "torment",
"content": "even without RSO, tar and oil patches are not generated",
"date": "2020-11-16T00:31:25+00:00",
"quotes": [
{
"author": "pyanodon wrote: Sat Nov 14, 2020 4:39 pm",
"content": ""
}
]
},
{
"author": "kingarthur",
"content": "yes? thats intentional.",
"date": "2020-11-16T00:56:45+00:00",
"quotes": [
{
"author": "torment wrote: Mon Nov 16, 2020 12:31 am",
"content": ""
},
{
"author": "pyanodon wrote: Sat Nov 14, 2020 4:39 pm",
"content": ""
}
]
},
{
"author": "AndrewSkier",
"content": "Haven't play py in few months and started new game and don't see tar and oil either. Is that by design now? \nAlso, only see very small quartz patch around me and explored a bit and don't see more quartz, is that also by design? \n \nIs there a good changelog/faq with recent changes over the last 2 or 3 months?",
"date": "2020-11-16T01:50:45+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "yes. you should have bitumen seeps on the map.\n \nno thats not by design it should be more or less equal with the rest\n \n\nall the mods changelogs are up to date with major changes. i dont remember off the top of my head exactly what all was changed it the last 3 months vs since the release of pyalienlife.",
"date": "2020-11-16T02:32:59+00:00",
"quotes": [
{
"author": "AndrewSkier wrote: Mon Nov 16, 2020 1:50 am",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "AndrewSkier",
"content": "Restarted new map and got bigger quartz ores after changing settings. \n \nFor bitumen seeps, are they supposed to be limited in size? I have 6 of those nodes with each showing amount of of ~1000-1200 (all my ores in that vicinity are in 50-60M) and I had settings for bitumen seeps fairly rich.",
"date": "2020-11-16T03:23:38+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "yes what you see is the starter waste and not the actual oil output.",
"date": "2020-11-16T03:26:05+00:00",
"quotes": [
{
"author": "AndrewSkier wrote: Mon Nov 16, 2020 3:23 am",
"content": ""
}
]
},
{
"author": "DmitryGromov",
"content": "There is still no bitumen seep on my map. There have already been three updates, but the situation has not changed. I opened the map through the console and nothing. There is only a message in the console: \n \n \n 34565677.jpg (10.24 KiB) Viewed 8934 times",
"date": "2020-11-18T11:20:37+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "They only show up in New chuck's",
"date": "2020-11-18T11:24:00+00:00",
"quotes": [
{
"author": "DmitryGromov wrote: Wed Nov 18, 2020 11:20 am",
"content": ""
}
]
},
{
"author": "DmitryGromov",
"content": "Well, I am using this command https://wiki.factorio.com/Console#Revea ... the_player standing somewhere around map edges to reveal new chunks that had not previously generated (completely black). I believe that should generate new chunks as if I was walking towards them. \n \nI get new resource patches, but no bitumen seep (even after a lot of retries with 3k radius reveals in different map places). \nAlso occasionally I get console errors \"Resource access failed for oil-mk01\" and similar one for \"... tar-patch\". \n \nI am playing with RSO enabled, if that matters. \n \nIs there something I am missing? Thank you for your patience",
"date": "2020-11-18T11:39:08+00:00",
"quotes": [
{
"author": "kingarthur wrote: Wed Nov 18, 2020 11:24 am",
"content": ""
}
]
},
{
"author": "kingarthur",
"content": "Ya using rso makes a massive difference as rso handles all resource spawning. Make sure your on version 6.1.4 as its the update with bitumen seeps and try finding them again. \n \nIf your still not getting any then let the rso author know as theres an issue on their end.",
"date": "2020-11-18T11:45:26+00:00",
"quotes": [
{
"author": "DmitryGromov wrote: Wed Nov 18, 2020 11:39 am",
"content": ""
},
{
"author": "kingarthur wrote: Wed Nov 18, 2020 11:24 am",
"content": ""
}
]
},
{
"author": "aedrafire",
"content": "I am having an issue where bitumen seeps generate but show 'fluid-name.drilling-waste' and do not (appear to) generate anything. gave it power, gave it drilling fluid, waited and nothing is coming out of it. pipes won't even connect to the output. what is happening? am i missing something?",
"date": "2020-12-09T20:46:31+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "how long did you wait. it should stop showing the dirt icon and show oil when its switched. it can take good bit.",
"date": "2020-12-10T03:00:49+00:00",
"quotes": [
{
"author": "aedrafire wrote: Wed Dec 09, 2020 8:46 pm",
"content": ""
}
]
},
{
"author": "aedrafire",
"content": "half an hour UPDATE now 3 hours, solidly nothing",
"date": "2020-12-10T05:33:50+00:00",
"quotes": [
{
"author": "kingarthur wrote: Thu Dec 10, 2020 3:00 am",
"content": ""
},
{
"author": "aedrafire wrote: Wed Dec 09, 2020 8:46 pm",
"content": ""
}
]
},
{
"author": "Siorai",
"content": "Yeah, same here. Exact same. \n \nEdit: Nope nevermind, it worked once it sat for a bit.",
"date": "2020-12-15T23:19:57+00:00",
"quotes": [
{
"author": "aedrafire wrote: Thu Dec 10, 2020 5:33 am",
"content": ""
},
{
"author": "kingarthur wrote: Thu Dec 10, 2020 3:00 am",
"content": ""
},
{
"author": "aedrafire wrote: Wed Dec 09, 2020 8:46 pm",
"content": ""
}
]
},
{
"author": "Cornbread",
"content": "I'm running into an issue with infinite oil and tar. It's not actually infinite for me. I've got the setting for finite fluids set to false in the startup settings, but my oil wells and tar patches are still running dry. Poking around in the mod's files, it looks like oil patches and tar are all set to infinite = false, which is the same thing turning on the setting does. Effectively, it seems there's no way to make them infinite.",
"date": "2020-12-31T17:34:46+00:00",
"quotes": []
},
{
"author": "pyanodon",
"content": "yeah..they arent infinite. use pumpjacks to provide them.",
"date": "2020-12-31T22:26:36+00:00",
"quotes": []
},
{
"author": "aberro",
"content": "This error appears a few seconds after loading, when bitumen seep is depleted. \nUpd.: If I understand correctly, global.oil_derricks is an empty table for whatever reason (I currently have only one derrick on map. I've used one before and it converted to an oil patch successfully, then I removed it and placed it at another bitumen seep). \n \nUpd2: I've been able to fix if after I've replaced derrick, though, I'm not sure what exactly did help. But I have a guess what went wrong in the first place: I've removed derrick and then placed it again with Ctrl+Z and Ghost Placer mod, maybe that's the cause.",
"date": "2021-01-17T21:41:27+00:00",
"quotes": []
},
{
"author": "donoya",
"content": "Hello. I'm trying to play with momo's pyanodon tweak on Factorio version 1 due to msp not being updated to 1.1, but it says there's not a compatible version on the mod portal. Can someone provide a working version for the previous major version of Factorio? Thanks.",
"date": "2021-01-31T17:47:43+00:00",
"quotes": []
}
] | 19 | 2019-01-02T07:06:46-06:00 |
forum-topic-127463 | 127463 | [2.0.41] Blueprints do not always display inventory | Won't fix. | https://forums.factorio.com/viewtopic.php?t=127463 | thedoh | This exists as of 2.0 GA, I expect. I created an Idea & Improvement thread to show item requests , but I now think this is a bug; let me explain.
We have long been able to make a locomotive blueprint which requests fuel. The blueprint will show the amount of fuel in the components section of the blueprint display. With 2.0, we can use bots to deliver things directly to assemblers (and chests, and etc), and we can even make blueprints with these requests. The underlying JSON of these blueprints shows these requests in the items.in_inventory section, like for the train's fuel.
Let's say that we want to use this feature to make a wooden chest with a blueprint. If we made a blueprint with the two wood ghosted, we get a blueprint with the following JSON. The blueprint display in-game, however, shows the two wood but thinks it's vehicle fuel, as evidenced by the filter (see attached screenshot).
Code: Select all {"blueprint": {
"item": "blueprint",
"entities": [{
"entity_number": 1,
"name": "assembling-machine-1",
"recipe": "wooden-chest",
"recipe_quality": "normal",
"position": {
"x": -189.5,
"y": 485.5
},
"items": [{
"id": {"name": "wood"},
"items": {"in_inventory": [{
"stack": 0,
"count": 2,
"inventory": 2
}]}
}]
}],
"label": "Wood chest with 2 wood ghost shows as vehicle fuel",
"icons": [{
"index": 1,
"signal": {"name": "assembling-machine-1"}
}],
"version": 562949956108288
}}
But now let's say we want to use this same technique to make an iron chest instead, and we get JSON that is almost identical to the wooden chest document, but an entirely different in-game blueprint display (see attached) -- no mention of the iron plates.
Code: Select all {"blueprint": {
"item": "blueprint",
"entities": [{
"entity_number": 1,
"name": "assembling-machine-1",
"recipe": "iron-chest",
"recipe_quality": "normal",
"position": {
"x": -187.5,
"y": 501.5
},
"items": [{
"id": {"name": "iron-plate"},
"items": {"in_inventory": [{
"stack": 0,
"count": 8,
"inventory": 2
}]}
}]
}],
"label": "Iron chest with 8 ghosted iron no listing",
"icons": [{
"index": 1,
"signal": {"name": "assembling-machine-1"}
}],
"version": 562949956108288
}}
We can even think about a blueprint that would smelt some iron for our chest and again, the in-game furnace blueprint display thinks the fuel is "vehicle fuel" but no mention of the 5 ghost iron ore I have in the furnace.
Code: Select all {"blueprint": {
"item": "blueprint",
"entities": [{
"entity_number": 1,
"name": "stone-furnace",
"position": {
"x": -191,
"y": 502
},
"items": [
{
"id": {"name": "iron-ore"},
"items": {"in_inventory": [{
"stack": 0,
"count": 5,
"inventory": 2
}]}
},
{
"id": {"name": "solid-fuel"},
"items": {"in_inventory": [{
"stack": 0,
"count": 5,
"inventory": 1
}]}
}
]
}],
"label": "Smelt 5 iron with 5 solid fuel",
"icons": [
{
"index": 1,
"signal": {"name": "stone-furnace"}
},
{
"index": 2,
"signal": {"name": "solid-fuel"}
},
{
"index": 3,
"signal": {"name": "iron-ore"}
}
],
"version": 562949956108288
}}
I therefor think this is a bug: The game is only showing item.in_inventory entries if the item is a fuel source, and on top of that, the game universally treats that item as vehicle fuel, with the "vehicle fuel" filter.
Suggested fix: Always show the item.in_inventory in the display, and maybe restrict the presence of the vehicle fuel filter to vehicles.
Note: I've also attached a blueprint book with the blueprints I used for this post. | [
{
"author": "",
"content": "Thanks for the report however this is working as intended. While it technically works to have items delivered to entity inventories that are not vehicle fuel or modules, we do not support them in the blueprint GUI and or in tooltips.",
"date": "2025-03-17T14:14:29+00:00",
"quotes": []
}
] | 1 | 2025-03-13T09:29:39-05:00 |
forum-topic-106458 | 106458 | Factorio Modding Tool Kit: Debugging, LSP for Locale and Changelog, Packaging and more | Development tools | https://forums.factorio.com/viewtopic.php?t=106458 | justarandomgeek | FMTK provides a growing collection of tools for VSCode and other editors. It is available as a VSCode Extension , and a standalone npm cli tool
Tools include:
Debugging, with breakpoints, stepping, variable inspection etc (for any DAP-compatible editor)
JSON Validation of various files, including info.json
LSP support for Locale and Changelog files
Integration with sumneko.lua to provide Factorio API autocompletion
Automatic packaging and publishing of mods
Mod settings editor
script.dat (`global`) viewer
Check out the setup guide or this great video from Bilka ! | [
{
"author": "jodokus31",
"content": "Wow, that's really huge help. \nTried it for the first time and it works almost out-of-the-box \nI was able to debug, profile and autocompletion and syntax check brings factorio mod development to another level. \nIt's easy to track down any performance issues with the mod... \nMany thanks for this!",
"date": "2023-06-01T17:55:10+00:00",
"quotes": []
}
] | 1 | 2023-05-31T11:10:29-05:00 |
forum-topic-127507 | 127507 | [boskid][2.0.41] Crash when placing a belt after a splitter (Entity::getSelectionBox) | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=127507 | mauvs30 | Hi, first of all awesome game, I've put in like 500+ hours and will play many many more.
I don't know why it happened and can't reproduce it, but I'm reporting either way because the error message said to upload the log here
I was finishing the steel lanes and placed a splitter and then a belt after that and got the crash.
More context that might be useful:
I have a browser with some tabs and a twitch stream running in the background, no other cpu intensive process that I'm aware.
I have the base game without the DLC, want to feel like I beat the game properly before playing space age.
Uploaded my latest save file, the latest autosave file, the factorio-current.log and a summary system information that Steam provides.
Let me know if I can help with anything else. | [
{
"author": "",
"content": "Thanks for the report. I think i managed to find reproduction of your crash (it was placing different tier of entity over entity ghost while the entity ghost gui was open) and with Rseding's help we fixed the issue. It will be fixed in 2.0.42.",
"date": "2025-03-15T13:18:48+00:00",
"quotes": []
}
] | 1 | 2025-03-14T20:39:15-05:00 |
forum-topic-118651 | 118651 | Version 2.0.13 | Releases | https://forums.factorio.com/viewtopic.php?t=118651 | Minor Features
[space-age] Offshore pump speed increases with quality.
Changes
Curved rails cost 3 rail items to build.
Bugfixes
Fixed Remote View sometimes flickering to the wrong surface when using Next Surface/Previous Surface hotkeys.
Fixed that the Surface List would react to the Home and End keys after it was clicked ( 116927 )
Improved diagonal character movement which should help slip between things easier. ( 117748 )
Fixed a crash when upgrading the inner entity of a ghost while the GUI was open. ( 118164 )
Fixed that joining LAN games without a username set would allow any characters for the username. ( 107985 )
Fixed that request from buffer chests was not preserved when changing the force of an entity. ( 114099 )
Fixed that flamethrower turret could be manually built to mix fluids. ( 118045 )
Fixed that half diagonal rails would cost only 1 rail item. ( 117484 )
Fixed pipe sound starting and stopping too abruptly. ( 118028 )
Fixed turret behaviour when it has more than 4 directions and the collision box is not affected by rotation.
Fixed a crash when switching preferred audio output device while a variable music track is being generated. ( 118250 )
Fixed an issue with platform construction requests when copying settings onto the hub. ( 117600 )
Fixed a crash when saving related to construction robots and their work targets moving. ( 118226 )
Fixed that Continue host option didn't offer mod sync to the save to be hosted. ( 107900 )
Fixed Space platform requests would always be checked in the same order, leading to some requests being ignored. ( 117146 )
Fixed base game space science getting throughput limited due to limited hatches. ( 118064 )
Fixed defines.space_platform_state was missing value for paused. ( 118336 )
Fixed solar panel output multiplier flickering in tooltip. ( 117972 )
Fixed that deconstruction of a chest with full trash slots didn't dispatch enough robots. ( 117455 )
Fixed a crash caused by a player sending a space platform which was waiting for departure (not enough thrust) to a location which wasn't unlocked yet. ( 118254 )
Fixed that train interrupts were not checked when passing station without conditions. ( 117530 )
Fixed that the browse-games GUI 'dedicated server' and 'favorite' settings would get confused with each other. ( 118358 )
Fixed that capture-spawner research trigger reported incorrect type. ( 118279 )
Fixed production and electricity statistics would use wrong locale for ranges exceeding 99 hours. ( 117170 )
Fixed that exoskeleton legs would incorrectly consume more energy at higher qualities. ( 118370 )
Fixed that logistic filter upper count wasn't considered by the blueprint parametrisation. ( 117422 )
Fixed technology trigger info showing outside the tooltip. ( 116004 )
Fixed that Lua require didn't accept symbolic links. ( 117061 )
Fixed that migrating logistic cell charger count would corrupt loading. ( 117868 )
Fixed that cars/tanks would not preserve their settings correctly in blueprint strings. ( 118293 )
Fixed that fluids would be duplicated when fast-replacing machines. ( 118323 )
Fixed that the window could get stuck in an infinite loop of toggling fullscreen when changing displays on Linux. ( 116349 )
Fixed that the "make it better" achievement only worked with quality level 1 modules. ( 117497 )
Fixed asteroid collectors sometimes not generating navmesh properly around chunk borders and related instabilities. ( 117737 , 117276 )
Fixed that opened console was rendered into the galaxy of fame output. ( 117619 )
Fixed that the focus search hotkey would not work in choose elem button GUIs if a mod GUI was marked as opened. ( 118073 )
Fixed that Intel Macs running macOS Big Sur or later logged the wrong version number.
Fixed issue where entities at position where entities at the point where lightning attractor collection ranges touch were incorrectly considered endangered by lightning ( 118102 )
Fixed blue line at the edge of some sprites by clearing sprite atlas background to clear color. ( 117261 )
Fixed some cases of upgradeable overbuilds not upgrading ( 117644 )
Fixed that using Nauvis map gen settings for other planets made them generate only grass. ( 118374 )
Fixed that the select-recipe GUI did not work correctly if you re-bound the crafting hotkeys. ( 118383 )
Fixed a crash when editing a pin while the entity was referencing was removed. ( 118406 )
Fixed selector combinator could sometimes fail to select correct signal. ( 118412 , 116548 )
Fixed that some technology triggers required crafting specific quality items. ( 117848 )
Fixed constant combinator activity lamp not updating state in certain cases. ( 117929 )
Fixed that custom sprite button's caption would be drawn under the sprite. ( 118327 )
Possibly fixed a crash on Intel Macs related to printing floats with 0 precision. ( 116239 )
Fixed layered icons in rich text were not scaled and rotated properly. ( 116031 )
Fixed that moisture and terrain type weren't migrated properly for 1.1 saves resulting in hard chunk edges.
Fixed occasional crash occurring when super force deconstructing with filtered tiles only planner includes double tile ghosts and an entity ghost on one tile ( 118041 )
Fixed a crash when a space platform hub with 'Any request zero' wait condition was destroyed. ( 118505 )
Fixed that custom gui elem_tooltip did not work for some new types. ( 118581 )
Fixed big electric poles were not colliding with asteroid collectors. ( 118506 )
Fixed that LuaGameScript::show_message_dialog() could use the wrong player and freeze the game. ( 115881 )
Scripting
Added LuaSpacePlatform::name write.
Added player_won to the on_pre_scenario_finished event.
LuaControl uses physical controller for item manipulations (LuaControl::insert, has_items_inside, get_item_count, remove_item, clear_items_inside)
Added LuaPlayer::physical_controller_type read.
Added LuaQualityPrototype::color read.
Sounds
Fulgora lightning sound remixed lower with volume variations.
Fixed some explosions that were using the wrong size of explosion sound.
Numerous sound mixes including new plant mining sounds mixed lower.
Various menu simulation mixes improved.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental . | [
{
"author": "StoneLegion",
"content": "It's crazy with the small team they have what their patch notes look like after a couple of days, and then massive AAAA Companies and their half a billion dollar games have about the same after several months lol. \n \nKeep up the amazing work",
"date": "2024-10-30T19:12:36+00:00",
"quotes": []
},
{
"author": "Marvin01",
"content": "I really appreciate how all of you manage to release the most polished product of the industry and still don't get complacent and fix way more bugs than other studois / companies. I respect and appreciate all of you a lot!",
"date": "2024-10-30T19:29:51+00:00",
"quotes": []
},
{
"author": "1WheelDude",
"content": "These devs are doing good work. I love reading this huge lists of fixes that are coming out day after day.",
"date": "2024-10-30T19:33:34+00:00",
"quotes": []
},
{
"author": "Skjolbir",
"content": "great devs",
"date": "2024-10-30T19:59:17+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "That's what properly organized code, great documentation, unified vision AND zero tolerance policy towards modern project management bullshittery does to project. \nYou don't have to waste time on pointless meetings to find out what exactly should be done if you have documentation, vision and proper code.",
"date": "2024-10-30T20:28:46+00:00",
"quotes": [
{
"author": "StoneLegion wrote: Wed Oct 30, 2024 7:12 pm",
"content": ""
}
]
},
{
"author": "F1NNTORIO",
"content": "Fix list is looking great! Happy to see the blue line fox here \n \nAre we getting a fix for the quality-confirmation double-press soon?",
"date": "2024-10-31T00:28:26+00:00",
"quotes": []
},
{
"author": "distortions864",
"content": "Amazing work guys!",
"date": "2024-10-31T11:43:31+00:00",
"quotes": []
},
{
"author": "sharkovich",
"content": "Love the constant updates! \n \nWhat about headless? https://factorio.com/api/latest-releases still returns 2.0.12 and downloads page does not list it.",
"date": "2024-10-31T13:07:08+00:00",
"quotes": []
},
{
"author": "bacon4bfast",
"content": "Hmm, I am unable to find a 2.0.13 version of the headless server.. https://updater.factorio.com/get-available-versions still lists 2.0.12 as stable.",
"date": "2024-10-31T13:10:16+00:00",
"quotes": []
},
{
"author": "hashworks",
"content": "I think the 2.0.13 headless version hasn't been released yet? \n \n https://factorio.com/get-download/stabl ... ss/linux64 links to 2.0.12 and \n http://www.factorio.com/get-download/2. ... ss/linux64 returns 403",
"date": "2024-10-31T13:15:20+00:00",
"quotes": []
},
{
"author": "",
"content": "Sorry, the headless version has been put back into place!",
"date": "2024-10-31T13:23:32+00:00",
"quotes": []
},
{
"author": "sharkovich",
"content": "That was quick! Cheers!",
"date": "2024-10-31T13:32:06+00:00",
"quotes": [
{
"author": "Sanqui wrote: Thu Oct 31, 2024 1:23 pm",
"content": ""
}
]
},
{
"author": "liuyj3000",
"content": "need linux headless version",
"date": "2024-10-31T13:37:39+00:00",
"quotes": []
},
{
"author": "bacon4bfast",
"content": "Thanks!",
"date": "2024-10-31T13:42:50+00:00",
"quotes": [
{
"author": "Sanqui wrote: Thu Oct 31, 2024 1:23 pm",
"content": ""
}
]
},
{
"author": "planetmaker",
"content": "I wanna say thank you and congratulations for the space age and 2.0 version. I loved the game ever since I started playing it in around version 0.15 or so - and have ever since. Now with 2.0 it got even more exciting with so much more to do - and a polished game being even more polished. \n \nQuite outstanding work - and your constant update with patches after this major release does you so much credit, an example many (all?) other game companies can learn from. \n \nKudos, thanks for this nice game to everyone in the team, and keep up your amazing work \nSpecial shout-out to V453000",
"date": "2024-10-31T21:05:51+00:00",
"quotes": []
}
] | 15 | 2024-10-30T13:55:55-05:00 | |
forum-topic-125940 | 125940 | Where is guar gum made? | PyMods | https://forums.factorio.com/viewtopic.php?t=125940 | mskala | I'm playing with Petroleum Handling. Have recently unlocked Drilling Fluid 2 and would like to make some. But this requires guar gum. The recipe for guar gum is listed in the crafting pane as requiring 150 units of guar bean seeds and 1 unit of plastic bar. Fine. But it also says "Made in:" and then nothing. There is no machine listed as capable of using this recipe. The Factory Planner mod also won't let me add a recipe for guar gum to one of its plans; it produces the message "No existing recipe produces this item."
This looks like a bug. Is it as simple as, the recipe requires a machine that comes from research I haven't done yet? (So, a missing dependency between that research and the "guar" research?) The fact that Factory Planner can't find a machine to run the recipe makes me fear something worse, because usually, Factory Planner will allow adding a recipe with a warning, if it is defined but not yet available. What machine is supposed to be able to make guar gum? | [] | 0 | 2025-01-13T21:21:25-06:00 |
forum-topic-122887 | 122887 | How hard is it to reach the systems outer edge? | General discussion | https://forums.factorio.com/viewtopic.php?t=122887 | mrvn | I just researched the tech and send the spaceship going to Aquilo to the outer edge of the system to see how hard it is.
It's this hard:
epic-fail.png (985.21 KiB) Viewed 2025 times
The bigger asteroids just laugh at rockets. It's 6 rocket turrets firing at that one chunk and barely making a dent. My guess it that it is impossible to win the game without railguns. | [
{
"author": "Neutronium",
"content": "You were probably going too fast relative to the ship's armament/replenishment speed.",
"date": "2024-11-25T18:04:04+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "I'm still speeding up. Haven't even reach cruising speed and already destroyed. The ship as is reaches Aquilo undamaged on maybe 3 out of 4 trips. Sometimes asteroids clump up and do some damage. But so far it's always survived. And here I just left and BOOM. \n \nI knew this would happen. But it's another level of damage you need. I was expecting I would need more turrets and maybe explosive rockets. But I don't think even at the 10km/s drifting speed you can take down the big asteroids with rockets. You run out of rockets if nothing else. \n \nPS: It might work better shooting the big rocks with yellow ammo. I think the rockets damage is completely resisted so you get the minimum 1 damage point you always get. And turrets have a much higher rate of fire and lower resource cost for bullets.",
"date": "2024-11-25T18:14:02+00:00",
"quotes": [
{
"author": "Neutronium wrote: Mon Nov 25, 2024 6:04 pm",
"content": ""
}
]
},
{
"author": "armagin",
"content": "You need railguns to get to the edge of the solar system. I don't really know any other way.",
"date": "2024-12-06T02:47:01+00:00",
"quotes": []
},
{
"author": "Daid",
"content": "Pretty sure railguns are a hard requirement for reaching the edge. Other weapons then semi-optional. I made it to the 60k shattered planet range with just railguns and laserturrets. Yes, laserturrets are quite awful at asteroids, BUT, they only need power, which means you can focus all production on rail ammo and just put on a bigger fusion generator for powering the lasers. \n \nMy ship didn't make it back:\n \n \n \n 20241202234128_1.jpg (548.43 KiB) Viewed 1670 times \n \n \nSo laserturret+railgun combination isn't perfect... (or I just needed more guns...)",
"date": "2024-12-06T14:10:50+00:00",
"quotes": []
},
{
"author": "mouzy",
"content": "I believe it's possible with nukes - I've tried them against huge asteroids and with a few levels of explosive damage research they can one shot them, despite huge asteroids having a ton of explosive resistance. But it would be very impractical, you would probably need legendary rocket turrets for the range so that you don't blow your own ship up and you would need to ship up a tooooon of U-235. I might try to see if I can get a ship to the solar system edge with only nukes for huge asteroids.",
"date": "2024-12-06T15:00:00+00:00",
"quotes": []
},
{
"author": "HadesSupreme",
"content": "Get like 20 levels of repeatables and legendary uranium ammo turrets should destroy huge asteroids.",
"date": "2024-12-07T04:05:21+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "Legendary rocket turrets and nukes work. But boy do they kill your FPS/UPS. Just never fall behind with the nukes or the turret will target stuff near the spaceship and blow everything up. Railguns are plenty powerful though and you can produce the ammo from asteroid chunks.",
"date": "2024-12-08T13:40:41+00:00",
"quotes": [
{
"author": "mouzy wrote: Fri Dec 06, 2024 3:00 pm",
"content": ""
}
]
}
] | 7 | 2024-11-25T11:35:30-06:00 |
forum-topic-59953 | 59953 | Fortnite Map | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=59953 | NetVector17 | Can someone please make a Fortnite map, i would be so grateful, i would do it myself but i dont have the time. If there already is a map, i would love the exchange string. | [
{
"author": "lilstrip",
"content": "no",
"date": "2018-11-25T20:38:58+00:00",
"quotes": []
},
{
"author": "xZippy",
"content": "...? \n \nLogic: -4/10",
"date": "2018-11-28T20:31:33+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "I mean, what would a fornite map even be?!? What kind of request is this anyway xD \n \nI really hope this is a troll because honestly you shouldnt spend time.on the forum if you will just make a post that spams the thread with an honestly pointless request lol",
"date": "2018-11-29T16:45:50+00:00",
"quotes": []
},
{
"author": "Oktokolo",
"content": "Sounds like a PvP map wich shrinks over time. That would resemble the most popular Fortnite play mode wich is called \"Battle Royale\" and basically is just the last man standing mode combined with a shrinking play area. \n \nPvP is a thing in Factorio. Limited maps are a thing too. Shrinking maps combined with PvP - well, why not. \nAlso he did create a new thread instead of adding to another. \n \n \nI am pretty sure, making a Battle Royale map is possible in Factorio. \nThe most easy and cheap method would likely be to have a zone damaging contained entities surrounding the play area and growing towards the center of the map - either continuosly or triggered by some events (research, kills, not meeting some production goal...). \nOne could even reuse desert tiles for that zone and ensure, that the map is generated without any desert tiles at start. \n \nMost work woukld be the script that damages entities in the kill zone. For short games, UPS hit of naive approaches (like: every Nth tick get all entities, subtract entities in safe radius, damage remaining entities) might be small enough. For longer lasting games with larger bases and more entities the logic surely needs more work though. \nOne could limit the damage to players only. That would decouple the performance requirement from the amount of entities in the game. \n \nCould also be a nice addition to allow for the hurt zone to retract back away from the map center - enlarging the play field - when players reach some goal. So there would be the possibility to enlarge the play field (either untill it reaches the edges of a limited map or indefinitely on an infinite map). \n \nA Battle Royale map might even be fun in PvE multiplayer, where players would need to rush to the rocket before the hurt zone kills them. They would also be constantly pressed by biters wich are immune to the hurt zone and use it as protection against raiding players (so perimeter cleaning is not an option). \n \nThat said: I do not have the time to make such a map/mod. But if someone decides to make one and hosts a coop PvE, i would like to try the result.",
"date": "2018-11-29T17:25:38+00:00",
"quotes": [
{
"author": "lilstrip wrote: Thu Nov 29, 2018 4:45 pm",
"content": ""
},
{
"author": "lilstrip wrote: Thu Nov 29, 2018 4:45 pm",
"content": ""
}
]
},
{
"author": "lilstrip",
"content": "well a battle royal \"might\" work out but eh... might as well go play fortnite.",
"date": "2018-12-02T21:48:15+00:00",
"quotes": []
},
{
"author": "Cynthia1990",
"content": "There are 13 rifts on the Fortnite map in season 7, with 11 normal rifts and two infinite rifts. The location changes with the beginning of every new season.",
"date": "2019-01-18T22:43:01+00:00",
"quotes": []
},
{
"author": "TCM2",
"content": "Seriousily? \nA fortnite map in factorio? Why?",
"date": "2019-03-04T12:50:53+00:00",
"quotes": []
},
{
"author": "skellykenz",
"content": "Yes! I want to play factorio on the fortnite world. I don't want fortnite rules just the fortnite world with all it's cliffs and trees and biomes.",
"date": "2024-08-30T14:08:42+00:00",
"quotes": []
}
] | 8 | 2018-04-29T16:09:23-05:00 |
forum-topic-116233 | 116233 | In-game mod portal | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=116233 | DataRaider | TL;DR
Search/sort by name.
What ?
With the new mod portal in 2.0, can we please have the option to search/sort by mod name back. The search function is gone and the sort doesn't include by name.
Why ?
This was a nice feature in the older versions. If you knew the name of the mod already, you could quickly find it to install. With the new portal in 2.0, you have to read every page until you find it. | [
{
"author": "",
"content": "The search button is in the top right",
"date": "2024-10-21T13:26:21+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Moved to implemented",
"date": "2024-10-21T16:56:20+00:00",
"quotes": []
}
] | 2 | 2024-10-21T08:20:16-05:00 |
forum-topic-113778 | 113778 | Version 1.1.109 | Releases | https://forums.factorio.com/viewtopic.php?t=113778 | Bugfixes
Fixed a crash when trying to hand-craft recipes that have fluid ingredients.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental . | [
{
"author": "KillerAnt",
"content": "Who in their sane mind crafts items with fluids? Isn't crafting of these items blocked?",
"date": "2024-06-07T18:23:39+00:00",
"quotes": []
},
{
"author": "thermomug",
"content": "It probably is about mods",
"date": "2024-06-07T18:35:14+00:00",
"quotes": [
{
"author": "KillerAnt wrote: Fri Jun 07, 2024 6:23 pm",
"content": ""
}
]
},
{
"author": "ske",
"content": "I hope the game doesn't crash if you use a hand-crafting recipe that has fluid outputs.",
"date": "2024-06-26T06:00:51+00:00",
"quotes": []
},
{
"author": "Watermelon_lover",
"content": "I am both scared and intrigued as to what type of mod uses fluid handcrafting.",
"date": "2024-07-02T16:13:43+00:00",
"quotes": [
{
"author": "thermomug wrote: Fri Jun 07, 2024 6:35 pm",
"content": ""
},
{
"author": "KillerAnt wrote: Fri Jun 07, 2024 6:23 pm",
"content": ""
}
]
},
{
"author": "JackTheSpades",
"content": "Probably unintentional... hence why it crashed the game.",
"date": "2024-07-03T14:51:31+00:00",
"quotes": [
{
"author": "Watermelon_lover wrote: Tue Jul 02, 2024 4:13 pm",
"content": ""
},
{
"author": "thermomug wrote: Fri Jun 07, 2024 6:35 pm",
"content": ""
},
{
"author": "KillerAnt wrote: Fri Jun 07, 2024 6:23 pm",
"content": ""
}
]
},
{
"author": "quyxkh",
"content": "Maybe it lets you write your name on the ground.",
"date": "2024-07-03T18:30:39+00:00",
"quotes": [
{
"author": "Watermelon_lover wrote: Tue Jul 02, 2024 4:13 pm",
"content": ""
},
{
"author": "thermomug wrote: Fri Jun 07, 2024 6:35 pm",
"content": ""
},
{
"author": "KillerAnt wrote: Fri Jun 07, 2024 6:23 pm",
"content": ""
}
]
}
] | 6 | 2024-06-07T09:08:24-05:00 | |
forum-topic-61384 | 61384 | Make difficulty based achievements | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=61384 | Gergely | Achievements that are only available with specific presets in the world generator.
Why? The only achievements in-game that offer any challenge are the speed run/timed achievements. The player can get any other achievement by simply spending a lot of time with the game and pulling off some very simple feats after reaching certain parts of the game, in mostly peaceful worlds. Ultimately, the most efficient way of earning achievements becomes abusing the world generator, which actually ruins the fun of the game. I'm looking at fff-225 . There have to be achievements tied to specific world presets, because you need to make a difference between players who cleared the game on near-peaceful difficulty and the Factorio veterans who sent off 100 spaceships from hell . (Death World)
In other words:
What? Achievements tied to world presets that instantly fail if the world is generated with any other setting.
There should be a Death World variant for launching a rocket, producing a certain amount of an intermediate product and more. | [
{
"author": "Cabble",
"content": "I totally agree. Really hard achievments would make the game (at least for me) alot more interesting. Since i completed all achievments I don't have many more goals to play for or reasons to build a mega base. \n \nDon't get me wrong. The game is alot of fun. I spent ~550 hours. It would just be much better by simply adding challenging achievments. By the way i feel a bit bad beating \"there is no spoon\" in multiplayer with somewhat peaceful mode (minimized pollution settings and very big start area with alot of resources). \nThe most I dislike the 20M circs achievment. That was just boring grinding. It was the last I completed, doing half of it in a ~60 hour singleplayer game (using some improved railworld setting: very low ore frequency, but rich big patches; biter expansion enabled!). I ended up with ~100 SPM and some nice outposts which was fun but now i finished everything and there was no real hard achievment I can be proud of. Even \"there is no spoon\" is not too hard if you can do it with very easy settings. \n \nGive us a challenge!",
"date": "2018-08-02T12:32:53+00:00",
"quotes": []
},
{
"author": "4xel",
"content": "I don't think there should be any more achievements. IMO, achievement should not necessarilly be hard, they should provide the players with ideas of what to do next, if they need them. For a game like the Binding of Isaac, which is all about suffering, night impossible achievements are definitely a great addition to the game. But for sandbox games like Minecraft, Kerbal Space Program or factorio, I don't see hard achievements as much of a necessity. \n \nCurrent achievements are not easy. They provide a tough and interesting challenge to new players, even when done in peaceful mode, but most of all they provide them wiht ideas about what to do next. Factorio achievement are not hard for the sake of them being hard, they are hard because Factorio itself is a hard game, which makes it interesting. Achievements are just one of many fancy display of that difficulty, they may not constitute the difficulty themselves. \n \nWhat about veteran players then? \n \nWell, IMO, achievements add a compulsory incentive to check them all, kind of tell the players what they should be doing, which defeats the purpose of a sandbox game. \n \nWhat to do then? \n \nIf you look at Minecraft, achievement came long after the game was a best seller, and even today are but a minor aspect of the game, whose primary purpose is teaching (even though some achievement are pretty hard). What keeps MC player playing is not achievement, it is multiplayer, mod, self motivated projects. In other words players, both as individuals and community, create the incentive to play further. \nSame thing can be said about KSP, which has a whole subforum dedicated to challenge and mission ideas. \nFactorio also has a subforums dedicated to custom scenarios and maps, as well as an active modding community. \n \nBut built-in achievement brings something user made challenge can't replace. \n \nWell, the only pro it has is the \"built in\" part. It's meaningless to me, I can fix myself my own creative goals and restrictions, stick to them and feel accomplished. But I totally get the appeal of a game enforcing generic restrictions and asking for the player to complete a generic goal. I personally think it's the role of custom maps to bring most of such content, but arguments can be made in favor of more scenarios in the base game, as well achivements tied to them I guess. \n \nFor the shinny reward part, achievements are completely moddable if I'm not mistaken. Not necessarily modded yet, but definitely moddable (a mod request could help). \n \nFor the bragging right parts, achievement are trivially hackable through a myriad of ways, for example joining a server or sharing a save. I don't see any easy way to prevent achivement hacking via each of these ways. Posting savegames, mission reports, or let's play is a much better bragging right, an interactive one and can be about any challenge you can possibly think of.",
"date": "2018-08-08T12:59:16+00:00",
"quotes": []
},
{
"author": "Gergely",
"content": "Achievements aren't milestones. They are feats the player can accomplish.\n \nNot every achievement should be as hard as the game itself. It is pretty easy to do the rest once you learned how to efficiently launch a rocket. But the Factorio trailer mentions something about \"compact essence\" that is not present anywhere at normal difficulty. Players can be lazy bastards and go all out on easy difficulty. ( Most effective way to play, but not so fun. ) The problem is, they make no difference between this:\n Code: Select all >>>eNpjYBBgMGZgYGBm4WFJzk/MYWVl5UrOLyhILdLNL0oF8jiTi0pT\nUnXzM0FSbCmpxalFJcxA5SmZYJorNS81t1I3KbE4FchjTS9KLC5mZmb\nmyCzKz4OawFKcmJcCkiwuyc8DCbCWFKWmFjMzMXOXFiXmZZbmQhUyMA\nIdwtDQIgfG/+sZDP7/B2Eg6wJQAoSBgJWRESgAA6zJOZlpaUBdLgwMC\no6MDIyTVDxByJ4RIq/nAGV8gIpE7IaKPGiFMiJWQxkdh6EMh/kwRj2M\n0e/AaAwGn+0RjGqRde4Pq0qAJkMt4XBAMCCSLWBJxt63Wxd8P3bBjvH\nPyo+XfJMS7BkzZUN9BUrf2wEl2YEaGJngxKyZILAT5gMGmJkP7KFSN+\n0Zz54BgTf2jKwgHSIgwsECSBzwZmZgFOADshb0AAkFGQaY0+xgxog4M\nKaBwTeYTx7DGJft0f2h4sBoAzJcDkScABFgC+EuY4QyIx0gEpIIWaBW\nIwZk61MQnjsJs/EwktVoblCBucHEAYsX0ERUkAKeC2RPCpx4wQx3BDA\nEL7DDeMC4ZWZAgA/2LzSjUgClqJBW<<< And this: Code: Select all >>>eNptUT1Iw0AUvtdL/KkiHboIIg5dK6IODtKciw7irptpc9VATUrS\nDv6ADhU6CC4uuugqgpuDuAguCopFJ7dKFwcHiyIOQn2X3jWl+OC9fPd\n99/4uhMTIBCGE0n4t45o50Gg04+bz3Eu6HsdTb8YrWjzp2rmIRrss7n\nOvQCnVLDv4RrnD19aTadPnuk71Fc/0faR7bM91ZAXNNx0LOd0vuI4g9\nILHubjVV/RMxy6uiYtYnQAOQnZKw4E3tslYoyEcUQUF4WgRAkgo0zM5\nO5slZGRGOABsxs/nXjcODGjqo0yCD8ksXkmmuivB4pkE5RsJ2LEC2wr\nsM5gI7NMIQbNXASvLJj0sBE2xJESA+mqtfPHzlYLf0/rTQnrZCBmAbk\nyASCscHQq7VBsQVbNqSOnFgId7Ye8G6CIjLgKbwnA9j68YG0B0sodhZ\nIio0VKqTJxBNrBvtUlNgWejc48Eg2lRfFiEWxGChq3JQMIl1hQGQxVT\nx0l7eytc7k51vGlr3TFDQs0wyf5ZoYNJtD18VPSxWuGNtobAF6x0qxP\n+Wyp0qcXY7GN16w/j55NU<<< \n \nDoes it really? Factorio is a sandbox game. But the player is still progresses towards something in a non-linear way. (Tech tree) Like Minecraft, Factorio also has a goal. The difference is, you can ignore it in Minecraft. You can't play Factorio without the goals set by the game. (But you can challenge yourself to reach those goals in different ways.) Even if you only want to build something using the circuit network, you need to get to it first. Factorio is non-linear, but it still comes down to launching a rocket, for space tech if not for beating the game.\n \nDid I ever say this suggestion topic is for the vanilla game only? Modders, feel free to implement a solution to this. The \"Ideas and Suggestions\" part of the forum isn't for the vanilla game only.\n \nYou can hack yourself all the things you want in Minecraft. Or... any game really. But it only takes away from the fun. Why do people hack achievements? Don't ask me. A reasonable player never does this because there is simply no reason. Hacking is a completely different topic that we should not talk about at all.",
"date": "2018-09-07T15:07:45+00:00",
"quotes": [
{
"author": "4xel wrote:",
"content": ""
},
{
"author": "4xel wrote:",
"content": ""
},
{
"author": "4xel wrote:",
"content": ""
},
{
"author": "4xel wrote:",
"content": ""
},
{
"author": "4xel wrote:",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "Launch a rocket is a good achievement. \nLaunch a rocket in a death world would be an even better achievement. \n \nit would give me a reason to play in that mode. \n(actually, it wouldn't, because I play modded, so I don't actually unlock anything on steam. I mostly just continue playing on this old map generated in 0.10 as a testing ground.)",
"date": "2019-02-18T18:46:38+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Have you tried to directly contact those modders that added new achievements to the game? \n(They might not read every forum message...)",
"date": "2019-02-20T14:44:46+00:00",
"quotes": [
{
"author": "Gergely wrote: Fri Sep 07, 2018 3:07 pm",
"content": ""
},
{
"author": "4xel wrote:",
"content": ""
}
]
},
{
"author": "<NO_NAME>",
"content": "I agree. \n \nAchievements have to be challenging to get or they are not achievements but just some stuff you get for playing long enough. \nIt doesn't have to be the difficulty level of Super Meat Boy where you have to be pretty good at the game to get even the easiest badge. \nTying some achievements to difficulty setting or generator presets seems perfectly reasonable, though. \n \nThis is a little off-topic but it had weirded me out when I've realized that you need craft manually only 100 items to finish the game but you get the achievement for 111. This is a wide margin for something that is basically a logical puzzle. \n \nI would also say that multiplayer achievements are cheating unless they are specifically designed for multiplayer. (an example would be \"Give an item to another player when the nearest chest with that item is more than 1km away\" or something)",
"date": "2019-02-20T17:48:24+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "https://wiki.factorio.com/Achievements",
"date": "2019-02-20T18:39:26+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "<NO_NAME>",
"content": "So join a server, do next to nothing for a few hours, maybe build some walls because that's easy, do some talking on the chat and voila: you have all the production achievements because some players were actually playing.",
"date": "2019-02-20T20:26:23+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Wed Feb 20, 2019 6:39 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "freeafrica",
"content": "tl;dr; Sorry for necrobump, +1 for this idea \n (I've read in the guidelines that one should avoid opening up an idea w/ an existing thread.) \n \nIt would be superawesome to have (even the same) achievements per difficulty-preset . I think there is a pretty big hardcore player base for this game who likes the challenge. \n \nI always play deathworld-marathon and it would be a motivation if I would unlock a \"golden\"-achievement if I manage to pull that off in that scenario. \n \nIt doesn't seem like a big investment from development perspective but it would give some people a lot to grind for!",
"date": "2020-02-18T10:17:41+00:00",
"quotes": []
}
] | 9 | 2018-07-05T15:59:19-05:00 |
forum-topic-109073 | 109073 | [WIP] Recreating factorio.com background image | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=109073 | Hares | This project is currently work-in-progress!
I always wanted to see what's behind the factorio.com website page. With some inspect magic, I've extracted the image URL and decided it's time to recreate it in-game.
I also searched if anybody had already done that and did not succeed.
So, the first (almost) hour of work!
Large Images
Original:
High contrast:
bg_v4-85.png (9.94 MiB) Viewed 1380 times
Recreated:
Screenshot from 2023-10-06 19-47-12.png (846.02 KiB) Viewed 1380 times
The blueprint & savefile will be provided as soon as I make reasonable progress. | [
{
"author": "",
"content": "Not to ruin your fun, but you can see larger pictures and download the save of the factory in the imgur album linked in the FFF that talked about this base: https://factorio.com/blog/post/fff-236",
"date": "2023-10-06T16:58:32+00:00",
"quotes": []
}
] | 1 | 2023-10-06T11:54:39-05:00 |
forum-topic-28456 | 28456 | Bob's Mod Graphics Update Discussion - Page 6 | Bob's mods | https://forums.factorio.com/viewtopic.php?t=28456&start=100 | Zombiee | Worth it? Probably not, but the voices told me to do it.
Colormix2.png (393.76 KiB) Viewed 10862 times
Ignore the blue caps to dead end pipes, that's just for contrast. | [
{
"author": "Light",
"content": "Always. \n \nAlthough it took more effort, the effort was worth not constantly being distracted by minor issues or mistakes. This game attracts a lot of perfectionists and OCD people, so even the smallest of things stands out like a flare in the night sky. So thank the little voice in your head that's probably your perfectionist side speaking for us.",
"date": "2017-07-02T05:55:49+00:00",
"quotes": [
{
"author": "Zombiee wrote:",
"content": ""
}
]
},
{
"author": "Zombiee",
"content": "Well, I completed all the recolorings: \nLow/Hi Res Underneathies, Splitters, Pipes \nHi Res Inserters, Belts \nAND made the pipes connections look correct when connecting to a building/different color pipe. \n \nThe voices in my head were momentarily pleased .. now they are wondering how long you can continue typing if you light the keyboard on fire. \n \nPlease, any bugs/feedback/requests for the mod - toss into the thread I have for the mod: \n viewtopic.php?f=144&t=49788 \n \n \nTo Bob: If you like these, consider them yours for the using. If you do, I have a copy of boblogistics like 90% modified to use these graphics I made for testing that could save you some scutwork .. maybe. It might also be terribly written. Either way, shoot me a PM if you want it and I'll send it with a list of what's changed/not done.",
"date": "2017-07-02T12:47:39+00:00",
"quotes": []
},
{
"author": "iamwyza",
"content": "Latest pipe update has an odd thing when you are attaching an underground pipe from top to bottom:\n \n \n \n broken pipes.PNG (61.66 KiB) Viewed 10800 times",
"date": "2017-07-04T01:02:39+00:00",
"quotes": []
},
{
"author": "Zombiee",
"content": "Actually, that odd effect will happen when you connect any pipe to a horizontal pipe or a pipe turning a corner to the south. I missed it because I made robots build everything when testing. Oops. \n \n I know how to fix, but it's a lot to do. The base game looks funny there too (just less jarring) so I'm not sure what route to go with a fix. \n \n \n \n options.png (698.52 KiB) Viewed 10789 times \n \n \n\nReverting to the base game isn't less work that the fixes shown so I might as well do it right. I'm leaning towards fix three because the overlap in two bothers me. Three will have that sharp edge on the bottom when connecting to a corner too but it's probably the least bad option. It's 220 images to edit so I'm gonna take a day to consider, I'm open to hearing opinions.",
"date": "2017-07-04T02:41:37+00:00",
"quotes": []
},
{
"author": "iamwyza",
"content": "I also think fix 3 is the best of the available options. \n \nI don't know if this is a problem with the pipes or with factorissimo, but there is also another bug that happens with Factorissimo 2's bulk transfer pipes when the connection is pipe on top, then bulk transfer pipe on bottom: \n \n \n \n factorissimo transfer pipes.PNG (41.97 KiB) Viewed 10787 times \n \n \n\nThe other oddity I just noticed might be a vanilla problem, but since you've been messing with pipe graphics, it might not. \n \nBasically a pipe by itself is much larger than a pipe that is connected to something, both in vertical mode and horizontal mode. \n \n \n \n before connection.PNG (51.41 KiB) Viewed 10787 times \n \n \n\n(also note that the bottom pipe here has a empty endcap, this again might just be a factorisimo bug)\n \n \n \n after connection.PNG (46.17 KiB) Viewed 10787 times",
"date": "2017-07-04T03:03:35+00:00",
"quotes": []
},
{
"author": "Zombiee",
"content": "Yes and no. \n \nYour first pic is probably going to be a problem, but for factorissimo. The missing is bit from the stone (?) pipe is on me, that will be filled by a cap with the fix. Whether that will draw over or under factorissimo? I don't know yet, we'll see. Either way, it's gonna be an overlap that looks odd. I MIGHT be able to override factorissimo's graphics too, but that's a whole other problem .. maybe. \n \nThe second pic is indeed vanilla, I have no idea why but I decided to leave it alone. (Though I include recolors for all the pipes) \n \nPic 3 is 100% me. Will be fixed with the fix as well. Kind of - it won't look like it's connecting offscreen, it will be a cap. Not ideal but certainly better than the invisible bit it is now. \n \nThanks for the feedback and bug reports though.",
"date": "2017-07-04T03:31:34+00:00",
"quotes": []
},
{
"author": "iamwyza",
"content": "Sorry for another, yay for days off and time to really play. \n \nLooks like the connection to vanilla storage tanks is also weird. \n \n \n \n tank connection.PNG (37.19 KiB) Viewed 10766 times \n \n \n\nThis might also be fixed with your cap changes, but wanted to show another way that specific view of a pipe is behaving badly. \n \nThanks for taking your time to do these mods. I know there is a great deal of effort involved and it is appreciated.",
"date": "2017-07-04T06:28:01+00:00",
"quotes": []
},
{
"author": "Zombiee",
"content": "Damn, that one is going to be an issue. Pumps too probably now that I think about it. For all the entities I spot checked the building covered that area with north pipe connections. My 'fix 3' will look decidedly odd there as well. \n \nI'm REALLY glad you pointed this out before I re-did the pipe images. I'll figure out something. \n \nEDIT - I now know why they did the connections the way they did. My clever idea of splitting the connection point in two so joins would have a nice seam is virtually invisible but creates a 2 pixel oddness when connecting to some buildings from the south. To make the pipes display correctly when connecting from the north I either have to make separate pipe connection graphics for most entities (Angel, Bob and vanilla) OR use some variation of fix 1. Obvious choice.",
"date": "2017-07-04T07:31:52+00:00",
"quotes": [
{
"author": "iamwyza wrote:",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "Have you tried adding in the overlapping part to the lower pipe, but not cutting it out in the upper? \n \nIf the game draws everything correctly, this will prevent issues as shown by the \"Connecting to a storage tank\" issue.",
"date": "2017-07-04T08:15:52+00:00",
"quotes": []
},
{
"author": "Zombiee",
"content": "Yup, pretty much my plan now. I tested it pretty thoroughly and I couldn't get the north item to draw on top of the south item. (I had issues with pipes drawing under some of Angel's buildings on a separate issue) \n \nEnd result is everything should pretty close to how I want it to except the floating image under the cursor. Unless I can modify that separately (which I doubt) it's just something to live with. Tricky portion is making the length of the tail correct or it looks really odd in factorissimo. \n \nIn hindsight, I should have tried doing it this way to begin with. C'est la vie.",
"date": "2017-07-04T08:42:27+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "To note: I am seriously considering adding these to my mod when they are done. The problem with me actually doing it is that I'm burned out on modding right now, so I've not been doing anything other than bug fixes, or minor things, like the recent god controller patch.",
"date": "2017-07-04T08:51:53+00:00",
"quotes": []
},
{
"author": "Zombiee",
"content": "Higher praise could not be given. Seriously, whether or not you eventually do that makes me feel pretty good. \n \nThat said, it makes a lot of sense to wait a bit to see what other little thing I screwed up that makes a big difference before messing with anything. \n \n\nThat feeling I understand completely. If you're not feeling it, forcing it just makes it worse. Don't feel any obligation on my part, I'm spending time (ok, a lot of time) on this because I find it interesting. Actually releasing it to the public was almost an afterthought. That portions of it are decent enough that you might use them is just icing (really really tasty icing).",
"date": "2017-07-04T09:09:00+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
},
{
"author": "bobingabout wrote:",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "That's basically why I stopped modding completely during 0.14 when the news of all these changes to 0.15 were being announced, I knew I'd have a big job updating things to work with 0.15. \nFixing things lasted just about the right length to squeeze in a couple of updates before I reached burn out.",
"date": "2017-07-04T09:17:07+00:00",
"quotes": []
},
{
"author": "Zombiee",
"content": "Success! I added the 1/2 flange width back to all north facing pipes. No one was ever going to notice that issue but me (1 pixel row in low res, 2 in high) but I hated it. \n \nI added iron pipe below the flange in every south facing pipe regardless of type. You should never see it connecting pipe to pipe but the iron blends better when connecting to buildings because any building that intergrates a pipe connection is based around iron pipe. The ghost image when placing has my flange nicely on the north side and is basically vanilla on the south. If that's editable, it's beyond my knowledge. \n \nAs for factorissimo. My pipes stick beyond the border on the north and match the edge correctly on the south, it's iron through the walls but both look fine. The bulk pipes used by factorissimo are low res so there is a clash there. Separate issue, but I've added it to my to do list. \n \nTLDR - Basically, all the problems I created by making the pipe connection make sense visually have been fixed. There was much rejoicing.",
"date": "2017-07-04T14:22:25+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "Sounds good.",
"date": "2017-07-04T15:17:47+00:00",
"quotes": []
},
{
"author": "iamwyza",
"content": "Confirmed the changes look amazing. Thanks so much for your time on this. Tedious changes like this would drive me nuts to do.",
"date": "2017-07-04T15:39:25+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "Is there some sort of package I can download, to add to my archive of possible things to add to my mod?",
"date": "2017-07-04T16:14:45+00:00",
"quotes": []
},
{
"author": "Zombiee",
"content": "Easiest is just download https://mods.factorio.com/mods/Zombiee/ShinyBobGFX The inserters, pipes, underground belts, splitters and transport belts are all full sprite sheets so you can just crack the zip and look at the pngs directly. \n \nI'm not sure you have any interest in the building recolors I did and they're kind of a mixed bag anyway. Some full recolors, some colored overlays, some legacy stuff from the original Shinybob. A couple of buildings I'm just unhappy with the result now that I've learned a little and are on my to-fix list. \n \nIf you want something more specific I can certainly throw something together.",
"date": "2017-07-04T17:14:35+00:00",
"quotes": []
},
{
"author": "Telokis",
"content": "Hey everyone! \n \nI'd like to know if there are people working on the graphical \"update\" of bob's modules.",
"date": "2017-09-04T16:59:52+00:00",
"quotes": []
}
] | 19 | 2016-07-07T06:58:40-05:00 |
forum-topic-4806 | 4806 | Frequently Suggested Ideas - Page 2 | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=4806&start=20 | Closed, cause this is about HOW to suggest, not what. Nor correcting grammar. | [] | 0 | 2014-07-12T13:39:52-05:00 | |
forum-topic-111900 | 111900 | FFF explanation in Japanese! | Videos | https://forums.factorio.com/viewtopic.php?t=111900 | QELO | Hello everyone,
On my channel, I explain the contents of FFF in Japanese.
FFF will be released around 21:00 on Fridays Japan time, so I am editing the video based on the interpretation of the content.
Even in Japan, Factorio fans are looking forward to 2.0.
Of course, I also introduce my factory (with Pyanodon MOD) in the video!
https://www.youtube.com/@qelolyn | [] | 0 | 2024-03-20T01:49:35-05:00 |
forum-topic-103343 | 103343 | Compact 88 MW Solar Field + Accumulators | Energy Production | https://forums.factorio.com/viewtopic.php?t=103343 | Tertius | This is a very compact tileable solar panel+accumulator field with the 0.84 ratio between both.
I tried to find a good overall size and ratio between roboport and substation coverage, and also having walking space if tiled. It became a 150 tile wide field, tileable at size 149. If you tile it, overlap them by 1 tile according to the preconfigured grid size in the blueprint, so the inner sidewalks are still 1 tile wide, not 2 tiles. Use tiling by mouse dragging, it just works correctly.
The roboports are only used for construction, but you cannot reach them afterwards, and you cannot really remove them in a tiled setup, because if they are removed in the wrong order, they might become unreachable for the bots. The holes they leave behind cannot be filled anyway, because, well, there is no roboport coverage any more.
I tried but was not able to thin the roboport and substation coverage more. Any try to thin more, the ratios become wrong and the whole thing explodes.
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 Copy blueprint
Single:
2022-09-04 16-37-58 start=0 length=0.15 fps=30.gif (924.26 KiB) Viewed 4486 times
Tiled:
Screenshot 2022-09-04 164425.jpg (1.33 MiB) Viewed 4486 times
Near view:
Screenshot 2022-09-04 164615.jpg (1.6 MiB) Viewed 4486 times
A 9x9 grid in map view (you see how the tiles connect the power to each other)
Screenshot 2022-09-04 171133.png (61.86 KiB) Viewed 4486 times | [
{
"author": "mrvn",
"content": "I like that you leave a walkway between blueprints. Most people tile them cell to cell and then you have a mega field that you can't cross.",
"date": "2022-09-04T15:45:58+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "That allow for replacing a solar panel with a radar so you can have vision to place the next tile, and then remove the radar",
"date": "2022-09-04T18:38:20+00:00",
"quotes": [
{
"author": "Tertius wrote: Sun Sep 04, 2022 3:15 pm",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "OMG, I forgot the radar. I thought of everything. If you look closer, there is even a speaker that will give a roaring siren alarm if power is low. But I forgot the radar. \n \nLuckily, radar is a 3x3 object and its coverage is 224x224. 3x3 means it can be placed instead of a solar panel, and 149 to 224 is exactly(!) 2/3 ratio. \n \nYou need 3 fields to use the radar grid size in an optimal way. In the first field, you put the radar on the bottom left corner. In the next field, you put it in the bottom middle where the small gap is (or for the field above: left middle). Alas, the middle field of a 3x3 needs the radar right in the middle where the roboport is. Luckily, a radar is chunk-aligned, so you can place it next to the middle where the solar panels start. It will ruin the symmetry and the uniform look, but it will give you radar coverage. \nThe 3rd field is without radar. The 4th field can have it again in the bottom left corner. You're wasting only 1 tile of the radar coverage: 3*149=447 tiles, while 2*224=448 tiles. I couldn't have it designed better, but this is pure luck. \n \nOn the other hand, there's probably not much interesting to see on a larger solar panel field.",
"date": "2022-09-04T23:45:11+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sun Sep 04, 2022 6:38 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "I agree, i meant it for the construction phase, I'm generally playing on peaceful mode and when using such tile i would start near the non discovered terrain and expand away from the base in this case having a radar inside the blueprint allow for revealing the map without going there ever so one can then place another tile in what would have been non-generated chunk. Having the robotport embedded and made to stay allow for removing the radar after the construction/reveal of the terrain is done as indeed there's not much to see. \n \nI like those tiles with robotport coverage because they allow remote expansion",
"date": "2022-09-05T00:21:16+00:00",
"quotes": [
{
"author": "Tertius wrote: Sun Sep 04, 2022 11:45 pm",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "I specifically designed it for construction with roboports, after I used simpler blueprints and copy+paste with just small 3x3 solar panel blocks. Everything out of reach of the personal roboport wasn't constructed, then I had to walk near, then my inventory got empty, and so on. \n \nAuto constructing a 2x3 field takes about 10 minutes with 700 robots if there is no supply shortage. However, most of the time the robots wait for recharge, so using half of them will probably take as much time.",
"date": "2022-09-05T13:08:49+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I know this feel, when you copy paste several time a blueprint and then the middle of the tile/square is out of reach from the personnal roboport, and then you have to remove some of it to go near the middle to allow personnal robots to finish and rebuild behind you. \n \n \nRegarding the charging throughput there is this mods that fits so perfectly this blueprint it's like cheating \n \n https://mods.factorio.com/mod/Robot_Battery_Research \n \nIf you then have enough robots and research they all only do 1 trip with 1 piece of the blueprint and start charging AFTER the tile is built, it's super satisfying",
"date": "2022-09-05T13:43:13+00:00",
"quotes": [
{
"author": "Tertius wrote: Mon Sep 05, 2022 1:08 pm",
"content": ""
}
]
}
] | 6 | 2022-09-04T10:15:01-05:00 |
forum-topic-119365 | 119365 | Pasting blueprint books doesn't work on linux | Duplicates | https://forums.factorio.com/viewtopic.php?t=119365 | Tem3dy | Hello, so I wanted to import this blueprint book " https://factoriobin.com/post/KafN8H7L ", but when I tried to paste the copied string into the "Import string" dialog, the game didn't let me paste it. It works for other people on Windows / macOS, I've tested with 2 people, they can paste the string just fine
I'm 99% sure this is a bug related to the linux platform, since I'm on linux, however an important thing to note is that the string is from 1.1, and the person I've tested it with imported the string in 2.0, exported it to a different string starting with the characters "0eN" which seems to have worked for me, but the old format of "0eJ" doesn't paste. They also mentioned that there have been reports of other people having the same problem on linux. | [
{
"author": "",
"content": "viewtopic.php?f=182&t=116367",
"date": "2024-11-02T18:15:16+00:00",
"quotes": []
}
] | 1 | 2024-11-02T13:13:29-05:00 |
forum-topic-14645 | 14645 | Research-queue and -progress Visualizaton / Research-Overhauls | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=14645 | This is about the research-queue, like interruption of current research or splitting research. But also how the research-tree is visualized, how the progress is visualized and so on.
Research presentation
viewtopic.php?f=6&t=45163 Research Menu Suggestions
Research progress
viewtopic.php?f=6&t=4816 Active Lab Count
viewtopic.php?f=6&t=6424 "No research" notice alarms.
viewtopic.php?f=6&t=8690 Small UI improvements
viewtopic.php?f=6&t=16445 Technology Research - Icon on HUD
viewtopic.php?f=6&t=20438 Tech Progress: More Info!
viewtopic.php?f=6&t=25362 Changing the way research requirements are displayed
viewtopic.php?f=6&t=41373 research progress
Change/show Queue or Interrupt Research
viewtopic.php?f=6&t=1662 Power supply priority and Research progress fix
viewtopic.php?f=6&t=30466 Auto research queue
viewtopic.php?f=6&t=38656 Show Non-Researched Items as Locked
Research Overhauls
https://forums.factorio.com/forum/vie ... =6&t=10052 Uses for labs in the late late game for calculating orbits
See also https://forums.factorio.com/forum/vie ... 94&t=14562 Unlimited upgrades Mod.
https://forums.factorio.com/forum/vie ... =6&t=12331 Research-Center
https://forums.factorio.com/forum/vie ... f=6&t=5100 An idea for restructiring research
https://forums.factorio.com/forum/vie ... =71&t=4569 Technological Difficulty ("Mining hardness" for research).
https://forums.factorio.com/forum/vie ... f=6&t=3034 Making Research more difficult / rewarding
https://forums.factorio.com/forum/vie ... f=6&t=1637 More researches at once
https://forums.factorio.com/forum/vie ... ?f=6&t=956 Option to deal with korean research system
viewtopic.php?f=6&t=28900 Add a slider to increase research and build times
viewtopic.php?f=6&t=31254 Research Takes more Time and Labs Increases Speed after a While / Acceleration of Research
viewtopic.php?f=6&t=33925 Eliminate Science Packs Altogether
viewtopic.php?f=6&t=46676 Let Labs Research a Single Science
viewtopic.php?f=6&t=47234 BigResearch overhaul idea that would encourage, but not force the player to automate everything.
Note also:
https://www.factorio.com/blog/post/fff-159 Friday facts #159 - Research revolution
Multiplayer
https://forums.factorio.com/forum/vie ... =6&t=12323 Research choice voting for MP
https://forums.factorio.com/forum/vie ... h+progress A cup of multiplayer
Somehow related:
https://forums.factorio.com/forum/vie ... 67&t=10222 Improvement of crafting queue
Mods
viewtopic.php?f=92&t=17219 Research queue
viewtopic.php?f=80&t=14645 Research-queue and -progress Visualizaton / Research-Overhauls | [
{
"author": "ratchetfreak",
"content": "you have \"no research alarms\" listed twice",
"date": "2015-08-08T23:06:53+00:00",
"quotes": []
}
] | 1 | 2015-08-08T16:41:17-05:00 | |
forum-topic-109609 | 109609 | [1.1.96] Autoupdate fails MacOS Sonoma (14) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=109609 | GoldfieldGeek | Screenshot 2023-11-09 at 12.31.29 AM.png (89.24 KiB) Viewed 1303 times | [
{
"author": "GoldfieldGeek",
"content": "Downloading the full full version works fine.",
"date": "2023-11-12T18:19:40+00:00",
"quotes": []
},
{
"author": "",
"content": "Ref.: 109561",
"date": "2023-11-12T20:41:00+00:00",
"quotes": []
},
{
"author": "GoldfieldGeek",
"content": "fixed in [1/1/97]",
"date": "2023-11-14T18:12:35+00:00",
"quotes": []
},
{
"author": "",
"content": "Yes, this should now be fixed, but please let us know if you still encounter issues updating.",
"date": "2023-11-14T18:55:43+00:00",
"quotes": []
},
{
"author": "soup",
"content": "OS Version Sonoma 14.1.2 \nStill getting this, trying to update from core-mac 1.1.91 to 1.1.94 \n \nUpdate failed: Checking update packages failed: File /Applications/factorio.app/Contents/data/../MacOS/factorio has unexpected content",
"date": "2023-12-06T12:11:54+00:00",
"quotes": []
}
] | 5 | 2023-11-09T02:38:02-06:00 |
forum-topic-15546 | 15546 | Cable Resistance / Non-lossless Power Transmission | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=15546 | This is about energy loss over distance .
First: The point, why I underline "over distance" is, that it makes no sense to add just some power loss per power pole or add different power networks with different voltage and transformers between the networks (just two examples of many ideas). The game-play won't change. The point of this suggestion is, that you need to think about energy distribution to distant points (maybe more than 500 tiles?) and this will not change, if you add just more energy usage. It's the opposite: The bigger you make your (single) electric network, the better. But it will change, if the energy transport via wires is at some point so expensive that you need to find other methods.
The current state of discussion is, that it is not so easy, cause it needs to calculate the flow of energy in the whole network for (nearly) every tick, which is far above the possibilities of current computers.
This is expressed at it's best in this article: viewtopic.php?f=6&t=24951&p=160688#p160031
In other words: Wanted ( also by the devs ), but not possible yet . (and a lot of work has been flown into the ideas till now, so if you have another idea: PLEASE read the threads below, to see, if there are some similarities).
Other ideas are mentioned in the discussion threads:
viewtopic.php?f=6&t=119 Energy Loss Over Distance (Very old! Nearly everything is said here!)
viewtopic.php?f=6&t=3133 New way for electricity
viewtopic.php?f=6&t=3098&hilit=power+resistance A few ideas that could be implemented.
viewtopic.php?f=6&t=15543 Power Conductor Limit
viewtopic.php?f=6&t=21314 Power Leakage and Electrical Substation
viewtopic.php?f=6&t=24951 Another approach to Cable Resistance (with fluid network)
viewtopic.php?f=6&t=54153 Another try of implementing Power Loss
Related:
With v0.13 we will get a power switch, that enables some interesting usages with the power network. See http://www.factorio.com/blog/post/fff-115
viewtopic.php?f=6&t=1261 Handling different electric networks
viewtopic.php?f=80&t=15546 Cable Resistance / Non-looseless Power Transmission | [
{
"author": "EditorRUS",
"content": "https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm",
"date": "2015-10-01T17:31:16+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "ratchetfreak",
"content": "That's shortest path from 1 point to a destination \n \nHowever for non lossless calculation you need a flow network",
"date": "2015-10-01T18:35:59+00:00",
"quotes": [
{
"author": "EditorRUS wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "As ratchetfreak said, it's not just calculating from one point to all others, it's calculating from all points to all others. \n \nSimplifications are possible but don't make sense.",
"date": "2015-10-03T07:09:50+00:00",
"quotes": [
{
"author": "EditorRUS wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "coolEE",
"content": "I'm curious, considering I have little experience with coding for games and resource requirements for doing calculations, the feasibility of using a node-voltage equation matrix to find power loss in an electrical network over the wires at least. Now this may require that people need to be careful about setting up a power network, which I think would be cool. In brief, all that would need to be done is determine the voltage at the source of power, and the resistance over a particular length of wire, then the voltage at the final destination. Doing this simply, we could say it's whatever voltage required by the object +zero. Using the equation, you can find the voltage drop across each length of wire, then use P=V^2/R, you can find the power consumption of the wires in the network. This would open up a purpose for the development of transformers in the game to help mitigate losses over long distances. Then, if you wanted to make it really complicated (cool) introduce voltage drop across other things, like inserters, assembly plants, oil refinery etc. This would add a huge extra level of complexity I imagine, but I think it would be very cool! Then, perhaps even add 1,2and 3 phase inputs and outputs for electricity.",
"date": "2016-04-06T18:44:41+00:00",
"quotes": []
},
{
"author": "JoonasD6",
"content": "I also condone this brilliant idea. Worth noticing is that the maths behind it is well-known so there would not be much guessing or empty trials involved! \n \nSpecifically, this mechanic would make people train their intuition about inverse (first-order and quadratic) diminishing. Since P=V^2/R and resistance for a wire can be calculated as R=rho•l/A, where rho is material-specific resistivity, l length and A cross-sectional area, we can write power as a function of cable length: P(l)=V^2•A/(rho•l), so the power we get is inversely proportional to cable length. Also, if we're interested in how much the power changes in terms of length (which sounds like a useful quantity if you want to estimate how much the power drops for a given cable), by differentiating the former expression with respect to l, we get dP/dl=-V^2•A/(rho•l^2). So the rate of change of power is inversely proportional to the second power of cable length. \n \nThese calculations are quite straightforward ti implement, if the game already tracks cable lengths. For networks of cables (resistors in parallel and series), that takes a little bit more tweaking, but that's pretty much it. The cross-sectional area A can be a fixed constant or it can be incorporated into the calculations for parallel cables (two identical wires next to each other double the area). It would also be pretty amazing to offer the player upgrades; changing the wiring material (changing rho) one can lessen the power loss in a realistic (and easily calculable) way! \n \nFascinating. And I want this!",
"date": "2016-06-27T18:29:28+00:00",
"quotes": []
},
{
"author": "m44v",
"content": "Is basically just the direct application of the Kirchhoff's laws, kind of the first thing you learn when dealing with circuits. I presume the devs did their homework and got familiar with those laws before discarding the method because is not scalable. \n \nSolving that is basically what SPICE does, solving numerically a NxM matrix equation with N as the number of nodes and M the number of branches (get off my back, I'm typing this by heart). Since each pole represents a node and each wire and factory element a branch, is probably not feasible to compute per game tick.",
"date": "2016-06-30T14:30:40+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "JoonasD6",
"content": "There are certainly many ways to simplify/approximate the calculations without losing the main idea or make it confusing in-game. A very simple hack would be to ignore parallel cabling and just work with the maximum distance between power source and target machine. This would overestimate the power loss, but with appropriate scaling, it would feel quite realistic and would give the player an incentive to make paths shorter. This way multiple branches can be left alone.",
"date": "2016-06-30T22:39:26+00:00",
"quotes": [
{
"author": "m44v wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "tobin42",
"content": "Would it be an idea to set a maximum hop count for power delivery and then calculate usage in the covered area the way it's done right now. This way you only need recalculating of the distance/coverage map when power-poles are placed. \n \nNot very realistic but reasonably clear to the players and doesn't need a lot of calculation.. I hope.",
"date": "2017-10-29T10:11:07+00:00",
"quotes": []
},
{
"author": "EditorRUS",
"content": "Minecraft's Industrial Craft implements this in a robust fashion: by sending \"packets\" of energy through wires. This could be used to implement this system, but it would suffer from the fact that unlike IC, there are many more active energy generators in Factorio per tick and the way they work is incompatible with the packet system. IC's power generators have internal accumulators which are filled by the generator and returning packets (meaning unused packets recharge the accumulator back) and they send discrete amount of energy each tick. Solar panels would wreck the performance unless they were to be grouped and act like a singular power source. However, it would still be a good start. \n \nPower quanta of Factorio seems to be 1 W of energy and we are dealing with millions, even billions of watts in game. This would, obviously, cause major lag and is not suitable as is, so there should a way to discretize energy consumption/production in a power network so that the least amount of packets had to be sent each tick (current?), enough to traverse the entire network (which would look like a directed graph, from sources to sinks) and not too many as you don't want to send packets to null paths. There is also an issue of redundant branches which must be eliminated first. Fortunately, it's quite intuitive that you only need to send exactly the number of sinks of packets at most and if and only if you for some reason decide to create one branch per sink which is exceedingly stupid and won't happen unless you specifically do so. \n \n \nA similar system was implemented in Factorissimo which has you set the input/output wattage for a building and each building has an internal accumulator the capacity of which depends on the wattage set. It's for a different purpose, sure, but it works similarly.",
"date": "2017-10-30T21:25:44+00:00",
"quotes": []
},
{
"author": "AsherMaximum",
"content": "What if we introduced High Voltage wires and Transformers? I know this is mentioned as a frequently suggested method, but if we also add transformers having an area of effect that influences power consumption, I think it should have the desired effect of forcing you to think about transmission methods, as well as dealing with multiple smaller low voltage networks, instead of one big one like most factories use now. \n \nPower generating entities would only be able to connect to new High Voltage poles, which would have the same recipes as normal poles, except the wire would be a new wire, high voltage wire, made with both iron and copper. \nThis would introduce a new type of electricity; high voltage electricity, which would be produced be power plants, and consumed by transformers. Transformers would produce low voltage electricity (the current electricity). \n \nTransformers would connect to both wire types, and have an area of effect like Beacons do now, just much larger. Early game could be made with just wood, copper, and iron, later versions would require circuits. More would be needed depending on the size of your power plant, but since they also have an area of effect, choosing where to place them would be a strategic decision. \nThe area of effect would affect power consumption, and it would not stack with multiple transformers covering the same area. It would need to be calculated separately from the beacon effect, but could use the same efficiency effect. Alternatively, there could be a different efficiency effect for this. \n \nAll power consuming entities would start off with a +700% (total 800%) power consumption. Being in range of a transformer would reduce power consumption down to current levels (+0%, total 100%). \n \nAdditionally, accumulators should only be able to connect to the high voltage electric network. \n \nEnd result is that you could skip adding transformers for things outside of the transformer area, but power consumption would be drastically higher, which should simulate the end results of voltage drop across long distances. \n \nTo make it easy to tell if your buildings are running under transformers, the transformers area of effect should show when the power coverage shows, but in a different color than blue (yellow would be good I think).",
"date": "2019-04-26T20:24:41+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "After seeing ALTF4 52 - Fluidic Power Benchmarking , does this change anything? It doesn't seem so inperformant after all, although it won't be \"zero overhead\". \nThe problem with Fluidic Power is, that there are some limitations that are impossible to overcome with the modding API, like not being able to use copper cables, only being able to make 90° connections and losing the electric network statistics. \nI mean, I have ideas how it could be implemented, but not without API changes. \nMaybe engine features combined with an official mod could work? That way you only have the performance loss when you opt into it? \nI know it's a lot to ask, but it would be cool.",
"date": "2022-12-29T01:44:58+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "Hmm, somewhere around here they mentioned having linked fluid boxes for 1.2, now. I wonder if that could be of any use? \n \nEdit: Ah, here it is - viewtopic.php?f=65&t=94556",
"date": "2022-12-29T09:24:55+00:00",
"quotes": [
{
"author": "DarkShadow44 wrote: Thu Dec 29, 2022 1:44 am",
"content": ""
}
]
},
{
"author": "Stringweasel",
"content": "The linked pipes can't increase the performance of Fluidic Power. The only oppertunity is to maybe allow diagonal poles with some hidden surface shenanigans. \n \nI think it's mentioned in that Alt-F4 article, although a more realistic electricity simulation is feasable for vanilla, it would greatly reduce the sizes of bases you could build. And personally I wouldn't want that compromise, and would rather be able to build big. \n \nA compromise I would be okay with is something like the Power Overload mod, where electric flow is only simulated between sub-networks (and not individual poles) which are seperated by transformers. And you could even limit which poles can transmit which voltages, and what machines can run on which voltages.",
"date": "2022-12-29T10:33:40+00:00",
"quotes": [
{
"author": "FuryoftheStars wrote: Thu Dec 29, 2022 9:24 am",
"content": ""
},
{
"author": "DarkShadow44 wrote: Thu Dec 29, 2022 1:44 am",
"content": ""
}
]
},
{
"author": "DarkShadow44",
"content": "I think that's the point. \n \nThat's why I proposed it still be a mod. Together with linked pipes, we only need a way to use the copper connection and a way to still have the electric network statistics. But those need engine changes, unless you know a way this can be modded in already?",
"date": "2022-12-29T17:23:09+00:00",
"quotes": [
{
"author": "Stringweasel wrote: Thu Dec 29, 2022 10:33 am",
"content": ""
},
{
"author": "Stringweasel wrote: Thu Dec 29, 2022 10:33 am",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "Yep.",
"date": "2022-12-29T18:30:51+00:00",
"quotes": [
{
"author": "DarkShadow44 wrote: Thu Dec 29, 2022 5:23 pm",
"content": ""
},
{
"author": "Stringweasel wrote: Thu Dec 29, 2022 10:33 am",
"content": ""
}
]
},
{
"author": "Stringweasel",
"content": "Oof, seems I missed a few integral parts of the conversation. \n \n\nIn that case yeah, it would help. But there's another API limitation that would have to be worked around before I'll add diagonal poles. When holding the pole in your cursor you need to see which poles it will connect to, which is currently done with the vanilla underground fluidbox behaviour. This will not work for diagonal connections, so the player won't know if it connects or not. \n \nIdeally we would have access to the player's cursor position, then I can draw my own connections. But this is not possible because the cursor position isn't part of the game state, and I doubt it would be added in 1.2. Would be really cool and powerful though. \n \nThere's also a potential option currently where I could add a 4th entity to my composite power-poles to bring back actual copper cable connections, but I haven't had time to look into that either. \n \n\nThe visual copper connections could currently be drawn manually with LuaRendering. I've not done much research on this, but the problem is the connection points. The poles rotate randomly to face different directions, and IIRC these do not raise on_entity_rotated events, so I would have no idea where the entity is facing. But this might be easy to create a interface request for. \n \nThe network statistics is the hard part I've thought a lot about and haven't thought of a way it might work. I would have to combine the network statistics of multiple networks and show them together without actually connecting them.",
"date": "2022-12-30T08:15:00+00:00",
"quotes": [
{
"author": "FuryoftheStars wrote: Thu Dec 29, 2022 6:30 pm",
"content": ""
},
{
"author": "DarkShadow44 wrote: Thu Dec 29, 2022 5:23 pm",
"content": ""
},
{
"author": "Stringweasel wrote: Thu Dec 29, 2022 10:33 am",
"content": ""
},
{
"author": "DarkShadow44 wrote: Thu Dec 29, 2022 5:23 pm",
"content": ""
},
{
"author": "Stringweasel wrote: Thu Dec 29, 2022 10:33 am",
"content": ""
},
{
"author": "Stringweasel wrote: Thu Dec 29, 2022 10:33 am",
"content": ""
}
]
}
] | 16 | 2015-09-05T14:22:27-05:00 | |
forum-topic-113954 | 113954 | [Music-Clip] Factorio Friday Facts Fever | Fan Art | https://forums.factorio.com/viewtopic.php?t=113954 | mmmPI | Day almost 416, symptoms are becoming severe, here a transcription from this morning :
-I won't be there for lunch, i have a condition.
-Oh really ?
-Yeah it's callled FFF Fever
- You're joking ?
- no i'm very serious check this documentary explaning all about it :
- a documentary for ants ?
- no it is for listening ! | [
{
"author": "cybersteve547",
"content": "never thought someone would make a song abt fffs",
"date": "2024-07-15T09:50:58+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "There are some \"video reaction\" to the FFF's by some youtubers, so i thought why not make a song ? maybe i'm a successful troubadour in some (other) parralel universe because i made others too, you must not have gotten the luck to stumble upon them, i can however try to remedy to this unfortunate turn of events by linking the posts where they were inflicted on the unsuspecting audience for the first time : \n \n( no video just audio) \nSong about the planet Gleba :\n \nMusical audio commentary about the spoilage mechanic\n \n\nI even made a mod so one can listen to those songs ( and others ! ) in the game as music or in the programmable speaker ! In this universe though, i'm just an apprentice with no master, so the music is what it is , waiting for suggestions on how to improve",
"date": "2024-07-15T17:21:27+00:00",
"quotes": [
{
"author": "cybersteve547 wrote: Mon Jul 15, 2024 9:50 am",
"content": ""
},
{
"author": "mmmPI wrote: Sun Jun 02, 2024 6:56 pm",
"content": ""
},
{
"author": "mmmPI wrote: Wed Jun 12, 2024 11:54 am",
"content": ""
}
]
},
{
"author": "cybersteve547",
"content": "i cant hearthem, no audio",
"date": "2024-07-16T15:32:58+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "That is quite the bad luck ! \n \nSome testings suggest to me that it is caused by the configuration of the internet browser you are using. \n \nThis kind of music should be \"audible\" by default, even played very loud, but as it turn out, sometimes one individual post several of those videos on the same page, which could cause dramatic overheating of any reasonnable listener if they were to be played simultaneously. \n \nAs such, it can happen that some browser either do not play the video by default, or hide the control, or mute the sound, sometimes several of those. You may have to click on the little icon allowing to play the video in a separate little window where the controls and the volume are visible by default. Or right click on the video and un-hide the control or un-mute the sound. \n \nOr download the video, that's a thing too, or the mod for more recent musical experiment.",
"date": "2024-07-17T09:06:19+00:00",
"quotes": [
{
"author": "cybersteve547 wrote: Tue Jul 16, 2024 3:32 pm",
"content": ""
}
]
},
{
"author": "cybersteve547",
"content": "im using meta quest browser so thats prolly why",
"date": "2024-07-18T13:00:35+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I didn't know there existed such a thing, i am unsure how to provide optimal audio experience in such condition, i suppose it require the same settings than for the FFFs videos as they are also .mp4 embedded. If using the mod in game, these 2 songs can be played randomly as menu song but you could also look inside the files and pick the audio to play them on your computer so it's not random; which can be distracting.",
"date": "2024-07-19T16:54:42+00:00",
"quotes": []
},
{
"author": "Shadow_Man",
"content": "Excellent clip! \nNow we need a FullHD or 4K version!",
"date": "2024-07-21T13:05:44+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I made a 720p version, but it's too big for the forum, i am unsure where to post it for it to be available. \nEdit : It's on yoututbe now \n \nAlso thank you for your feedback but i can't take full credit, what is visible is mostly a shader called polyhedral gears by someone named Shane on shadertoy ( source ) I found a short video of it in 4K on youtube ( link ) \nFor the one on the forum i knew i had to make it light, so i added filter to try and stylize the pixelation, and some \"hand-drawn\" filter and blur too, even in higher quality it would look pixelated. Did in FL studio using ZGameEditor plugin ( link ) . \n \nThe 1080p or 4K version i tried broke at around a minute or so, and the image is the same for the rest of the video, i'm not sure i'll be able to fix the things, i'm just learning. \n \nThe music was made using various AI, i'm only responsible for the lyrics and the final arrangements",
"date": "2024-07-21T22:26:21+00:00",
"quotes": [
{
"author": "Shadow_Man wrote: Sun Jul 21, 2024 1:05 pm",
"content": ""
}
]
}
] | 8 | 2024-06-21T02:21:18-05:00 |
forum-topic-124511 | 124511 | Include Fluids in Selector Combinator Stack Size Mode | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=124511 | dragon-architect | TL;DR:
When the Selector Combinator is set to Stack Size mode, it should include fluid signals in its output with a stack size of 1 for each.
What?
The Stack Size mode of the Selector Combinator currently only outputs the stack size for items that can be stored in dry storage containers. While fluids technically are not stackable, they are not purely virtual circuit signals either, as the fluid circuit signals represent actual physical things in the world. I propose that the Stack Size mode should pass fluid signals with a stack size of 1.
Why?
I'm in the process of developing my own "Vanilla LTN" system and I've encountered a mildly complicating issue wherein I'm using the Selector Combinator as part of a signal filter chain that whittles the complete set of control and configuration signals down to only the requested resources at requester stations, and the Selector Combinator only passes the signals of stackable items--fluids not included.
I think it would be worthwhile for the Selector Combinator to pass fluid signals with a stack size of 1, since fluids are physical things in the game world--not virtual signals--and this would make the Selector Combinator very useful as a sort of signal filter for only physical items and substances, while blocking all purely virtual signals. Fluids are not stackable, but they are still substances that the player must interact with and handle, and complex circuits that intermix virtual signals with item signals have a need for useful signal filters--especially if the circuits are designed to be generic and agnostic of item/substance input signals. | [
{
"author": "Khazul",
"content": "That might break a bunch of existing builds - ie people who have already starting using this to check if something is a fluid or not which is really handly when dealing with recipe switching via signals in production machines that support fluids as it easily allows exclusion from requesters and is an easy test to check is pumps needs to be activated etc. Yes I know that exlcusing from requesters isnt essential, but still knowing it is a fluid is very useful. \n \nI vote hard no as-stated as some of my stuff would be broken by it unless the selector undergoes other compensating changes. Sorry. \n \nMany items also have a stack size of 1, so that would remove any way to differentiate items from fluids other than via manually sticking everything in combinators and we have a lot of products now and already I am having to do that way too much to implement function that I think should have been be in the selector combinator from day one. \n \nI would however welcome the concept you suggest, just not breaking this function unless current behaviour were to be replaced by an equivalent check for is fluid. \n \nI often have to exclude specific letter/digit etc signals and it does become a pain when you have to do it for several, for eg to exclude working and finished from production machine that are also reading ingredients as that needs to be cleaned up before checking against inventory/network. \n \nAs far as the selector goes, I do think it should have is-item test and an is-recipe test and is-fluid test and conversion functions of product+machine to recipe and recipe to product now that we have several recipes that are not the item in space age and implementing translation tables is a cumbersome pain when you have to do it loads of times in a build. \n \nGiven how that zero is also not s signal in factorio, explicit test would be much more useful than the current stack size behaviour with fluids particular when dealing with everything/anything/each.",
"date": "2024-12-16T01:45:00+00:00",
"quotes": []
},
{
"author": "",
"content": "No. Fluids are not items and stack size is only defined for items.",
"date": "2024-12-16T09:50:34+00:00",
"quotes": []
}
] | 2 | 2024-12-15T18:59:44-06:00 |
forum-topic-14640 | 14640 | New Weapons / New Defenses & Armor / Combat / Turrets | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=14640 | This topic is a big TODO, sorry. With every post that depends this it will be improved.
Related Lists and Suggestions
viewtopic.php?f=9&t=8&start=70 Fight [in Developer Proposals]
viewtopic.php?f=6&t=3440 What do biters do in their spare time? (Pheromone pathfind)
viewtopic.php?f=6&t=17607 Firefighting [will come with v0.13]
viewtopic.php?f=80&t=16566 Alerts, Alert-Info (Map), visible/audible Indication
Todo: search for Armor, Armour, Vehicles (esp. armored trains), Target priorities, Enemies, Artillery, Missiles, Walls, Light, Surveillance
More search (unsorted yet): https://forums.factorio.com/forum/sea ... mit=Search
Everybody can add the right links as reply, it will be cleaned up into this post.
Interesting Stuff
viewtopic.php?f=67&t=138 Flame Thrower Change
viewtopic.php?f=6&t=2241 Vehicles from parts
viewtopic.php?f=6&t=2217&hilit=modular Rens2Sea's gigantic list of ideas and suggestions
viewtopic.php?f=71&t=21525 Laser turret front facing / viewtopic.php?f=6&t=21505 Auto Centering Turret upgrade
About New Weapons and Armor
viewtopic.php?f=6&t=37126
viewtopic.php?f=6&t=266 Guided Missiles
viewtopic.php?f=6&t=248 Walls
viewtopic.php?f=71&t=332 Train cars, armored vehicles, nuclear power, and more
viewtopic.php?f=6&t=457 Steam turret
viewtopic.php?f=6&t=469 Tesla Tower
viewtopic.php?f=6&t=487 Explosives, Acids, Fuel.
viewtopic.php?f=6&t=1111 Flamethrower car
viewtopic.php?f=6&t=1291 Better defense systems!
viewtopic.php?f=6&t=1351 Moving Fortress
viewtopic.php?f=6&t=1721 New Fuel Source and Weapons Targeting System
viewtopic.php?f=6&t=1849 Toxins and poisoning.
viewtopic.php?f=6&t=3399 Custom vehicles and turrets like the modular armor
viewtopic.php?f=6&t=3514 Multiple turret types/general turret rebalance
viewtopic.php?f=6&t=3803 Suggestion: defense structures
viewtopic.php?f=6&t=3814 Expanding The Function Of Lights [Very useful idea]
viewtopic.php?f=6&t=3949 Research upgrades for suit defense modules and flamer
viewtopic.php?f=16&t=3950 Piercing bullets are overpriced [This is about balancing!]
viewtopic.php?f=6&t=3958 Capsule Launcher
viewtopic.php?f=6&t=3983 We may not need a tank...
viewtopic.php?f=6&t=3991 Add a Robosuit to increase movement
viewtopic.php?f=6&t=4200 Comprehensive overview of how artillery could be implemented
viewtopic.php?f=6&t=4220 Defender bots in roboports
viewtopic.php?f=6&t=4304 Enhancement to radar/map system: the B.U.Z.A.R.D.
viewtopic.php?f=6&t=4714 Military Info Screen
viewtopic.php?f=6&t=4194 Bullet overhaul proposal
viewtopic.php?f=6&t=5435 Construction Oriented Exoskeleton
viewtopic.php?f=6&t=5458 Laser turret cooldown to encourage defenses to be mixed
viewtopic.php?f=6&t=6053 Gun turret as logistics requester [see also viewtopic.php?f=6&t=2178 Logistic robots reload turrets? ]
viewtopic.php?f=6&t=6563 ammunition, weapons and turrets
viewtopic.php?f=6&t=6930 Mobile Assault Platform
viewtopic.php?f=6&t=7338 Laser turrets increase power usage with rapid use
viewtopic.php?f=33&t=7543 Capsule Turret [in modding suggestions]
viewtopic.php?f=6&t=7544 Capsule Turret
viewtopic.php?f=6&t=7722 Better Command of the Robots
viewtopic.php?f=6&t=7815 Patrol bots
viewtopic.php?f=6&t=7881 Military Robots
viewtopic.php?f=6&t=8011 [Electronics] - Sensors
viewtopic.php?f=6&t=8117 Modular Combat Robots
viewtopic.php?f=6&t=8122 Inserters repair damaged entities
viewtopic.php?f=6&t=9499 Add cheap Motion Sensors
viewtopic.php?f=6&t=10031 The other problem w. manual labour: Auto-repair of defences
viewtopic.php?f=6&t=10286 More types of module for Modular/Power Armor
viewtopic.php?f=6&t=10290 Miss change on far-range attacks
viewtopic.php?f=6&t=10334 Turret Warmup After Placement
viewtopic.php?f=6&t=12786 Modular turrets
viewtopic.php?f=6&t=12891 More Armor modules
viewtopic.php?f=6&t=13287 Uniform weapon bonuses
viewtopic.php?f=6&t=13337 Orbital weaponry
viewtopic.php?f=6&t=14608 Improved combat / alien ai
viewtopic.php?f=6&t=14530 Mounted Guns
viewtopic.php?f=6&t=15276 Repair-ers
viewtopic.php?f=6&t=15359 loading gun turrets
viewtopic.php?f=6&t=15376 Audible alert when gun turrets are out of ammo
viewtopic.php?f=6&t=16352 More Useful Robots
viewtopic.php?f=6&t=16593 Autonomous ground combat robots
viewtopic.php?f=6&t=16603 Combat robot target
viewtopic.php?f=6&t=17091 Defense against spitters
viewtopic.php?f=6&t=17225 Remote-Control Robots: Endgame Turret Replacement
viewtopic.php?f=6&t=19864 Just consider this for a second ARTILLERY
viewtopic.php?f=6&t=20695 Capsule Launcher Module (Modular Equipment)
viewtopic.php?f=6&t=21287 more combat option:Modular Combat Vehicle w/ remote control?
viewtopic.php?f=6&t=21711 Lamps and Turrets on Walls
viewtopic.php?f=6&t=22817 xp for turrets
viewtopic.php?f=6&t=23277 More Turret Types
viewtopic.php?f=6&t=23626 No Alert, when damage is done On Screen
viewtopic.php?f=6&t=23653 11 Combat Improvement Ideas
viewtopic.php?f=6&t=24052 Advanced gates and hostile turrets
viewtopic.php?f=6&t=25453 New types of robot: Defender Robots (not capsules)
viewtopic.php?f=6&t=25772 Armor Durability
viewtopic.php?f=6&t=25929 Weapons balanced on usage not tech level
viewtopic.php?f=6&t=25995 Plastic Explosives
viewtopic.php?f=6&t=27871 Idea for New Mech Vehicle
viewtopic.php?f=6&t=28144 New Turrets
viewtopic.php?f=6&t=29708 Power Armor Module Slots
viewtopic.php?f=6&t=32070 New Defences and Tools
viewtopic.php?f=6&t=35215 I feel Railgun turrets would improve gameplay
viewtopic.php?f=6&t=35542 NAC: PSI Emitters
viewtopic.php?f=6&t=35546 NAC: Weaponry
viewtopic.php?f=6&t=37126 New turrets, traps, mines
viewtopic.php?f=6&t=37158 Combat Improvements
viewtopic.php?f=6&t=48184 Tank Mk.2
viewtopic.php?f=6&t=37126
About Turret only
viewtopic.php?f=6&t=2178 Logistic robots reload turrets?
viewtopic.php?f=6&t=2196 Mobile turrets (aka mechs)
viewtopic.php?f=6&t=6522 Cannon turret
viewtopic.php?f=6&t=6869 New Defenses
viewtopic.php?f=6&t=10032 Post-Place Deployment delay for placed buildings (& Turrets)
viewtopic.php?f=6&t=13906 Repair Tower
viewtopic.php?f=6&t=15359 loading gun turrets
viewtopic.php?f=6&t=15552 Mixed-Ammo Turret
viewtopic.php?f=6&t=20073 Actual laser turret [This is implemented with coming v0.13]
There is also this sub-suggestion: viewtopic.php?f=6&t=20073&start=20#p134636
viewtopic.php?f=16&t=20526 The obsolete turret problem
viewtopic.php?f=16&t=20108 Offensive Laser Turrets are much too strong [Balancing!]
viewtopic.php?f=6&t=20770 Improving turrets
viewtopic.php?f=6&t=21640 Effeciency modules idea for turrets.
viewtopic.php?f=6&t=26646 Customizable turret Configurations
viewtopic.php?f=6&t=28861 Rotational Lag in Turrets
viewtopic.php?f=6&t=40400 Worms and turrets
About Handling of Weapons/Armor (and General Handling Issues)
viewtopic.php?f=6&t=960 Highlight Ranges
viewtopic.php?f=6&t=3596 Awkward Weapon Switching Fixes
viewtopic.php?f=6&t=4358 Pick Up, Placement Range indicator
viewtopic.php?f=6&t=12539 Electric Discharge Defense trigger on melee damage
viewtopic.php?f=6&t=21351 Change ammo behavior re: quickbar
viewtopic.php?f=6&t=21953 Change ammo type mid battle (normal, explosive) with hot key
Mods about Weapons (far from being comple!)
viewtopic.php?f=144&t=21459 Laser Beam Turret
viewtopic.php?f=93&t=23559 Combat Units
...
Inspirations I found:
Implemented: Suggestions around Display of Turret Ranges (should be an own collection, cause so many about this special subject)
viewtopic.php?f=6&t=467 Display range for turrets
viewtopic.php?f=6&t=1290 Turret bounding box
viewtopic.php?f=6&t=2180 turret attack range
viewtopic.php?f=6&t=3627 Showing turret range
viewtopic.php?f=6&t=3862 Convienience functions (Keys, shortcuts...)
viewtopic.php?f=6&t=4358 Pick Up, Placement Range indicator
viewtopic.php?f=6&t=5926 Ability to see turrets range as green circle
viewtopic.php?f=6&t=9498 Add toggleable grid and show Turret ranges
viewtopic.php?f=6&t=16127 Show firing range when placing turret
https://forums.factorio.com/forum/vie ... 92&t=14783 MOD: Displaying range of turrets
TODO: Move all threads to implemented....
viewtopic.php?f=80&t=14640 New Weapons / New Defenses & Armor / Combat / Turrets | [
{
"author": "",
"content": "This isn't really a 'Concept', and i think it probably belongs in just the 'Ideas and Suggestions' subforum. \n \nCombat overhaul is pretty well known to be on the devs books, so i think apart from specific ideas about what type of weapons/defences could be added, this isn't really a suggestion.",
"date": "2015-08-08T18:31:53+00:00",
"quotes": []
},
{
"author": "",
"content": "Well, I forgot to change the name of this subboard. Man, it's so hot here... Somthing like \"Frequently suggested\" or just \"Collections\". \n \nNothing else than a short (!) description, keywords for searching and then only links to other articles... I'm just trying things out, cause I found, that the former idea with \"concepts\", \"epics\" and so on is a nightmare for moderation. I hope the forum will forgive me. \n \nEdit: Changed subboard title. Renamed title of this topic from \"New Defensive Weapons\" to \"New Weapons\": We have some dozens of topics about new weapons.",
"date": "2015-08-08T20:56:34+00:00",
"quotes": [
{
"author": "Klonan wrote:",
"content": ""
}
]
},
{
"author": "Dunama",
"content": "So my idea is here, what does that mean? Is Ssilk a developer?",
"date": "2016-06-02T03:50:56+00:00",
"quotes": []
},
{
"author": "ratchetfreak",
"content": "nope just a moderator that attempts to bring order in the chaos that is user source suggestions",
"date": "2016-06-02T09:28:19+00:00",
"quotes": [
{
"author": "Dunama wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Exactly. \nThe reason for this is, that you can find easily, if there are similar suggestions (and maybe add a comment there instead of starting a new thread) and the second reason is, that we can hope, that the devs will also see this lists and try to implement what's possible. \n \nTo the state of this article: Every time someone brings another suggestion about Weapons an armor I try to improve the article and bring more examples. So every article slowly gets better. \nThe problem with this article in general is, that there are many, many threads that talks about new weapons/armor, but also mention it as one point of many - or much uglier: A weapon is a prequisite of their idea. \n \nSee the rest of this subboard for better examples than this.",
"date": "2016-06-02T11:28:38+00:00",
"quotes": []
},
{
"author": "",
"content": "So I updated the top post. Sorry for double posting, but I thought it was worth mentioning. Never thought it was so much material.",
"date": "2016-06-02T16:47:45+00:00",
"quotes": []
},
{
"author": "Longbolt",
"content": "Looks like this is a mega-thread, so I'll post my suggestion here (along with some links to other users related posts): \n \n Related Posts: Defended wagon or trains \n Killer trains \n \n Rail Combat Suggestions \n Armored Locomotive \n Equipped with a long range machine gun, the armored locomotive can defend itself in transit. When unoccupied it acts as a turret on rails. Would come with increased armor; however, with slower acceleration/deceleration. Combat Wagon \n Essentially a haul-able tank, this wagon has reduced cargo space traded for two mounted gun turrets, and one train cannon - a longer range, but slightly lower damaging version of the tank cannon. The gun turrets are automated, with the cannon being a player only weapon (to prevent havoc on infrastructure and the AI destroying the train; alternatively there could be a proximity limit). \n Artillery Wagon \n A railway gun of epic proportions. The cannon can only be aimed in one direction, in what is called a car traversing mount . Being only able to turn a limited degree in accordance with the direction of the wagon and rail track, and being fired only from a stationary position, the rails the artillery wagon is situated on must be constructed to accommodate the firing arch. However, the artillery cannon matches limited mobility and firing speed with unprecedented range and destruction. \n \nArtillery would require purpose built ammo, coming in four varieties: high explosive, incendiary, poison, and atomic . High explosive shells would essentially be a long range, Cluster grenades (ten grenades instead of 7). Incendiary shells would explode into a concentrated dispersion of flame (radius of ~10), with an additional damaging explosion of 400 at the point of impact (radius of 2). The poison artillery shells would serve as a projected poison capsule variant, but without the central explosion. Lastly, the atomic shells would just be a long range atomic bomb, perhaps with a slightly larger blast radius (albeit at larger cost).",
"date": "2017-10-16T20:22:45+00:00",
"quotes": []
},
{
"author": "JohnyDL",
"content": "LongBolt I think those are already on this thread with new types of train viewtopic.php?f=80&t=17734 \n \nAlso they're on the roadmap viewtopic.php?f=3&t=678",
"date": "2017-10-17T07:06:51+00:00",
"quotes": []
},
{
"author": "Longbolt",
"content": "Thanks! I was not aware of that information until now.",
"date": "2017-10-18T07:43:23+00:00",
"quotes": []
}
] | 9 | 2015-08-08T12:16:22-05:00 | |
forum-topic-125654 | 125654 | Controlled Unbalanced Sushi Belts | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=125654 | Puppet | Hi engineers, that's my first post so maybe it's not well written and too long.
So the other day I was making some factories for my coop world, using what I call a "line design" :
"line design" making rocket fuel Capture d'écran 2025-01-06 172206.png (510.01 KiB) Viewed 815 times
That I like because : of how compact it is, the fact that we don't need to add and absurd amount of beacons to get a good speed, and finally the one input, one output of it.
It works pretty well for one item products (forget about liquids) but when working for two items products, it become complicated. Obviously the first reaction is just to get on another design and continue our day, but ! I wanted to try and find a solution to still use the same line design.
Let's take processors, very expensive but only two items (sulfuric acid screw you, your a liquid), green and red circuits. I've made a line design :
processors factory with CUSB maker image_2025-01-06_175400569.png (789.15 KiB) Viewed 815 times
And worked out something to do a weird belt I like to call a controlled unbalanced sushi belt, of CUSB for short. We got a main bus and extract half a belt of the most present items of the recipe (green circuits here), then add a bulk inserter to dig a hole in that flow of circuits, and fill the hole with red circuits, I got also a constant combinator to turn on and off, but also control the stack size of the inserters. All this kinda manage to pull out a belt with a almost right amount of green and red belt to turn on all the assembling machines (of course there's an overflow output belt to prevent catastrophic accidents)
The result, I have a little module that, once connected to a bus, can create a CUSB :
CUSB maker module image_2025-01-06_175547838.png (212.24 KiB) Viewed 815 times
So it kinda work for two items recipes, but who said it is limited to only two items ?
Here is something I've tried for a LDS factory, just adding another CUSB module, connecting the belts, changing stack sizes and it kinda works fine to turn on the entire factory :
LDS factory with two CUSB maker image_2025-01-06_175623080.png (863.12 KiB) Viewed 815 times
And finally tried with a four item recipe, flying robot frames, but encountered a problem when combining the belts :
failed attempt for 4 items recipe image_2025-01-06_175806631.png (715.8 KiB) Viewed 815 times
Anyways, all of this to ask more intelligent engineers if first of all, that design is already made. If it's not, well does it have some interesting applications ? But also do you have any ideas of first, make it cleaner using logic, because even if that sort of works, I'm sure there are flaws, and that the final output belt is still a bit uncontrolled. And second, how could we extend it to more than 3 items recipes ? ( note : you need editor extensions mod to paste the blueprint ) 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T+RAf5MUw50M844GAihaT0gbFEHhFmdlNYpFXAp0N8bZhLCnY6tJEJwyGFBDDyiuazmcSHWPgARnsGQMPiBHk9TbnM4mRsW6BDE6MdQvEEJSl9bObxCKvZzob4l0jLwM6H+KNvETnfIi3jEUb21dUFR2Eaqzz8jKg85nEwBjBQQZHxgYOYuBWwdndBAXhLbNTZTShLEItQxPJIlSWPH6OzM6erwmwEaoxo3AbLBD6m1va+SiwPyoO+ruGKntPvX956I3NU+9fIAbju2wChkEFIoJ0ZIYOj639wjwEYLxShQQ5IQb1aOKx1/pAvZqgII6x7YLcYqISUAzKeQ2TECq4CJ4QynkNChPxgckfj04Ikz4enBBN2NFAB4jBJI8H50NTC2KwnoIYlIUW294jZaEFBUQTgGTq520FhDKFoiCULRRlV2YoQUEKYxkB2aWqFeGkIIYBwbYUVakIK8RwjCkFZZZnbCkoCGUUArlFGYWwzVETgVKEcqgJQMlSjEKoyCCGJv4knECg8qNeE38yYFQKuXtNwEmIwpErZDt4IYZCtEMQYjAlXVAMhWSfqrqgGIkosIJiZKJSDIqhkOxT1RQQQxNtckpnjGIoJNsLZVATbeKFO5Qm2sQL5VwTbeKFcq6JNvFCOdcEm3ihnGtiTbxQzjWxJl4o55pYEyeT86AJNXFFiKGQcxeFGAo5d0mIoZBzF4QYCjl3XoihkHPnhBgKOXdWiKGQc2eEGAo5d40QowhzbLwjf+fzrYVRGAWY4bcZ36b/H2X4zX9eht9gjMJROs03f2QwTGpaUJIMk7oJxfCMMTshNohgAoMRMYzIGP5BOqhHEpCOzBizQToKg4HRYan4fowOS8X3g3RYxl6Tp+01QeO4PvRaar0CuaAHi0y5tGzKwSJFksyYtxc2fqRIUr7g8Sdg/OGCxw9UWxk0/AscfwGSoZfLHb8D6kwNmvAFjt8A43cXPH4LjL+53P3fOUU8cZmxkuGY/MgGSlEXNN7v9hshOIsRGZ+yDL3eBYH7+6CIzXr1ZEZFRbnO5IVFQTxTz6Z6XfaqktCDQlcU5QGCxtV70IULyC8nymhZarIsSd8fPOWGhW1WGs9qk4QYkaED2xA1ntUmCTEyoWPapiY0RSM0J18D26gqhYcAFoI/PdTbSt2REFRSf1I73yWgLvZBlfr99FyvZht+oxoorHLOS6u1n5Rda46Vl4/12VdPv948tOtt/zCw7Q6w+93Lpv0vqNIeAh7p7+syM2nJHfmJvysiQ7/ViU6axXqyDGhFJKtQPSsieOT6QGGNcyPXcFRE7A8R+YaH+FOTb2QiEsFqOEO/1Yl2msV6Mt4oRSSq6lmdnCi0IhLxTWugsMq5KBURF3+IyDc8TNg6PrlS1GcDj5t2Xihs+MZ6MqpVxznhhY+sfMfJW1LdFU+OH1p5S7o6QZkk1hGRsRYrJRg0vvs2SkGYYkEwCBOAC4Mw1YNgkMyAVCW2KOpoVdXOzNQGqo5RVQyiOaciq6o/NF+fcWcnbeSN/+4RYMrZ4XrCqwEeLuMCAoNERQkdC2VKD6rqDrFKwDRGJqxCKAbj+wHyqjQCPwRrL+4dauTJD15RB+OJ+3FFPfAQVbXKmHOTPeE2rMHeVO1MbsMKP6b2Gx4GcGrd2dnAk/gPdpJqZ0msWJYfU/sNDzOoWKazsyHQ/uKZzmIjNqs592Nqv+GhETiHXN6hHBumCH19ZVFlrW2tVyb1jLWIeSWqiqwYIUaUu1RYN1+XijiK0REGm7xly2UHm7g/L9gkNplyzLBWUyg7NkzZOwtVWo+GSR1kHYZhGH0exGCq3qG8YlIHoRiMzwrKK8ZnBcWIspi7wc/Da2zFURMJM/iAYOk4oiYU5pQMAgbR+bN4hH/vbDYWTxl+ygthoawy0aoeLQY9XLcirOrNYlDYtXwUGAeSkI+qx1bvSD4GFapl+SjQxI2QjypvEkfuUFZ1h3CR5aNA7Q0yPkLRFafrZrg4Bc4Zwgkc3c6dlYcQ2DBjjcVRCq6vKLiqwAQjnUsmuSoMolFxZ71gEsP1UFswWeGR/nYORR7p0THJYC2U4DR6SqPDkhFGz2SDtR4jhMkGi2KovOYGlKCIuIhUXAK6CoLkxTNe3NnsoyDy+hLHnwSR15c4/iyIvL7E8RdB5PUFjj80gsjrSxy/EUReX+L4rSDy+hLH7zTObrFyWaIqF9R7pR6MUq1XphKwTdj9RxeQYr7Z8IX3hpClHnZVzlP3UJBHVFUCGMSIrvGpxv7JvqkLKEqAYy6DCSPECxPgvV4MnTv7cFV7/HvFW3Xf3Dytl/c3R8UPepT7+q2P7OvD6xhvu0247+jXT90OvFpup8VsXFgB4dZpyr8Xtzr62vXH3pHkZc3zS9OblGPCx55TynieY3eLXtR/0zNJ1IGUL0nGF/fd2LLdte3q5nm12LV61og7kbInE1ERDtODNRU5hu0Pw5gIBXrvrnXsGzNQJObtHB0/c86hGE7hCY/yyBOVMdDxB6IyBoohixYwIh5pcnYLh69J5SuEEIXweAmDVPE8JyGI2GVPFd4TpSCCF6cTAWkehUtjFmTsirMj3jMHKrq8AnOiQjmAYxa8gYXZzWIinqVRBjMRligG7nkwdD2XSSyN/Nl/PsQbwrAHrq7CxLSie50g0mvoezaz6OWOCPMhngkPhpcXkyIeBsGzUA4EzGYa8WwiA2NnQ3xh9HpoG06a+kYmCjHw/Etmbnf6pIkyM0HIYEcU4EUx8NPEhNlNIp6vauDrbIiPRClh8JRLmlpVxkpBBKeJm9004uqcmZtGk1Rhcka4vFRxco1sGza4cdCY2c2i05eFRvnr9dWtUQj8MCmzm0HcMJhnR3vSFxxHl5bCLBiluxx+jszuMi8Iskyzo11TZ164tjS10bwUQ5DBfHZziCtxs1NjbCCet7Ht12pcV4UQgpo0s5tBTTZDIXsVJjfhDd7hZ8jsLvAOtwQ2s6PdyjL9fDP552ND/6g8P981FU9yTFJoBxWqSY7JCY1iBIaOgm0VkaEDxEiMzwnIq8y4nIAYhaED45WqapivYkzSoYnMHdwvMF5pInMHLwcQg0kT4LCyZEkTiTsQgoIwWQNQbjFBT+jqTYxXB0gHUyEQnhAmrxpISGiYp30QwzB0YJMeLEMHiMHkVUN5xcTcoxhMXjVwew9MLUBUQEJi3pxBZmXmzRnEKAwdILNUYY5eCmKYN1SMW6pwR+Gprop2dLLtJHqGDhAjMO+BIK8i8xwIYiSGDpBXmaED2xY1YV7CEz01xOMhCGEIKsCdRBPslaUYjnhGAlnlCQhs3WpCvoS3Ek3JpiSdjES8u4BkZOLZBYQoBBXYfGsiwLwQwhBvCBijVLWehBCOoALbz1WRTELBUFWAEnIqEs8BIEQiqEA5lQkyUIwyjpXfvjy3m+6fd9vdYv+tqew7+/69mTQTF8bU5g0kzaowlyDEsAwdDYbhCCsYSocnzHkoRmDoAHkVGTpADCbhJcorxtCGYhSGDohXuWHKMKIYjJ3NQ1XwcsPY2VAMx2A0GIZneAXORyBsYCivGDsbyqtE2AtROpgKjigdjJkNpMMwVjaPlevMKgfsUGVWBcQylKAgjJ0NZhdjaINBAkMJyq7IUIKCMLY2mF2MsQ0GKQwlILtsw1CCghAWN5RblrC4wRhOb0iCMQiTG4wR9GYeGCPq7TwwRtKbSGAMIt8SeLJbVS2iQcc91Lw6W6Qku4bRqqCKVJmq9vEWY3pOJNU+zNdcmmXxhqxy1zNSrjPpiWGQoK20+HaCL7vSYvzzKi1mjcvioD9abCdIitIf3lGlP7LGh3FQvkHCCqO0YtuoZxI+gHSoqoskIR1M0kuUDsfokyAdnsEA6QjM8RwwDMqw6jGMJE/K5f2MT2efFdeVWTOEMllXipNljTPo0Guo9WoUJR7qvVnm4MVqm+XgqLIJk0vvXNmEPHL9xMom1HlEGZ6xfTBERaJktO/EjB/bYwNlcAYxKIMzhqFy6wyyuR57dUL54U8rNGlKkGaNh6fL72BOgmi8Q5IURHHrOZUbgkE0Eb9BCqK49zgvBdGYo5wURGOPslIQheg7IwTRuHqeCt3CIBp7VJGCaNxHpBKfmJBMGISJyYRBAuPRg4JExqUHBUmMOoWCMFmkPVSEKSfqRp4gh4JMOZGAGExOZF8p5JUzkwXZYxlPciZv7elsNZtJVMqTBCqMlVUuoFnKPsqkiYJQV3uQW9TVHsRgctaCW0qhTJggBuVKgvGqMKlhUToU9TR8mdJO/pAycR+ur1627e2p771hZ4oMryAjXx4ZTNKIPT2TvUam11LrNXFvx0Vj65lwaxWB5vGD9TswgtIWvkqQ/3NXU2kaBRX54qhgEl7UZKJo/HGHXkutV8rTHoukKI2ibsPbaZ2PUb80TJ1hmOtMBg4YJKl9EPIPHwTQB6GofKZLXZImMYrGB6FQPgjFMElJQMJUPtT1m+M0hmUwQDqYpCQoHZ7BAOkIjJIA0hEZDJCORFxSQ1M5kDXu0kOvptZrkfsZhGbGJ7Ag7/Hp4J03QwxxW6iuZstYA6ur2TqFn0G9N0+cQQFyWy4TXuQSg2UwCtWzWMbMF7B4hTLyK8d8GerzoNKUTXpPOs/zSHbrSbXpmOrbMVY9cGE5xqqHYjBWPZRXzItdsJUlpXLDPvXqar0y9WaDQx5niipRahBicPawYDWvKEWVOtUKKSuErQTE8IwLHYrBPNGhGJbBqEmeKllqU11Z02fPhKex6FR1qgXsmUKcAfKhLp6pwwmzLzGEoCDMEx0MUrirg24hBOp8xxZCYIwXwWIY1PkO0sEEHqB0UKd9xVW6BOaFK4Rar0wi9BAwsQhMJnQYhEmFDoNQBzoIonGwHW4mKIhRGB5mHOBQInX/QLlOXUdQEK99C3k7wT/eQmpvIZG6fkGu9iVGxVvI22UiewtRZb7NQsIyc50IGAYT8wnSofGHNklGR2JiPlE6qKsXSAd19QLp8Ir3hTjjUy0FxTE/a4Yw3gih4m1cEpOYMKRar1nzvlDtrTD7OuQUWSb8xUWWkKSxnWcmC2HA3IjLyJ8cfF+ozYPSaTy+J53neeQ5y4RuYpiyH+iKk12RYo2cyb6Zah/o+Jl0o6HmpJeZ2JCQMZEopLAXlbVL5T+epaQxMd8wCONIA4Mw5X1gkMBtacqVELk9TYlKbQqY25AmB/GAgbkNlSILsT7JUNQ8cJtmnI8YwksknjCE/LQatXhWiBdwvA/XV792v+6NKf/qZM1ed4vQfrg+/Ltp8r5hbLwO16bbusKp1SeP37ei7/8yhsNfxv334vF7ncL/ptUpnftW/9m1jt9LfqJ1/F7/eW26C+C+1X92LXts2X3r+L28R8/p2NrjdePsW866ruVsGLfcAcE3sWv5Jh1b/fe8OeDtP7uWO7bcvuWPLb9vHXsx4W3L2mOrTLQOY9l/dq1ybOW3LXcci9uPxZljy+xbx7G4/VjckQa3p+GVPrfvxR+/5/ff8weKwp6+YMyx1f8uHHsJzo1acc+l2HzVcvHQcnbc2s9KzO7YcvvW6+/23zvOyv7zOpYDffvPruWPLTfROqL3n10rH1s9fak50LD/7Fr+2PL7Vji2wr6Vj63D98qx1Y8lmcMc7T+71vF7+9lMJh5bPQ3JNsdWmWgdaN9/Xvc13A+t/VhsOrZ6GtJxbvef1+k4t/vP677+cN/Ke+722fBGLX+goU+wNLTKntpynKNj6ziysh/ZqRV7hN6iO2od5a/s5e/Q6jaI5a597LX81Uv7vFmu+yNitejOiu5nf//nP/72l+2nTk1ftx+7Y+Qvy/Vf2k413xuDP7eb7X7XCdEW3x3lwYZuoZgvX/4PZYu/pw== Copy blueprint
Thank you for reading this not well written and utterly long post for something as tiny as my little "CUSB" contraption ! | [
{
"author": "R060",
"content": "I think just counted sushi either with \"hold all\" on the belt or with counting from inserters would be much easier and simpler design. You're wasting so much space for a thing that either way must route everything back with priority, and stop adding more if not consumed. \n \nMaybe if you could come up with something that does not use combinators at all, just wires, because they are available from start with Ctrl-R and Ctrl-G (btw why hide them in shortcuts panel then?), then sushi would be more pleasable before even green science. Like sushi furnaces: 113662",
"date": "2025-01-06T19:51:10+00:00",
"quotes": []
},
{
"author": "Puppet",
"content": "thanks for replying, at the start I've thought about using \"hold all\" on the belt, but my first impression was that it'll be problematic since the amount of items would constantly change when the assembling machine take some, or I'm just not experimented enough for now to do it like that. I'll maybe try this technique someday.",
"date": "2025-01-06T20:00:46+00:00",
"quotes": []
},
{
"author": "R060",
"content": "You can connect assemblers as well and enable \"read contents\". It then will send everything inserted inside assembler, including ingredients that are already \"consumed\" to fill the green bar. With belt, inserters on hold and assemblers connected together you will have all the information of how much ingredients are in the system. \n \nI've only used all of this for easy-self-bootstrapping kovarex enrichment setup that was stopping u-235 from going futher until the one centrifuge in front of the belts will produce enough shiny rocks to infinitly supply itself and it was not using any combinators (only wires) and turned out the most compact tilable sollution I've ever seen.",
"date": "2025-01-06T20:14:29+00:00",
"quotes": []
},
{
"author": "Yodo",
"content": "@Puppet, nice idea. You can make it work without circuits (this sub-forum is circuit-free after all) and for arbitrary ratios by using rate limiters. \n \nRate limiters are setups that provide a specified throughput limit, so that you can fill a specific fraction of a belt. Here is a blueprint book with many rate limiters, most of them made by Mitru from the Factorio Discord server. There are a few ways of making them, but one is: \n \n \n \n 1/n rate limiters afbeelding.png (187.55 KiB) Viewed 551 times \n \n \nbut it can be done with less splitters. An exponential-moving-average circuit is used to check the throughput (a blue belt is 2700 i/min). \nSee this message in the Factorio Discord for more ways of making rate limiters. \n \nGenerally you need some kind of protection so that the whole belt does not get filled up if some resources are missing (in your case this could happen if the inserters run out of power), and this can be done by looping the sushi belt back, filtering it, and combining it into the inputs with priority splitters.",
"date": "2025-01-22T15:48:23+00:00",
"quotes": []
},
{
"author": "Puppet",
"content": "@Yodo, thanks for the feed back ! I appreciate it. I didn't thought about rate limiters, so I don't know if this could be a good idea but if you say so. \nUsing multiples rate limiters and finally merging all outcomes to create a CUSB is possible I believe !",
"date": "2025-01-22T16:11:38+00:00",
"quotes": []
},
{
"author": "Yodo",
"content": "Yep, they are quite nice for sushi. Another simple way to make rate limiters is by using different belt levels and/or side-loading: \n \nred -> yellow 1/2 \nblue -> red: 2/3 \nblue -> yellow 1/3 \n \nred -> half yellow: 1/4 \nblue -> half red: 1/3 \nblue -> half yellow: 1/6 \n \nAnd with space-age's green turbo belts there are some more options, but not that many if you don't combine it with other methods.",
"date": "2025-01-22T16:31:46+00:00",
"quotes": []
},
{
"author": "Puppet",
"content": "@Yodo, only problem is that for most of the CUSB I would like to make, I have to use rations like 1/19 or even worse, however I think that being a bit innovative could easily solve the problem.",
"date": "2025-01-22T16:40:55+00:00",
"quotes": []
}
] | 7 | 2025-01-06T11:16:29-06:00 |
forum-topic-108794 | 108794 | Without Artistic Direction | Off topic | https://forums.factorio.com/viewtopic.php?t=108794 | mmmPI | I think my drawing belong here
Feedback.png (19.73 KiB) Viewed 5598 times | [
{
"author": "mmmPI",
"content": "I found a quote funny and fitting to the drawing but i wouldn't dare to post the drawing of it or annoy the philosopher : \n \n\nIt made me realize how powerful some words of wisdom could be compared to what i can achieve with my current drawing skills, and i thought why not try to use words too. It inspired me this little fun very long and moralizing story to illustrate artistic direction in a fantasy world in the past that i'm leaving here in case : \n \nImagine a comedian or a jester maybe, because at the begining of the story the actor only has 1 person as public, the King. It's the personnal clown of the king and as such he is tasked to entertain him when the king order for as long as the king order whenever the king orders it. I think that's called a Jester. \n \nThe skill of the jester is not only how to make jokes, but also knowing which jokes the king likes. Because he doesn't want to have his head chopped off and then be hanged and burn, as this is the punishment in this harsh world when the king is displeased. So making an offending joke to the king is a big no-no. A skilled jester will try different jokes about different topics, most of them of course giving the king a good opportunity to laugh at the adversity he overcome already or anything that may infuriate him on the moment, like his sons, or the queen, or the general of the army, or the soldiers, the merchants whatever, the king is the king and will protect the jester against any possible retaliation from those being mocked for the king's pleasure. \n \nThis story is about a jester which really pleased the king with its finesse . So much so that the king thought he would let the jester distract the royal couple instead of just himself. Knowing this , the jester quickly tried to learn as much as possible on the queen, to make sure both of the clients would laugh. The jester is a little afraid than the king ask him to repeat one of his previous jokes, that the queen may not find to her liking due to her being the target so he tries to find other endings that would make them both laugh at the expense of a third person. Oh and also our friend jester make sure to remove all the jokes concerning politics. Just in case the royal couple do not share the same views on a topic which he can't ask about beforehand. \n \nThat's getting a bit difficult for the jester but he manages overtime to find his routine and please the couple so much that eventually they agree to let their two sons , the princes that are getting in age of listening to the adults , listen to the jester's jokes sometimes. To which the jester has to adapt and make sure he doesn't use any swear words, even while impersonnating a vilain, for fear of being accused of teaching bad words to the princes and corrupting the destiny of the kingdom or something. \n \nAnd again time passes and the jester is continuing his work of always finding new ways to entertain his growing public. He's a skilled jester and practices a lot, so eventually, the royal family give him more and more trust, and he is tasked to follow around the 2 princes during their teen years to be the one that gets hurt when they do stupid things, as teens do stupid things sometimes before they know it's stupid, they are mean, they are dangerous for themselves or for the others, they are always complaining and wanting to be conflictual with their parents, they act like they are the kings which is making the job of the jester very difficult when he has to keep the trust of the princes for fear of failing his mission, while still not being able to mock the king or the queen, which would be the easy solution to pleases the teens. \n \nAnd guess what ! again, the jester managed to succeed in the task! he is still alive when the king is getting older and that the succession is incoming, now he is the older man following the princes when they need advices in their preparation for their future responsabilities, he is like a model for them, and as such he is very often in contact with the head of the army, during their meetings with the princes. And here again, he is tasked by one or the other prince , to act as a jester and entertain some officers otherwise his presence could be suspicious. So the jokes at this point need to avoid targeting the king, or the queen, or the princes, or the chiefs of the army, or their soldier in front of them, in case one of them takes it badly. ( and still no politics ) \n \nI think i can fast forward some details at this point, that would be too verbose to relate that time the army went to protect the merchant from the blue guild, and mister jester had to entertain them all without any jokes on the color blue, because it's very similar to the time the army was sent to protect the red guild, and it was forbidden to mock anything that was red. And it would remnind you of that time when it was the green guild that needed protection.Which i think i already detailed as being the same events almost as when the merchant from the yellow guild were entertained by mister jester and that he had to avoid all jokes involving the color yellow. \n \nThe jester at this point was carrying around a huge bag with lots of books with all the notes of all the things he learned that people disliked , the king, the queen, the princes, the chiefs of the army the soldiers, the people whose favourite color is blue, those who prefer red, those who think green is the best color, and those that think it's yellow and those who don't know. For every single one of them he had lenghty paragraphs with the \"favourite joke topic\" , \"morning jokes\" , \"bad times jokes\" and of course the \"topic to avoid joking about\". Which was necessary because he was getting to a point of his life when he wanted to leave something for the future generations. So he thought he could write a book with many jokes and try to sell them around the world so that people can entertain themselves while reading the book. But he was having a hard time finding a good one at this point all it could come up with were just not funny. \n \nGood thing he started to receive letters from many of the people who heard he wanted to write a book. Many of them were proposing their favourite jokes.Some of them were outrageous, as you can imagine ( worse than a dick cliff ) but some of them made the jester laugh a lot, they were quite good. Eventually though whenever the jester tried to check if a joke could be disliked , there was always one or another person that would dislike the joke even the least provocative. See because some jokes were mocking the king, some jokes were moking the queen, some jokes were mocking the princes the army the color blue or red or green or yellow. \n \nDoes it make more dramatic if i tell you the jester had a team around him that rely on him for feeding their family all along ? or is it harder to put yourself in the shoes of the jester ? That kinda breaks the narrative but i'm not sure of the ending, what do you think happened next ? any preferences ? i was thinking maybe he could write a math book that no-one is entertained with, or he could just not write any book. I don't think i can find a happy ending or a good idea for what could be in a book that absolutly no-one will dislike, i mean a math book ? \n \nIn case it's not clear at this point, the book is like a video game, if there is no fun, it's like a math book, if the book is to be somewhat fun, it's possible that amongst the jokes some are not fun for one person, or that another person doesn't get the joke. You can still get a good laugh from a book with some of jokes that are not funny for you or that you don't get, provided there are some good ones, or enjoy playing a game that has things in it you dislike or things that are too time consuming for you with the amount of time you are willing/able to invest. \n \nAnd the jester's story is bad because it is not finished, that's not what people who write story ( like for the TV ) do, they finish the story, and then they ask a few people they trust or some random strangers in a carefully selected group of individual to be representative of the audience if they liked the story, ( and \"what happened?\" to make sure things are understood as expected ). Sometimes they even have 2 3 or more version of the story and they rank them with different test pannel. But they don't ask for ending propositions coming from the test pannel. They know some topics are more sensible than others thanks to feedback, but if they avoid them all , it makes a boring show. \n \nNo RNG, no ennemy, no pollution, no ressource that deplete , no need to wait for moving to an area , no need to have material for blueprint, no need for energy, no need to do ratios, let's remove everything that one or the other player dislike, and you have a really boring game. That's again like the jester who has to make funny jokes without making fun of anything. \n \nIf you consider a medium like a book or a video game any piece of art and even my bad story , there are author and non-author, the feedback has to come from those that are non-author otherwise it's not called feedback. Then it cannot help author to gauge the popularity of his ideas/ jokes if the feedback is some other ideas/joke to put in the book . If you are not author, you don't send them letters telling them how they should have written their book or what should happen in the next right ? I mean you could and maybe that will give inspiration to the author or give them an idea of who the readers are, but you risk being disappointed if you expect that your joke will be copy pasted in the book. Imagine how many letters authors would receive asking them for a character not to die or get hurt. There would be 0 story. \n \nPlus the \"suggestions and ideas\" part of the forum exist !",
"date": "2023-09-22T23:59:40+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "I'm sorry if the story is offensive toward the persons that try to make math entertaining. \n \n Travelling to the Stars by Ladder \nRealism vs storytelling \n \n The Brick Factory Problem \nMinizing Train junctions",
"date": "2023-09-25T11:20:39+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "(i was remembered this was the area for trash post and it just so happens that my attempt at writing a drama piece about factorio fit that category) \n \nIn an alternate universe, or in a very very far away planet : \n \n Player 1 : Ah this system is impossible to understand, I wish it is made different. \n Devs : Wish granted ! We made the system simpler ! \n Player 1 : Ah but this system is not realistic, I wish it is made more realistic. \n Devs : Wish granted ! We reverted back ! \n Player 1 : Ah but this system is impossible to understand, I wish for a realistic and easy to understand system. \n Devs : Wish granted ! We changed the law of physics to make them easier to understand for you so the realistic system we modeled in game is also understandable to you. \n Player 1 : Ah but this system is not fun to play with, what I wish now is a realistic system, with all the complexity that goes with it, but that I am able to easily understand in a few seconds. \n Devs : Wish granted ! We reverted back the law of physics, and instead upgraded your brain with addons that makes you able to understand all the complexity of the the system and its intricacies in just few seconds, so you do not experience frustration when attempting to design a system due to commiting mistakes along the way, you will always get everything right the 1rst time. \n Player 1 : But that is still not fun to play with, that's too easy now, it feel like watching a movie while beeing forced to press a button every now and then. \n Devs : Wish granted, you don't even need to press buttons now, we added a system where you can pay a little extra fee to skip some clickings every now and then \n Player 1 : I don't understand what this game has so special, it look like any other streaming services \n Devs : Wish granted, we are uploading some understanding about what happened. \n Player 1 : Eewwwww stop doing that devs \n Devs : Wish granted, we'll read your feedback but appreciate it our way before taking a decision for our game because you seem to be unable to properly define what a fun video game that you would play should look like. \n Player 1 : Don't belittle me ! \n Devs : Wish granted, we'll spend time adressing your feedback with both professionnalism and passion as best as we can \n Player 1 : Yeah that's the minimum I expect after purchasing that game 10 years ago, now what do you think about my proposition to add into the game a way divide the number 3 into 2 integers of the same size ? \n \n( it's not quite finished yet, i don't know how to write the Devs' answer in my fictionnal world , maybe next week )",
"date": "2024-06-22T08:06:40+00:00",
"quotes": []
},
{
"author": "Brathahn",
"content": "TLDR by chat-gpt:",
"date": "2024-06-23T02:14:16+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "This is not a humorous story i'm kinda disappointed, it says at the beginning : \"very long and moralizing story to illustrate artistic direction in a fantasy world in the past\".",
"date": "2024-06-23T03:02:06+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Moved this thread to off topic.",
"date": "2024-06-23T07:04:51+00:00",
"quotes": []
}
] | 6 | 2023-09-18T21:44:29-05:00 |
forum-topic-19652 | 19652 | Development and Discussion | Angels Mods | https://forums.factorio.com/viewtopic.php?t=19652 | Arch666Angel | Development Thread
Currently in Development:
Angels PetroChem (Alpha)
-Goal is to expand the chemical Processing chain, with an emphasis on the oil and gas industry
-Adds gas wells to the game, for some products both gas and oil have to be processed
-Different recipes for plastic, resin and rubber (and other synthetic products)
-New buildings:
-Gas Well Head, similar to the Pumpjack, works on gas wells
-Separator, separates gas, oil and other phases from each other, first step after digging it up
-Gas Refinery, basic building for refining gas
-Steam Cracker
-Advanced Chemical Plant, is bigger and has more in- and outputpipes as the chemical plant, allows for more complex recipes. | [
{
"author": "orzelek",
"content": "Hello, \n \nI think I misuderstood a bit what you expected from RSO integration for the mod. \n \nIf you want only the config files added then I can do a release soon. \nI see some strange thing in them tho - you added infinite ores in config files as separate entries with spawns per region 0. Is your intent to reduce amount of ore spawns by taking up certain amount of allotment for ore that won't spawn ? \n(And didn't RSO explode in funny ways with spawns per region equal to 0?? ) \n \nPS. \nAlso Id' recommend checking for bob's by rutile ore - tin is more common and will trigger with Dy-Tech - I can fix that one easily on integration.",
"date": "2016-02-01T20:10:14+00:00",
"quotes": []
},
{
"author": "Arch666Angel",
"content": "Don't get me wrong, I think your idea for spawning the ores is brilliant and its in the way I originally imagined it, have the infinite ore inside regular ore patches. \n \nI wrote the configs to have the infinite ores not spawn idependently, but only in conjunction with their regular counterpart. Therefore spawns per region for the infinite is set to 0 also to thin out the spawns a bit. \n \nAnd I like to have options, so why not have both options? \n \nAs for the RSO exploding in funny ways: No not really, actually the generation looks pretty good from what is achievable by just adjusting the values I think, one can clearly spot the small infinite patches next to the bigger regular spawns. Its not always happening, for one or the other reason, but that's good enough for me.",
"date": "2016-02-01T20:42:48+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "Ok I just double checked and multi resource is indeed guaranteed to appear somewhere near original patch. \n \nThere is a slight trick with having both choices - after some time with RSO I can see that to many possibilities is not that good actually. \nBig config file is not so good - it gets hard to use and people won't get in there to check whats possible. \n \nI've attached below my version of integration. Let me know what do you think about it. \nAt bottom of config file there is a ratio to configure how much of field should be infinite. \n \nEdit: Removed RSO - official version is available.",
"date": "2016-02-01T21:50:57+00:00",
"quotes": []
},
{
"author": "Arch666Angel",
"content": "Awesome! Looks good from a first glimpse, will do a few test generations tomorrow and come back to you.",
"date": "2016-02-02T00:50:31+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "One more thing I forgot yesterday - you are missing few ores from bob's mods that are disabled by default. \nIt's Nickel, Cobalt, Gems and Sulfur.",
"date": "2016-02-02T18:19:38+00:00",
"quotes": []
},
{
"author": "Arch666Angel",
"content": "That is intended, because you get these ores from other sources or as by-products from processing. \n \nI'm thinking about whether there should be infinite ores in the starting area or not. \nAnd I need to change the infinite ore textures around a bit for better visibility. \n \nDo you still need the multi_resource_chance for your spawn implementation? \nDo you know a way to hide the autoplace_control for the infinite ores when generated with RSO? \n \nAnd another feature idea in general for mods that have tiered ore progression: Have something like a min distance from starting location.",
"date": "2016-02-02T18:36:22+00:00",
"quotes": []
},
{
"author": "miturion",
"content": "nice mod",
"date": "2016-02-02T20:18:23+00:00",
"quotes": []
},
{
"author": "mastercheif1017",
"content": "i love it",
"date": "2016-02-02T21:34:19+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "You can also change a config option and get those ores as separate fields. It's a choice and can be more interesting to have them separate - more searching required sometimes \n \nStarting area can be easily switched to have them or not - just need a decsion (or config parameter maybe.. eventually). \nVersion I posted doesn't require any configs - just use it with your mod. If you add configs strange stuff might happen. Autoplace is automatically disabled when RSO is active for all ores. \n \nMin distance from start could be easily added.. and very annoying. It's enough that rng plays devils advocate with normal spawns.",
"date": "2016-02-02T22:02:16+00:00",
"quotes": [
{
"author": "Arch666Angel wrote:",
"content": ""
}
]
},
{
"author": "Arch666Angel",
"content": "Hey don't beat me with my own arguments! \n \nOk ok, I'll add the remaining ores with the same naming scheme, but a switch for starting area would be nice And then its nearly perfect. Thanks for the effort Orzelek! \nI was thinking about another resource, but that would ruin this neat look and solution, but the solution I have to it is even better I think. \n \nWhat I meant is the control buttons in the menu when you generate a map, is there a way somewhere to hide the infinite ores, because the buttons will not change anything about the ores? \n \n@miturion @mastercheif1017 \nThanks guys, don't forget this is still work in progress",
"date": "2016-02-02T22:41:28+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "I'm not sure how to remove the buttons really. \nIf ore has no auto place at all it's not displayed there I think. \nBut RSO disables ores in a bit different way and I'm not sure if it could make the button dissapear. \n \nAttached version with starting area toggle and made infinite ore a bit larger part of patch. \nYou are also missing infinite silver ore variant. \n \nEdit: Removed RSO - official version is available.",
"date": "2016-02-02T23:17:56+00:00",
"quotes": []
},
{
"author": "Arch666Angel",
"content": "Excellent looks good to me! Have added the other ores as well \n \nAnd they work with the RSO.",
"date": "2016-02-03T01:36:35+00:00",
"quotes": []
},
{
"author": "Arch666Angel",
"content": "Apperently RSO only needs the Entitys to work with, so i changed some things around that infinite ores wont Show up on the generation menu, since you cant influence them anyways if RSO is present. \n \nIs there a way for me to detect RSO mod? I want my mod to load different Things dependent if RSO is used or not. At the moment this has to be done by ticking a thing in the config.",
"date": "2016-02-03T15:24:00+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "Yes, you can detect RSO - one drawback is that your mod will then load after RSO. Shouldn't cause any problems tho. \nYou need two things for that: \n1. In json file you need to add optional dependency on dependencies line (\"? rso-mod\"). This will load your mod after RSO if it's present. \n2. You can then check for presence of RSO interface with line like this (guessing a bit here):\n Code: Select all if remote.interfaces.RSO then\n-- code here\nend \n\nI think there might be alternative with last script events update to this. I didn't check it so a bit more guessing here. \nIt's documented under this link: \n https://forums.factorio.com/wiki/index.ph ... on_changed \nI didn't play around with it but if I understood correctly you should get list of mods there on first call.",
"date": "2016-02-03T18:49:42+00:00",
"quotes": [
{
"author": "Arch666Angel wrote:",
"content": ""
}
]
},
{
"author": "Arch666Angel",
"content": "@orzelek \nThat doesnt work, will dive into that on a later Point. \n \nI think that everything looks good, from my side you can push the update",
"date": "2016-02-03T23:02:10+00:00",
"quotes": []
},
{
"author": "Lurkily",
"content": "Just my two cents . . . . . The Ore generation is something I think a lot of people would like - but they might not want refinement with infinite ore around. Or . . . maybe they want to get more out of resource-poor regions in the base game, without disrupting their game with infinite ore. \n \nThese seem like things that work a lot better as two separate modules that you could disable or enable from the in-game menu, rather than a mashup that you have to edit code in order to customize.",
"date": "2016-02-04T14:13:09+00:00",
"quotes": []
},
{
"author": "Arch666Angel",
"content": "I understand what you mean, eventually I will set it up as seperate modules, but I need to learn how to do Interfaces first, because I Need certain checks in between the modules. And there is more to come, since I intend this to be an Extension to bobsmods, that you can use it as well for the base game is just forconvenience and because I thought that it is something that would work with the base game as well. \n \nOn the other side, I dont feel like it is that much of a hassle to unpack the zip and change a \"true\" to a \"false\" And you almost certainly have to Play around with RSO Settings/config anyway to get the resource spawns you desire.",
"date": "2016-02-04T15:09:08+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "Thats my lesson learned from RSO - don't expect people to do this. Like really don't. \nIt needs to work out of the box - config options are for the few interested ones rest will use defaults (at least that was my impression). \n \nAs for the interface - I think that stuff might work only from control.lua forward - it won't work on data stage. \nAFAIK all mods are loaded into same lua space so if variable is not local it will be visible for others. You can try to do the dependency trick and then check if one of config values exists (like sector size).",
"date": "2016-02-04T18:25:40+00:00",
"quotes": [
{
"author": "Arch666Angel wrote:",
"content": ""
}
]
},
{
"author": "Arch666Angel",
"content": "There are two Options then, Splitting the components off, or creating something like Switch mods, which have nothing in them except a handler you can check. \n \n I wrote bobbing about a message, because he uses something like Interface handlers in data.lua to check Settings from his other mods in the data-...lua, but I dont really understad what he did there with my lacking knowledge of coding. And yes i think that this is the Problem, that i cannot check for RSO Interface in data.lua, because it is created in Control.lua, but like before I dont fully understand how that works yet. \nCan I check on the config value? As far as I understand they Count as local and not global values? \n \nedit: \nI had another look at Bobs Code and figured out: \nIf you add a data.lua to rso with something like this: if not rsomod then rsomod = {} end (to my understanding an empty table?) \nanother mod can check on this at the data.lua level: If rsomod then... \n \nI changed some of the mod structure and separated the parts as individual mods.",
"date": "2016-02-05T05:32:20+00:00",
"quotes": [
{
"author": "orzelek wrote:",
"content": ""
}
]
}
] | 19 | 2016-01-31T16:32:52-06:00 |
forum-topic-126036 | 126036 | Factorio Forums • [2.0.31] Error checking mod updates "InitializeSecurityContext failed" | What did you do?
I tried accessing the Mod Portal via the "Main menu" > "Mods" > "Explore" and via the "Main menu" > "Mods" > "Updates" options.
What happened?
When I go to the "Explore" tab I get a red box that says "Unable to search the mod portal". If I hover over the text a pop-up box states "API call failed: {path:"api/search", status:520).
When I go to the "Updates" tab I get a red box that says "Unable to check for updates". If I hover over the text a pop-up box states "API call failed: {path:"api/search", status:520).
What did you expect to happen instead? It might be obvious to you, but do it anyway!
For the Explore tab I am expecting to see a list of mods displayed. For the Updates tab I am expecting to see a list of mods that need updating.
Does it happen always, once, or sometimes?
This is happening every time I go to the two tabs in the Mods menu.
Additional information
Everything in the Manage tab appears to be working. I am able to access the mod portal via the webpage, this is only happening on my system from within Factorio. I took a look at my factorio-current.log file, starting on line 136 I am seeing status 520 messages indicating the revocation function is not able to check for revoked certs. I am not sure if this issue started with the 2.0.31 update, as I have not tried accessing the mod portal within the game in the last few weeks. | [
{
"author": "",
"content": "HTTP Status code 520 is not a Standard (RFC-defined); it is used by CloudFlare (which Wube Software utilizes) to indicate an unexpected response from the Backend server; in this case for a request \" https://mods.factorio.com/api/search \" (presumably with some extra parameters). This usually indicates a temporary (server) problem; can you try again later and see if it is still ongoing? \n \nFrom the Mods Website Certificate you can find \"CRL Distribution Point: http://c.pki.goog/we1/_-4iFwfCacM.crl \"; this \"Certificate Revocation File\" is used to check for expired/cancelled certificates as a safety mechanism. Are you able to download this CRL file normally, eg with `curl` or via Firefox?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I tried downloading the CRL, it downloaded fine. Still can't access the mod portal within the game. \n \nI'll try again later tonight, from a different network.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Portal worked from home, at least enough to populate. I didn't think to try downloading a mod. \n \nHowever, I'm still seeing some weirdness. I'm staring at both my firewall logs as well as active sessions (I'm a network admin, I have full visibility to our network here). I opened up the game client (2.0.31), opened the in-game mod portal, and the activity I originally described happened. I don't see any traffic to the mods.factorio.com URL, or the IP address that my system is trying to reach (104.26.15.88). \n \nFor grins I decided to roll back and see if that changed things, and it did. In versions 2.0.30 and 2.0.31 I still can't access the in-game portal. If I roll back to 2.0.28 or 2.0.29 the mod portal is working within the game. So I'm still thinking this is a game bug and not a network block in my system.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "One of the recent versions enabled the TLS check and it sounds like that check is failing on your system. Given we aren’t getting wide spread reports of issues, that makes me think the issue is indeed your system or your network. \n \nBut I’m unsure how to go about verifying that.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "That's interesting, I don't think I recall seeing that change listed in a changelog. Can you find out which version of TLS? I assume it would be version 1.3 at this point.",
"date": "",
"quotes": [
{
"author": "Rseding91 wrote: Sat Jan 18, 2025 9:11 am",
"content": ""
}
]
},
{
"author": "",
"content": "It may be related to 125316 Updater does not verify the SSL certificates , which most likely went into v2.0.30.",
"date": "",
"quotes": [
{
"author": "cbtmessageman wrote: Tue Jan 21, 2025 2:39 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Please move this one to Not A Bug, I found the issue on my end.",
"date": "",
"quotes": [
{
"author": "Rseding91 wrote: Sat Jan 18, 2025 9:11 am",
"content": ""
}
]
},
{
"author": "",
"content": "Could you explain the issue and what you did to fix it? So if other people have the same problem they can get it resolved.",
"date": "",
"quotes": [
{
"author": "cbtmessageman wrote: Mon Jan 27, 2025 9:09 pm",
"content": ""
},
{
"author": "Rseding91 wrote: Sat Jan 18, 2025 9:11 am",
"content": ""
}
]
},
{
"author": "",
"content": "I cannot, due to our internal policies. If other users report this issue please direct them to speak to their network security team.",
"date": "",
"quotes": [
{
"author": "Rseding91 wrote: Mon Jan 27, 2025 9:23 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I guess that Factorio will be running afoul of some very strict corporate firewalls (i.e. those that attempt a MITM attack).",
"date": "",
"quotes": []
}
] | 10 | ||||
forum-topic-124680 | 124680 | Version 2.0.27 | Releases | https://forums.factorio.com/viewtopic.php?t=124680 | Changes
Wrigglers will no longer proactively attack pollen emitters. However, they will still respond to artillery.
Attack groups containing stompers or strafers will now contain fewer units.
Large egg rafts will try to have at least one stomper or strafer spawned at a time.
Small egg rafts no longer absorb pollution because they will never produce stompers or strafers.
Graphics
Aquilo icebergs have longer shadows to integrate with the world better.
Bugfixes
Fixed that the asteroid collectors circuit condition referred to inserters. ( 118721 )
Fixed that hidden planets still showed in the map preview GUI. ( 124471 )
Fixed a crash when loading new modded tips and tricks with a "dependencies met" trigger but no dependencies.
Fixed a crash when interacting with modded equipment ghosts. ( 123973 )
Fixed that a robot wouldn't play a tile mined_sound when deconstructing it.
Fixed that a robot would play a deconstruct sound regardless of whether the deconstruction succeeded or not. ( 124188 )
Fixed a consistency issue related to loading script rendered animations when animation is no longer available. ( 124044 )
Fixed a desync related to asteroid collectors and distant chunks optimization when asteroid collector is destroyed. ( 124608 )
Fixed a crash when opening an audio stream encounters a filesystem error. ( 124578 )
Fixed a performance issue when exiting the game while large modded entities exist. ( 121313 )
Fixed that the personal logistics area would render incorrectly when the game was paused. ( 123438 )
Fixed that quality science packs would show "100%" remaining. ( 123076 )
Fixed that the open-factoriopedia hotkey did not work in some cases. ( 121411 )
Fixed that fog of war was not rendered while dead. ( 124251 )
Fixed that opening the technology GUI while dragging the map would continue to drag the map. ( 117950 )
Fixed a crash when deleting a space platform which had cargo bays built in a specific order. ( 124433 )
Modding
TipsAndTricksItem requires at least one dependency if it has a `dependencies-met` trigger.
Added UnitAISettings::size_in_group and UnitAISettings::join_attacks.
Added LuaAISettings::size_in_group and LuaAISettings::join_attacks.
Added EnemySpawnerPrototype::max_count_of_owned_defensive_units and EnemySpawnerPrototype::max_defensive_friends_around_to_spawn.
Added LuaEntityPrototype::max_count_of_owned_defensive_units and LuaEntityPrototype::max_defensive_friends_around_to_spawn.
Scripting
Added LuaSurface::ignore_surface_conditions.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental . | [
{
"author": "Filter62",
"content": "Gleba got some love. I kinda love/hate it, factory and spoilage is interesting, but I'm too scared of stompers to even consider big factory.",
"date": "2024-12-18T17:13:27+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Can you share, when your team goes onto vacations? \n(Translation: When should we expect last patch of the year and when to expect the first patch of 2025?)",
"date": "2024-12-18T19:45:04+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Only big ones are the problem. Small /^st.{3}ers$/ can be easily killed with red ammo, medium require either rockets and tesla turrets but are not a problem otherwise, and only the largest of them may be a problem. In quantities of 5+.",
"date": "2024-12-18T19:47:45+00:00",
"quotes": [
{
"author": "Filter62 wrote: Wed Dec 18, 2024 5:13 pm",
"content": ""
}
]
},
{
"author": "Xeridanus",
"content": "I'm using only tesla turrets and my base is doing fine. I also installed artillery and now I don't even get attacked. I was thinking of putting down some rocket turrets to deal with strafers as their projectiles can out-range the teslas but I haven't had any damage since the artillery.",
"date": "2024-12-19T04:58:55+00:00",
"quotes": [
{
"author": "Filter62 wrote: Wed Dec 18, 2024 5:13 pm",
"content": ""
}
]
},
{
"author": "Viidi",
"content": "And we are all waiting and waiting for the moment when it will be possible to change train schedules in lua without removing interrupts...",
"date": "2024-12-19T17:00:21+00:00",
"quotes": []
},
{
"author": "ADHD_ADVERSARY",
"content": "Ive been using a bunch of landmines spread out. Sometimes the stompers spawn so close I can get bots to place them under their feet. Rocket turrets have been alright but the speed of them is so slow the stompers already got to my line of turrets before they go down. That may change with smaller pack numbers though.",
"date": "2024-12-19T21:55:40+00:00",
"quotes": [
{
"author": "Xeridanus wrote: Thu Dec 19, 2024 4:58 am",
"content": ""
},
{
"author": "Filter62 wrote: Wed Dec 18, 2024 5:13 pm",
"content": ""
}
]
},
{
"author": "Tinyboss",
"content": "NEEEEEEEEEEEEEEEEERD",
"date": "2024-12-19T22:44:53+00:00",
"quotes": [
{
"author": "Hares wrote: Wed Dec 18, 2024 7:47 pm",
"content": ""
}
]
},
{
"author": "Stargateur",
"content": "The factory must grow, vacancy is temporary, factory is eternal.",
"date": "2024-12-21T00:45:31+00:00",
"quotes": [
{
"author": "Hares wrote: Wed Dec 18, 2024 7:45 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
}
] | 8 | 2024-12-18T10:52:41-06:00 | |
forum-topic-125816 | 125816 | Use Heat from Heat Pipes to Accelerate Belt Spoilage | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=125816 | pixicode | TL;DR
Bacteria on a belt or any new item with a desireable spoil outcome could have its spoilage timer accelerated by heated pipes near the belt.
What?
Unless I'm mistaken, the current way to handle automated bacteria into ore production is to use some sort of buffer to give time for the bacteria to spoil to assure bioreactors do not get backed up waiting for that spoilage. Here's a goofy example of a belt-based bacteria -> smelter buffer;
01-10-2025, 20-30-10.png (776.5 KiB) Viewed 606 times
Here's an example that same buffer augmented by pretend-heated pipes, where the heated pipes could accelerate spoilage by say, 5x when heated to 100°C? just pretend the pipes are hooked up to a heating tower nearby!
01-10-2025, 20-32-31.png (968.28 KiB) Viewed 606 times
Why?
Although there's many ways to handle the buffer required for bacteria spoilage loops as it is now, adding another method that effectively makes the buffer required smaller could make for more base designs while fitting how chemical reactions sometimes work in real life; accelerating cell death or decay when hotter. It could even be used as a sort of miniature preview of the heat mechanics used in Aquilo, though only if the player happens to use this theoretical mechanic. | [
{
"author": "",
"content": "No. \n \nThis has at least 3 layers of added performance cost so i know it wont happen: \n1/ belts would have to keep track of heat pipes around even on surfaces that do not use freezing logic. \n2/ belts would have to iterate items in their range every tick to update their spoil state \n3/ changing spoil tick has non trivial cost to it. \n \nThis could be also devastating on aquilo if there are spoilable items on belts since belts there have to be in range of heat pipes.",
"date": "2025-01-11T08:51:37+00:00",
"quotes": []
},
{
"author": "Dictator",
"content": "For this stuff I use steel boxes: \nBacteria or Ore -> inserter -> Steel box -> Inserter with ore filter -> belt. \n10 steel boxes are good enough early. \n \nBelts with bacteria \nInserters \nChests \nInserters with ore filter \nBelts with ore, continuing to furnaces. \n \nAlternatively you can use belt weaving so it spends enough time on belt that it spoils before reaching furnaces.",
"date": "2025-01-11T10:12:05+00:00",
"quotes": []
},
{
"author": "GrumpyJoe",
"content": "If it hasn't spoiled when it reached a smelter, it will just sit on the belt until it is. \nSince everything coming behind that is even fresher, it wouldn't help to get it there faster, it would be counter productive. \n \nEither have a box where it can \"spoil\" or increase time on the belt (belt length or speed) \n \nIn Gleba, It's all about time. \nHave you tried using the most \"rotten\" jelly/mash, so the bacteria inherits it's freshness?",
"date": "2025-01-11T11:51:15+00:00",
"quotes": []
},
{
"author": "Khazul",
"content": "Better off adding a composting type machine (basically a chest with accelerated spoiling).",
"date": "2025-01-11T15:19:45+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "Sounds like a fermentation chamber. I use this with my sourdough bread",
"date": "2025-02-09T20:30:09+00:00",
"quotes": [
{
"author": "GrumpyJoe wrote: Sat Jan 11, 2025 11:51 am",
"content": ""
}
]
}
] | 5 | 2025-01-10T20:52:40-06:00 |
forum-topic-127032 | 127032 | Space drag should not scale | Balancing | https://forums.factorio.com/viewtopic.php?t=127032 | adam_bise | I understand why space drag exists, but it shouldn't scale much if at all.
The way it stands, if I want to build an ultra wide, short platform over 100 thrusters wide, it will scarcely reach 500km/s. Dealing with all of those extra asteroids is more work that doesn't pay off. | [] | 0 | 2025-02-21T16:15:54-06:00 |
forum-topic-108380 | 108380 | Friday Facts #373 - Factorio: Space Age | News | https://forums.factorio.com/viewtopic.php?t=108380 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-373 | [
{
"author": "danbopes",
"content": "The way those engines come to life in that image is amazing. I'm super pumped for this expansion. Played through space exploration twice, once with Krastorio.",
"date": "2023-08-25T11:09:43+00:00",
"quotes": []
},
{
"author": "jagholin",
"content": "1 year from now + FFFs every week, that's ~50 future FFFs about Factorio 2.0, correct? Is it not too much?",
"date": "2023-08-25T11:16:23+00:00",
"quotes": []
},
{
"author": "Ludwig234",
"content": "You can never have too many FFFs!",
"date": "2023-08-25T11:17:33+00:00",
"quotes": [
{
"author": "jagholin wrote: Fri Aug 25, 2023 11:16 am",
"content": ""
}
]
},
{
"author": "NIronwolf",
"content": "Very excited! Hurray for the return of FFF!",
"date": "2023-08-25T11:18:14+00:00",
"quotes": []
},
{
"author": "SuperSandro2000",
"content": "Great birthday present and tbh just turn off annoying cliffs of you can't get rid of them early on.",
"date": "2023-08-25T11:23:29+00:00",
"quotes": []
},
{
"author": "BlacKcuD",
"content": "omg omg omg omg omg omg hypeeeeeeeeeeeeeeeeeeeeeee",
"date": "2023-08-25T11:25:48+00:00",
"quotes": []
},
{
"author": "Ghoulish",
"content": "Thanks for the update, can't wait to learn more.",
"date": "2023-08-25T11:29:26+00:00",
"quotes": []
},
{
"author": "hylke94",
"content": "Can't wait for the open beta too!",
"date": "2023-08-25T11:42:56+00:00",
"quotes": []
},
{
"author": "Squall124",
"content": "This FFF comes as I reach 600th hour on my Space Exploration game ! \n \nOne year is reasonnable, gonna wait for it ! \n \nEDIT: And of course, I'm available if you need more external testers :p",
"date": "2023-08-25T11:44:12+00:00",
"quotes": []
},
{
"author": "Jon8RFC",
"content": "Those flames from the engines look AWESOME. Give that person a raise!",
"date": "2023-08-25T11:45:11+00:00",
"quotes": []
},
{
"author": "ThorsDragon",
"content": "YAY! Beta when? lol \n \nSuper stoked to have Friday Facts back! \n \nAlso, when can we start giving you money?? xD",
"date": "2023-08-25T11:49:15+00:00",
"quotes": []
},
{
"author": "aka13",
"content": "Godspeed friends, godspeed. \nGetting an email notification about friday facts on factorio was always a systemically pleasant feeling in the last 10 years. \n \nReally glad, that it is indeed space, as promised all those years ago which you have been working on. \nIt's still as exiting to me as it was then, and it will propably remain exiting for ages. \n \n@ rebalance - I welcome it, but hope that it is not the same as with space exploration, where you are artificially prevented from building any meaningful base without having to rush space unprepared for bot logistics. Factorios point to point bot logistics are what really differentiates it from the later DSP or Satisfactory - in Space Exploration it is pushed so far back, that it makes the midgame, where you already have 5 science packs, and some ressource-intensive components really, really unpleasant. \nCombine that with lack of \"on-demand\" trains in the original game, and it makes that section of a game really painful. Reminded me of the old times, where you had to rush Oil Cracking 2, or whatever it was called, or you would have a really bad time with manual tank deletion and all that other cumbersome stuff. \n \nIt's a very hot opinion, I know, but seeing as how I saw it all develop in time, maybe my 2 cents are worth something. \n \nI also feel sad, that the same happens for artillery - even in it's current state, artillery was very expensive, cumbersome to setup. Even after artillery range 5 the range is too small, to have meaningful automated expansion, and requires constant manual intervention for land reclaiming. If, of course, something changed in the weapon department in addition to arty, where expansion can now be automated better in some way, and artillery is now stronger, I concede that point. \n \nRight now, even on my couple 500+ saves, artillery remains a victory pole replacement, preventing biters from settling close to the walls. \n \nOtherwise, I am very happy that you continue the work. May be cringy, but you certainly are my favourite dev team ever, and factorio is the best game I ever played/play regularly.",
"date": "2023-08-25T11:52:49+00:00",
"quotes": []
},
{
"author": "alarig",
"content": "It’s so cool that Earendel works on it too, I’m so hyped!",
"date": "2023-08-25T11:55:26+00:00",
"quotes": []
},
{
"author": "Molay",
"content": "Don't get me wrong, I'm extremely hyped for the new expansion! But... most of all, I want to see what you guys have been up to relating to trains. Now that caught my attention! \n \n\"the ability to control train systems better\" is what I'm really curious about. What we have now is pretty close to perfect, so I'm eager to find out how you improved it further. \n \nSeriously though, looking forward to the expansion!",
"date": "2023-08-25T11:57:37+00:00",
"quotes": []
},
{
"author": "ashkante",
"content": "Same question! I'm generally very opposed to pre-orders, but I'm making an exception for Wube! \n[insert futurama \"Shut up and take my money!\" meme here]",
"date": "2023-08-25T11:58:18+00:00",
"quotes": [
{
"author": "ThorsDragon wrote: Fri Aug 25, 2023 11:49 am",
"content": ""
}
]
},
{
"author": "Suslik",
"content": "My main hope is that the new engine features will help Earendel make a better SE, because for DLC you finish its 80-hour campaign once and you're done. SE you can play for much longer and it has enough depth to make every run feel fresh. \n \nAlso any improvements to the train system are ultra-welcome.",
"date": "2023-08-25T12:01:02+00:00",
"quotes": []
},
{
"author": "InnerVoiS",
"content": "Hype Train to Spaceee!",
"date": "2023-08-25T12:02:01+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Awesome ! \n \nAnd the return of the weekly FFF to tide us over the wait until release ! \n \nAnd is that a cooling system that I see on those engines ?! \n \n(But where are the radiators to get rid of the heat ?)\n \n \n \n avatar_spaceship.jpg (512.99 KiB) Viewed 34476 times \n \n \nEDIT : Oh, looks like the robotic arms are pulling in asteroids, which are then crushed and sorted, and the ice from them is then used for cooling in \"chemical\" plants ?!",
"date": "2023-08-25T12:04:28+00:00",
"quotes": []
},
{
"author": "Flixerine",
"content": "Actually pog news. Love it. Take the time you need to make it good.",
"date": "2023-08-25T12:04:52+00:00",
"quotes": []
}
] | 19 | 2023-08-25T06:05:45-05:00 | |
forum-topic-120673 | 120673 | Was there ever a version of Space Exploration for .16? | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=120673 | ChairDancer89 | Seems to me iirc a few years back when I finally finished my .16 game I was wanting to do the Space Exploration mod next. However coming back to the game a few years later to pick up where I left off I see that Space Exploration requires .17 minimum, which breaks my recipes in .16 when I tried updating the base game back then. | [] | 0 | 2024-11-09T16:47:12-06:00 |
forum-topic-124673 | 124673 | [Music-Clip] Veloce Vessel Piglet | Fan Art | https://forums.factorio.com/viewtopic.php?t=124673 | mmmPI | In a far far away imaginary galaxy, there is a little flying piglet who wanna be a great monghol warrior( to conquer lot of space ). I was able to record a footage, it's kinda blurry but the audio waves were unimpeded : | [
{
"author": "mmmPI",
"content": 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7LBSkRn5KKCjWcT/KtS/v8abNDVpB3X32CHUP3y25DbbfY9fs/Vt6Suz3XvFLj1ffnstkt75PrJs9M4TWv2+zi+nEUZccXbVG2DCM0v2wlbS0fN8xJn1nAML3VNKCgYXrRnMY/BvTsVmar5iQC2g4+Oa23odYysQQgcEGyjeY2s/uRR7f8oSXnspEtya5pmOVwu5Pq48F3I8byufH+i6bBZ7dVfdNzyjNzPVcTfK9qgjp2CUGPuKwfZ36O1dHRlTOcaZOLk6nOQ/ycdmLPPu1F+7TK7qFYD1HbFR3re20ZXgn59tmyI2Gq6EKIuZoEW2CY8FyJq5+rze50e91NHlUR4c7KEeNbVGJIifNJcuBCi/cBYKOdY4Z8ZJO22AWQxvZP6LbxbLxp9GEjA2iGt21k/kwdVNIDvkFG91R33w0b3UhdSWcG87WmtMCs2/xkiRaF5uFrPkfW3cfQ9BLH5zatPUglTIP7HbR4D9v1dwD4CvM1B7XAnc8jefiyjml8F0/DOgToWHsBk4LFcb6AwA1PSa6dtm6t0/jmFqG7e3bz89TEVB1eRHc3FMnPZL9mcncKTBA6L5v5r9fKNJjwBG7XKvQGOXC5VmVwh2b/pM9DvyJflpVnd1/HO6ibb1xDnl0UdQ1LO/Cl6Twt7Qe40pMjV25n3JCrQ1JOhd2QWFDjsc0a6KmQoc6GiAjncg5cZrF12SseKVIwYa++hVqWBBmcFiE1cuQK76Hg1mlwEmni2kaVBHq6aKbLF+vgWp4Z/lgFdpZCel/YUvvW79S2I0euBM7SClc35Ty7Eug3BWWeW/pIXZ/O/Oo3ugbq+rIwvvDvNAUNtKya/fTQzpndS/TrbNBJqIb46uMb9vSjmrNK7rk1nC5rybO7V87qvgHZw/evBmSP9lgZEN0AU7bSdjoH5iVOTzbIolDCTa79UktA6NovNTe6nfFoq7/QP17M1p3MctK7MBpw3fmrPrGtEW9vmWDy6rsdlc1d0vlNUvGaM3gbG/w+z8jKn0ZmPIP5a7DdWIYUaS2azXmb9OLgGLLX+5qzPvSijMueXa9yXTQ2r1xxypVBuU/K897fXvx6+a/VfvJWnUINRKKy4pJzBD1Nz97g6IlJDtwl6qcfpQKheU1oc8e/tL4qixApRyqfZlpKcO3d7JA89zavObQUd6+W2UGczxBK5OK6FNcmXI8FsWs22WV+R7Qae9ag0Ycu5syQbtDPFSeQkn58py3KDo2HFfr+Gmrm8Kj1tJrAYAk99miLSqYRyGAnIkVNaEhwcBdX1vTiWBp5xK4DI8H0qL9aVGKoE4X5mnTm+jRWXG2vH9xtYsWn25urpUxwlwrmZSsog5mqr79MrnUwU/XKbZ5MVffP7BM6a9v6+fPVh19vrj9uovDluz+uP15d2NGsRpczjY2tXH+aNwu5/PDhdv/nvyzcSLn+cvXh8TrOb1s1O1P6/ffrd9dXH9/96+LD7W9fb64udHsi/PjtbQLxy+ySx31Gs/+0sZTPXy7f/eebfzxel1n4G9nivf9YXJVpdFXsFaxKc0I7qWOG3WQ49Ko39M4K4o/3kBrcjM0It+Rrx5QbIrCczZhyG0d4syzBVmJsqNhdbfzXNxbL3XrI/Cxz9bbMaH6WU0egmn0WqNfedvc2GZhRz94rx3lWwe6lwvyybZgK88vOI9SSOoWWAMvharaSZ1XqvvtJs5fp1OCnaGxUdB/98TqqYRoMf+J7o5P3Rv3z1fbIdu7LmRvxyw4d1B5qvjRWw50ndP1MXfdx8qw6/XhL3kdwoOd7uy/53m72XwyYFeKpq546T5HSyIS3SWzuU3XpXc9Zp85qvHQK0RwTGgmvvgLyEhoBpcNaAmU3h8w59t5KoIB9/miht1aSkaIm7YGD1ZIy0hl80MKKmrTH1FZvWv7cSE/H/zKrvj4ufArI7p7U+WJHdiWn1GmEQXMKFScrMq0nCotinzuBky3PZN1Gl/2M6KiKNKzCRlXYsIo8qkKHVYwzJFKGldTR58jDKho6WtPu40qKjHMlxzzsysNMo6zho2TH5psV2/rmXh1uz6i3SPjcqOovaFRVZiXLrrKyXctYrd5xZedLcn/tJbmiqIeNui49FI2QCHl9k+dFJRkpWSn0LVrQAjXfAsUaWdmRJXIk59r8MDw9UbUorUMIHLrBUELDOuZoNLR0odkdc2QTuSJSQpM8ZpdEgktsSi7yOLeAGQRtLbSirlODi7rLyXwZzaxK/fRZhFtoHYM+zSn24AR+36703b+OJvF1wYI+XN/dbYPhQ6RbP4x/t8lDtkf7724/fdqmCpe/3ly9qEP54q0Tn6XB1ZsGm7v+dMYEvfqrDcVbAq9lbLtlQUfdWl1VB2VWEe/p9TprUKDDM+6/Y7fXks2fWxxCha9AsWSW6q0UypfMUr3iSlNzDXQ4+PZdL8tugQYHWs4+pI8zt9565JKnYebWLXtWfO9gbrU6pcoAc+sWerCET9t0YP3yjK5UEpdZjfwpEWtbvOSxsgL30xVUdL7gOxyxo4xf7Dm0jnK6q9KIjtU32cd7Q337gxdxRGHDG4+9iSMQqSZQPKi+iuwSq2m3YTUKCuNWd171z5KdxdRXP0u21BzJF3yzsEstkYRBzy/FfdRbjq/aovA2no34hffhbMQvexoiU3yXJkpLI2SKV6i4UwldcWjNn9DYmggbzEa8T8du9an6AkUbvsWn3hnMpblhkj53TKdSmlkRu28Sjjz7+ecDxu91wBi5B5BOb7tQipiWt8eRpLCjpNC8WmBW6NajQ1jTV2FfZlcCHFjTKzSPUeXiFFuGqHJZ4ue8XPmH242z+PhIlb8skrxXUsAjLh8e6L4/07EyprL0zuJm8m6liZTsrIwOL96rDbNw7L1+UCYZu9nn3VLTGP09c1vy4446K5FLE4dTWnFdmihTJqey4iyPnpXqBwp4JVbAO1V2FiyxAt5pHHiJu8ptGgZeA7LHgJev1ramIeDlFSrxZkSyMvGlJjC1Q/qaUPcJ1rRu7oubqgY6k8+Me3UV/JcVy6AbqKmCiOVelkaUrL7HPha6ZHJa8jQ2H8DWF+Nc+/h31D5WSShMu2ofa6SL+UxJ8ylRVo4mkXK0Kga1tkiYrpLJiDjvaytIifO1jd8YEm89UZXhG0MDsoduDEl3Sh25MeQVqpFKzf5sSU4bpboJZVkpoK36lFC++HJ78fAjjwmra8IMpESrvzCPECCyVCt4ujpwAwPvzfTlMB5VC+INxFcrVr0twqU/80OebdIQJ/qo6PQjEEJ33dgnMM9KfI2066zk+1iTgn2e1889Cl5wj4JqAjotum1KQTcotxID9RxuJYGkLB88oKshbLXQxe5c1tW4ujtUq2wWu4R6WFYLNZUw/rjwJk/0ceFNnujjZgYDfaabGQwsPiUUBsZeXDaElZzPxlCfr7dqzWWESRVfdWid1XyfZlLdQtvQIac4E8HcCTfpKiqteSI6XLXwtSRCJq5UMdYyvo2P7eJlIyxKlDiXx8jyOHUEaO7piY5FqYH+EH34FVTy071KGnkSX9yZV1qf7uK858BXln4CBS3iKz+us1JqX2/BmQpfKIF11FKcD6JMTXZST7F+4Hn5cY7pCUTgcgDv6ns3BSkxn5JQPp+ndTW+TLMGRujmPrqCHSlxrmCgA1xux9ZvSUtLCFR6tYRu1c/0aMwamqI19FlD89/DnOHklZrnGiosngu2EMBoMdyf6X5t3vOZrM9UORLt5j2fsSkgvLOx5NEXNUGiJPiieoKPq6HHDZXezh836DncPbotYJfuJt0asMseG0pN7bIXyGhF7bLCxw3aJexGG7ZLb43bLMv1m473HrWmceFTrJ9Ph3Y5MVbQmeDEeocLtcKJlodYqDwE1sWqc03L2HSk/TMt5lVToBDEb9vjhSB+2WOFINkpdagQxCe0pbHWsWJOsUK4zJUrSi1Q0Son0/eWjLBaq791vMfzMcfpqDxrqZAyAp/bbAs1r0fG4MkT//Fw02BenPJfn242/+KfV59dt+MWh2/fXP2+shyN1D+4Rtm0RCYPyvrFySeXMLZc37ObGIdrGrs/f/jqh9vfNr9Fly0S8ZTO631N0vjU9tVNNCsT3c0sOz3Z/NtgpbGakz++vr/yX8y//7bnZv79F53lJvff/RPu5rdYLWw5kAUp4pEkcAY60ykeMqdFKl+LrStZ9nuR0teiw1r8fbBmwtPa9gkwq0WGf3NH5LRXy4SexTVfqWlCj5J8j6IBfDOj2b1aFDHeXi2GtPh2eKSJ8YwTdr77gpQ4n6S6W8vM+OH02lvLNG3jnLP3Gm/TPs45+4V7CZoZAeoWbskr3ALCvQMVLQWEe8labQHhbrI2B4Rnr3AJCC9eyqMHhI/3ZxoQHrgm7Bc+fk3YL3vomrD4mm20PHJN2C1U0K0dcVVotBy5ceMLf9ndq3I1pw1UPPbTQod6mIiErvBc322+GrjB8/nT1dVvu8s7Fri8Y9srOm9P3guyP/le0Nrf6NqNoZZJjxSRtZdLuqKsm4y7WeeMRndinUw6oXgz91kpqHPA/HNPsm7yv2+UX9592Eh7f/l/NuJe1MW1Nitnvf/uMQ5rGMcWRT1xnzrxIzxcsfFmsqtbqGTGHoU6j7TiH4h6UDW5eNtZJevR2brlMUKfR+u+5GtrbVZTfPx12/l1/wyvuxOu0NVoqhXER04uHRXRkb7nqEJ0OJ9DCeHp65PTKmIivUoQE+lVUobKB3w9plqtI+UDXqEtjsZWWhO1Wan2CZA4rUmYvBLWfkOgxrqf+lWN1ES4xry3WfG0u9mV0ygbuRq1uiQZCF19dyUMbPpPjWua+/BBnwWq13z0MKtI99cgdA9D9MpKEGbV966hXnVvhPVkncx37GPaWiTz60+f5VTGFCvdL9O6Fgfx2yOp4F5l8z2YksVrvljVbbw9a2mra+cq8249UobSRp8sVLJf6hE1rmergWergybfSK2Qaxpym5Xi+w0jewzjyK4K3f4pBZrjlEhVlK+/TYtU6h+U+DxGrE7/UB3VQm8t0qz6AO+du3mK0arCDHJCl4m9llGJEqdluItCngUQB7B1N6Y+lOn4ZU/DxSxe2T2l4VoWv2wZLmXxy9bhSha/bBsuZPHLzsN1LH7ZZbiMxS+7Dlex+GW34SIWv+w+XMPilz0Nl7C4ZUsarWDxi5aRApbuFKoD9StemUbKV5w9Z/usHNxdvrLSQrMHir6fmPSizOolJ1clDA2nr39fsUqE2NJVYstZxvKd2LQupCXY6qslPcDWrFjTeKmKL4Pts1J2t+jqFK2BKgyvbAvI9i5JRgUeXjenbLayrzNx1zp+m8sF93ustXJeXKYjv99dpXVR9x4zr+2jsdkWF1UO8jxDmc6jLf7a0RZ9Vi7vmnE5YzeLdz7JeeTlXzDyspsQ2tjVFLAboqaLT4cRItX5HJnocD6HF5oe2NPsxTPuawoHIswve5wy8ssep4z8sscpI7fsPE4Z+WWPU0Z+2eOUkV/2OGXklz1OGfllj1NGftnjlJFf9jhl5Jc9Thn5ZY9TRm7ZZZgy8ouWkQqz6hSqAwVmXpk21J7G+/hk0uBKE+xeAoMGff3XeyFzBotTBxkzuIaYSg+XYpXvUIr1esiqWbWyu/Qrv/bSr14T6lXt64jdYeNtZ0PsXt21oc9zg1NgALbaLt4HCJ2WH2gdDdRE9Ujn7YNK861f4Ky8pvXHWtTRiA7nc4Ta6x7K/GLtRHuk6/aB2PG1PeuRptsHcsCrJNQ591BEFmq32SMdtw98gffRbOSQ0te8sM/Kx08fUnpllqGM05xS63hy6F1ZkritNF7rrYPuhRq57dlnZbXuC6s+39cHad9DbF1v0Hemef8KmndWgewpET/U26vziOVvqBfvPVTAWPd7NMXCYg9QzbWtKl3eWdl3r7buXtP5Xu0Lvlfbu/9CfrVVS8qLomtAtPhEN5LCOzdCJzrEpyOQ5x6Sa197ih4pGz/gBK+SUJ57UJNCee6kBCck56MZu7gjodxp8h4pHLCCeLniafyozy97/KjPL3v8qM8ve/yozy97/KjPK3sKVIf7ZY8f9flljx/1+WWPH/X5ZY8f9flljx/1+WWPH/X5ZY8f9flljx/1+WWPH/W5ZY9Xh/tFy8hIjp30fy+KUtR+0MWGT2KB7oOe/GkS0DlwpQvcNCsQP1HMvSqhDrUePBdz/xXnY9OspP7Xq8t398u13mFv+WDsL+j3IKsPJZ6H6mCwiS/fnSIF630IW02BpuzPQ8dJFeIjfbc/ZYXHWBSrYCCLc3GMDPXwuWTNQEfyne5NsXp2W1Rz5FHqUAn3Qb5+g8rOFdzfv4J70sBMnzK4ozrgTZ3uJsLk1DUVy47ZQh1E9g8SGfcyzaq0PXRwOrPBL5gNniL18rUMWnHkECMP6gjUy+85aK+OAnT4/JZVQEE7sz1rqAQnRG5O7rr6PUHsBsfusvrSRkW7q+pLHhYto6ypX7SOkqZ+0TbKmfpF51HK1C+6jDKmftF1lDD1i26jfKlfdB+lS/2ip1G21C3aXUuvw7uxyChX6heto1SpX7SNMqV+0XmUKPWLLoM8qV9yHahPS06Zs1346fLd1cWnm8svv9/efbj44+uv3wpPe9nLBUcbAPbl9pedjD3qepz7+c/rj+9/+X2T2O0g3PzPv9zuC1nurv7X16vPs+qX/z780eZf//Lr199/31fFzL7/4frz562o+wqqu6/3AfyXD5cbGdeb37GHigurMF5KVtaykuwAIcVdR5bXk58T1VukwmoRpYTLqhZRDCku2+KAr5+vnlZHLa1zoDn5KrjMiwoiVQJPI8Pp5DLQmrzPnmJRpIVFyprI7DxmWBXgPadYfag6XhDq2MbH3kwb11iJ46j+iT7TEDKrU7yYNsTDBIrV97yzb28GeplrOmGjgTr0ZynVSfzajDRNcXLMs6p0byHz2q5riBT3Uu+txklVH+HZAG3r22OBgnXNyD+1idx6ch699OQvi9y5DHXt4O7kattDWnqu3H3RXG3XcTsynx0ZOMtwqshAheuKyNQLOPQxn4oKVDifovnfcp5JXpQVu8xX1n6w69LCFKpxLkPvYYodjJnjwdb9eKRR9p42V19yE2qU/dSGTz9HHNusXDWbFppgf/60iTOLdttnC/KAUGeVNu9uP326uru4vY9NHuj8aIm/7OLYNrJdv/9j5dHLcGHa6iN7W4Cubc5ppAPo4q3Q9aKxD7ebZf14rhk7WV41KwJ/d/ev2/dX27zi083lxyU893Sfra/+ZgvcbP7pP68+/y2LX1bXoa7+Tft7XsvbgP2s/U1ef8lTHJSu7F5JyZ3V70GzLwZsRPvSerVzVv/is/rN29Y4rnZbFOruoT4OYqMmu8dsXbRdTlHCLWp+osFam7UrTiz/sOvLede/7F3vvyvbdrEoe5D2RnQbYoXy2ZJetiUNtMduT3zuaUuaUNeDEjj3kCQJMEWuZlcbHQJ4HOc2FFJaWZzPYUCHd62yt+3cgWB59W3nNstWRisevZ0/N7LraMnjgOw2WvM4ILuPFj0OyJ5Gqx79sjWNlj0OyJbRuscB2Tpa+Dgg20YrHwdk59HSxwHZZbT2cUB2HS1+HJDdRqsfB2T30fLHAdnTaP2jX7al0QLIAdkyWgE5IFsHSyAHRI/06Mteoc79GFjlAs47speXWLhW4b/0XtxaWvhcJa+xjLN7Eze3H99f/HG5+d2/Hcnxp7XkboUZMnel5bSWmq5Inl2e8LYrPqeNaXYv5CSF1nee59uJWedR9Zul1LFZ9a08Wc4fpPXg5jnMTxXZqkWsbNI86F8OKtqaz8qBOoymM6kOcJ0r0FF9wDeHLsrt2boWqF/dKO1IaWzQ+Ebt5Af50xNdr9pbF3ZBu0XuUm60CqLlWqRUcqOVtUANzTnfaCUMV/Nt9JKBDq+ndV97qvbk13uy6FJHuaYB2W2UaxqQ3Ue5pgHZ0yjX5Jdd0yjXNCBbRrmmAdk6yjUNyLZRrmlAdh7lmgZkl1GuaUB2HeWaBmS3Ua5pQHagfYrmsQyuhs6W9lpqKLuKTIDQVU+//GCBazUHHatJdQtFXzWUjDbn5K4LfZgI1pz21dy3i8d9Rei6zYXU03Z1LDlqNaQ1s5SshRCKlNPp5zGjCDgHKWPQqwVKyMXGsr7ZtZzjxi1jxt1lkNz123bXgZF/1SvU/CP/3DKdGzywBKcuwcpJfqJXr4i6KqKdEqEnRXR3KbroyUea4sMQV4XOLlmsPGQ+KUL8D5kHAdWkw+N4nN5ndkHCR4qtR48VBe7bpbIK2tdWxT/Bsg3+6JPbZjpl81Pzm0Mfy7qmPnxh1/vck5uRX08V65mPl1nFvJNr7jtY1F1GICmQeu/rkPuK1UqgQPsgdVqVGiC2Wp1JPW26kgLEVmtrOpY9jiT/QJm97O78/XVs6NdhgfoS23ieAfadZoBt3lzs7KSs254HEMmsFtbTGviirbmXc2vgv6M18OYFHoLtzeXGjxypXpcHS/ke1euOenRzV5hnT9n4eHSV2FHU5Nhx62SAhAqp+2CEEXbyNEW4LxEyem/y5Ssycm36ovaV2Dl0B3qjtaCuAD3CGolUNC5sChFkIg2MC3MmWYEJDReWBw0lRJbvTyxiO2BW9extx3M4yAiqDLgTk7G11BiTXpklqoEjlVVoohlIXYUmWsAJxvpvrUDq+m8N7PA9A+CElZFpAnsd6798vKPc4TwnaIWxgQL7+swe2tQm6GxkCsWbSGN7yWPw1Awdv/TgO8whrYbC96xO+3RZefdx+WLVP/rdLfPgD979cfXh+t0Gc6z189AnFnZkBNftRsjnf3388sfV5+tQT4+/rcHJZkF6/Ghg1ZfPqsadDHkezPmzu73G+q5d9uZZ4guy6szzuLuRemqVs8WFrv/S7N8g/cnK/qQbZFau7L2n0F995avkSrqadlenso2WRrRMzps7kv2HR3mdYF4WPQ3c59h3wk2udl+v7QCp+Bup7s9fJPmiQhFwVCJpzdsWBac8kpxGVmz8CEZk9TfnoU40ch4B9qIbiEgpZJKdOPdXRRyupNBVCZlVrzvPnA+Tx9y7r5P5ZuLDmoU0VfW+pJr8t4D06TK96mSoCqCZvRYQmHIxU5KcSmx4mFry1u6Ju4y/5IDwMjxQbUB4HR6pNiC8DQ9VGxDeh8eqDQifhger+YW3NDxabUC4gEOb9XQvMP5iJnY1IwuNvLgwXc+BPeCrBQ4XDjqdIacFko/DwDtnch8YjjFTsv5aGjitOmJEnYhd/7X+K776LDa96uDuviewPYq6XzOnD+qhcxEtjl19LCXuCs4M1622u4cRBtx1Hx9HOCB8eCDhgOw6cGNDkldq81/Z8Asddzuj+CJwTSEPqghNhniWy54OjYFREKd5l2l8Y46i8MlAIyT/6uT48Lz11YlULa1jLGdB6ezSw1HnL2lss00RYlvM8zjHXgw4C1z3/IH2+pKPPMmSEk0pfhbmZXI0cH9A6inL1cD9Aelj5IDObhMMjycMcmua/DPyZIyG0FTAGEGfL9QUmJinp1/2+MRL1UEHq6mjsXXiVTNwdrUv3ZdvZxKk89mVysAQwDpfymVpQihn9W2QYNn1Xo1FWAcVQ9XJ3z6cz5kJ6QEk5lxR/1WpA7++bgQVDUFbMAPX+4mUVPfRheqE6/YqCRVVH55FQ/hbNZFnU18AjRRSlzroIDRyItFGlRhRYs7lCuz+MupPI2XVpYwqqeRJvMsVut1XiiMyHN05Ea9gozsn5hVsfQk9XtXdyfpwemVeEkrdraxzDwjX4dOrAeE2fHo1IDyw6XMa3I9WiBJbi/0WOdHoo789cr4xjSqJnHbUwVBvgeoJa4NKciJP4lyuLORJvErQMaZ3uQKB3UYz7pzJk6ym3pEWxzYayiM9ju00bMiNiF31SLmTM9b1XzsRsau/dqCU9HC06py2qLNaUt+JoTkj1qya9ITg3S/2CrbRIR0Dcbbk0SkdI8LL8MnggPA6ejI4ILsN3Kjyv8iBrmKrrnTNrKcTDaBOpy11PETaoNec1eJ5CdhnubsDiQRq8cogDqnjjH5hGKTm+Onsqv+uJX6o6fW3tcZPY906Gjk51djxo86q91zHj95AUie/m5DBlKslb2/EdT/RZLw5ondjBWr05LSdNwNHq14jbJGrv8+jqsPsZkV57tPEPK4lwl9L8+ypI14uULQnpw9kAjV7Uk9vgwmcHHuNylvfpmksFekCznBXF7pHDqVUho2zj+9nHU1VegYn0F4dkbIZ1fH1Cpymn/aq3TnKuj4CqfMs6xd9FU37wCzrfVjzzTHWWfGhr5nk4SS7OPsDnptJ/hXNJHUauJYmT63iNVeu66xK1Xn58XC4vTaRUiclJ8u+wfM6oUNfr5JMlDi9zlTIeWx2Pgk69C3OJ2nk+Nr7TiJHvDqqZCLnyD4llhJR4rMuizS8Lmn0SSI7XkaVBHb84bi6OJcrcuI7jT5J5MS3jioJ7PjcRpUEdnzOo0oCOz6XUSWBHZ8H3YpJYMfnUbcSqfw81BOsRXUTJWLLqtjIrh51HZL9Z3nToMeYVWweBaDbAoMzAH3xANSkkvKK9e3ViNj17UVaDzuTS5OJ1Do4lUSKYq2cXKBQP2E9+Tojha9mo0sS8J0ymhFprJnoeibhO9iySC2s1NGHq6hT6tGHWz9hsEhLYtEjSpe19JGbxdlH2pv6DwZPJxUWuLM3+IptlOKwY5zeAjk3J9Bu3l1/uXLxWtvI8/Xz1S97gasBJ9CnWEfXyOIqnDjU3CnYES94ghy9fvenr/2sqfHd189/LP3eQ4z55teu90O9/O2flx/fbezwOTG61XL98f3L6pBqs2LjE293nR3bus6jrzfMIQ+87zb8HGXUSr/HY4xnfaOwJ1AvPQ26jEC1dB/MoAK10v1kSpn9YydT2IrIYY3fkLKNP8r4xv5Oz5JP+/JZkhVx5gsP8jL9eaB6XUYB3ax4fbBD/HLa7TCxP9ui2nAH+sDu+Pz15vevd3/2TyfVSKvpfKAU/ylkW5RanDffpB892V2WLWNH/voMfpzP+L/XGb8VHZ7f6800ZpcbXEMh9/PppP77PAfyb5kDabM7IweTu7252bzp2+M9M+pC7fvSO3x3fffu6/Vmga6+PPWob/d/dXd1+dv2HX/Z/Ly9u13KFDZO/MvFLAp//Hpzs/xYzuOEMh0M8Hyc8HKPE4obOc8qS+pqqGykzMM3SN0KqsDwKpmIkra2QDWxu/st1DvGqjC1NdKIxWZ3kNzz4w5lGUGdqErDaRzVf557KGlovlxgdh3JVwR6qMxo5yLQvzNBrKjiZdWnzu51uZLDXFdseW3A/DlX/KtzxRrphjcrVKqhbjRWQ41iMvT6LTCU91CoE3zUJoFJwBN80FD3Oev0US3wqJUqzaQ8ZNW3NdSlYl3s7Fb8lms8FqBlGgzQkZ76MpphRDrsyzSqZBpYptE8pgfqZaQNPkHgBt+sSKM6nyS0z6U6cvYj3qUbmkm8yDI4NnrPTG3wYQuaUxzVWpnW6BK3gW2no9uuk9KeVY/aJ1aoFHtBoVb5M63BFzRFvMo6bl0pj4pcU5I0rMX8xtYHbW12Pemk7NEoG7mVNA0vTgCx9WElQ210qvPgKNIof/QVTHEVvtCaZ1eQBovj2g9RHJcD15sGPXpOoP7O+xpsuDiu/u3FcTnlgeK49mqL43Iqw0Vl9QcsjstpvMiv/XjFcTlwZ20adRmg/s7rMqZ45dpalpkFVNy1VaEyXkPWfshyuCyByr76Y5bD5dnFO0c5XHvN5XA5MPrhCErNyzpKuByu/RDlcFnqeDlc/SHK4bKQll/r7pQU2a3702m0HK55y+Hy7JKd56zrUA3XXBU155Ouv/ikK8+uM3qqovQonvhRiqLy7DblyTFTh04y/TxmamktjRTW9DWvFJqPYquvajlGzu6Eumr+Dqf70w9c85d1tBJ+doi5/kLabK0+X3349WaTd1182LiP649XF3b0/Gpa7oy1z/Aeemz9mEnc2t/oeno3uyjrXar6WpdqGl4qe6VLNbvb7F2q9FqXSkaXqr3WlfLOd9gtjzPxn90Ad/QK6F6pebxXwOTjvwJTk2RURY2r6E4VLX624H2KHj3imX6MI57ATWMdfA05DZ+/9L///GV2efn0+cv0es9f/Pex2zp0/AHOX/yXsdvgFv6+j5HjhyNOnxe4vjyNuowaPypZxWyBwVt9vjTLQvv4ocX0Y56/zO4Xux+l/6DnL7NbzY7zl+lVn78UAecvTm5pdr149Pxl+jHOX4qNn7/0H+P8pWRwUrLqTksBUlf96ezG5jEiWnUVgZ0v6L6cC7q5RMZ66TOccLLUNpeO1EzOKSx5dq/25FHK/oLO9pzvfJTyzVpW/4jQ/WHst0u5nF/Gbgzv3deCGpd5VPU/Uht9JHajIvxI/svC+3zL/UjFL1tGZfs7AwwbV6RNwKiO2J3LdY+jvrftb096sX/byVdKnk8OLrywuchlGf7BhQdpsiotdjfKs8pHgtXsCuTJZ0iri7ych7fsnCF7ZInj3PC3v/LEQfH9afAWKzw7Ej6cF+/+/OGrG+h0tcU6yz+8Prta+vnTJsIup/DrPvFhe/yyi8ZbQHP1+9qbjBPQXkcQuEq5vjFXVEyj/O2CNR5/z1cfL3+9ORQAzV7ub3v5zyuXntHiD62i7jtK3OcuzyqPNibxvRnknvwMssoABfFzEMddRgnXpUjy9zOufZgA/3Zv/wDEcWDg5jToq3qcm/b6ql7CHO96xOtxNno9t+htmG0dtxvSy2bAdMY58MBW/k7PMg0Qx0Nee08cLzzIy/TgoQvMe+r40QRO58OTDDOvAfN6d/vp09Xdxe3dn50GBG5CyygcnMbJ6WV0cjxFurv9+FcsUB4suX98u54amclNIagMhpqpkknYj8vvsH7SkEWdQ8hzZO7jgQ7zzcLO04SG3ajGWIsSGQV52IK+hyuRUZCHzagumytJGclnkUYVJcWoRfW8t2NqM+qPcexhj1pLAf0xvBuuRAZIHrInt5YW7zPhV9LjfSb8SgIdS9uoksgEyTY3t2WpAvhg8zmGyPzIMuh8JOQGnm1HxwYM3Ae90NFnibRmG4wI4ucbH0t/F13WQwI1y/h/u7onuu6+3n/n4tPN5cePV86agSX+8u76/R9rryKSfIy+iu5fpoMD9O3nSMJx5Pd7olZgkmI6Gii/Fz9eAsMa06CbCgxulFUVKy9dxztILvuoYy85x1l393OUuA7n1tM6zOzrD8bs/3//z//7N3D7ZXb/7zS3b6+N2y/ahzlx/QG5/aLT8HPYj8ftF4sQdX04cTOJ8/tOjxUY1zkNxqjAuM4naGZZaB6nyO2HZPuLlfFH0R+T7S+zS2gOtn/Ej/8sJH8JXKKTUfQamKgpo+jVpnGK3H4QirzMrtAdvZi6xWs7S3XQ42V2ye243GlQbqCro5x0otmA1FV6JkdoRn2Wap+GDIFbU6qnf3wdG5+xBdtbgdmZxp97Cv3FPYVKbuTkxTdPuMxuqR2/2C710T68G30iRyvFCYVLImcrbi3fpq9HqKgtS7m4k/ogx1YinbJt0ABmt5dOGICOGUBxHt4ejhXc40NL4IbRgY5fG6NaSgVSy6rUNj63pB6xUBfgisyKy0/fg2NbTOBowTcitNTk54DHDL8KIPq9S1QVnFi4lRhQsmq3NaNDneLMfmpBlfTRDRIZWpZGbZeckfimeZca74f/7dqtqEBnJTl21t4ixFRyKD1iit8M01r3NWnI1TSNHzyUWIlEG/cJdjJANnC44bTnBs42Vl1ZG9/sw5loGw/zhe6R8b0/nPq28RjfRnX0yF6vcIMERmj14QeLFGVN6wm867lAtb4zrvUAZZ1/zHYgpQc46/JDdmkpfYiyLgOU9c/S0KT0cSctz2CRYwcGUrJ8Mob1CTDhzuA7pXjjDrdTDEwZOyhxeqjJ2a5xR3p6eYfJSZZoGpSbAX+9mq4FZompnDTEwPAw1WEjQd0/3OAzUNyuenrdA50TR5mFmiJJk+bFFTqSZNbIpK88/DA61mD8cI2hjhbGfc8O4zUZofB9I4lqsBp+ryY0o7Kmwi4cBLVWpjU2GbOmhiamhtV2cobSnOYzsTscLTJEvEYK6g9nG82Vz9RIff1BiXP7iQ4eoDhHXVYxchHEu0Qh59HZLo7U2PfR11LHj10maNMNnB85x6rWwHCjizqsZEJNhGrIKgL18Rdl9MlU0JPFDENDl/OKQ+mx6BGZOPPE+S1LJXdw3G+pBJo1OeOdVnTgVGMHTlVDKUSCW6qPO8EEbX0aVynQ0g0dFrVYcmZCjsWiTwquyfgGItZAlXMaVRFJOozlHIHBFaOZYGBwhY6uXIgXYTs6UIM7ikFs3GlkuJNyxGdkTxQ4spQ54jMKDT3ZiVAeS4SbE59kcB1iNb0AUwrc2UUu5FguGC5yJTdtmo/QrIGaUUnD6xc44JBhJaGqE2GuroT6FiXoiiJt9odT6kAx6VOOZ1nquA84wuKs/XT/efOzkP3dhwHUUlDnq6gFRZyL0Gi20KL9SOPUQxj7VtdIWXQtYLyzNyEpo8Oe1T3sudaErpVU78lNqJW52rie2SSyx9vYJ66a7Emv7uz6+/nh7z8//e8nm/ovuzO4/YOv2wvmkhab5ZPijmXZxm8AzwX/x9oNk0o7w/dQkK2ZnGr4xsrUWVnx8dsHhyA3+XcwatG0NjelhuqF0/znL4slXZgm53JPQIdv9FcNlQQfCPYpZKzN3WLywLL7DakpODHozvSpGbiA0oOYs2VEeU+xPKj550LkVVXbJ3S9vIqOEmLOszW0rj24rgcX8u6Pqw/X7y5v7rtLHSX7l2a/r9cYXr/bToe5+fLDFhWOTw2ubQL0e48l5R10mfJ6FH+D9jTuE7uTrXo8TZ+8Yo1wzsF90zPh+3qI6O6FEJsxr9QjrrDRxW1xqtCZRQZKefvJNC9SySvrTnVRx0Il7xFoftilnkWJFPDK4MJHWmPbYM46GWDEvDoy0OHMiwNlvpJHn6OC6nOvzUZSG6nMW07O/gf6OPinO8PNrAb4uFwbkttmZb8ncO1u+c3dE72FOlWnuZ5lsUrEyqpYb+eC6VGQdxWyP9mt81/5F6a3nz9dbedD/CiZbZtV/55aI3mtS1R9OzUH9mnziW4B0U5/KGlwU4Gkx3wj7FqgpngfbNe9lwg50bEUCUvNW1T82NbLkvM1iA219fLLdTZ7URk3yVm18PFQmsdMclYhfDx+7ASbV3DzCn7AsKZewd01Avvi8frZ0g8+z8B+OTOw20IZ9rG+U487y2DfqaYJHQuZhipk2qw023lk86jJs3UU5aBrjQebkjsaZqti0a2M8Asow5OPH43N9QbqqSG+NSC0EQ4+vFB9+Jhh5JmmUwtVxoXOSqR/vbp8d1/3ssbcL2+rPzvxltXEWxxX+Vuo/PoiwTdv/jntKfCSzDmDeUTmqbnOEpBZAJceXvrhkQQjT9QAUW8WfCIn1upj6adNYxDOKzc7qadIeM7O2H/AVQOydbCWa0S2DdGH/rVGrYfN2Xq4hSqhD2q8/f9bqPhZbfhxUNeIgcfppPeC/3EmpMb9OLOq51NBTfcRyNeJpZVQmD6oCfZ3bLNy57vbd/959WUdLR/2fVnOexyI+dfr96dAoj758jr2tCffcyLl7VcXEPg45CzuebGHDhLmay/UCmtUYbFOby3SLPgAZr3PVkFRoznb4rTSiBbvlo10ndDR9ZpAawavkup3bJKOOoFl8ei4bK19UIv0DD5w5d6lMf8hVzvhH78dZP7lj7uvWyd08fvX+0zrxR/m1IEzwXxeruo/HrxI8eXaBtHr/3O/n1/+klX3kul5xe5XrIXvJbu9pJvoexLKl2VNoMut5UhdXmtOyN7Hg1/zInYJyPaefj4ezLnlGjrKzaE6xRbomj2cWgfaZu9vYbl1BGrAplEdgfvLfVSHe1M/haHLwkIYXVYTf1d1QKDGW2UQBQT6Yx8hB5bfRB+8OajPUMb5quD3uirYZuXzng6dmlctPP84/TnbrD7/RKXGQ5mmOXtjNH9b8RnXtdYUo/UIubB3i8254SPcQltVssJg9A46ovq1TIxpivXrbLOq+5WT2wNP4r4v3iYZazBp1StY/V3WDmlcC96Xa7N6+6PVS7tzqXauXnrR1UtTdhd8DGyGgc6A684pO5VVdyXGwBO0U0JzQGg/JTTieE4Wotiw0J6Stx5hQKZ46yYGZM6c49cPnxaqDJBt9WRuQ87U9fbZlYZjrreeHe9P4Hh78vtI6iJ7OuUie2DrOeundwWvzSu3jxXVV6/ciVxcs1hDuT677XDihPvAwrRXf8DdxX13/UCZrAGzPrum4RmyfeAvqqvt0XnG9l88Y7uLu9xBn0ThZWGR1th7k/Ddku2z2zDH74A8Vpz1czB/0cFcAtzPgVKafIRJj4wuOPhHt5YI+TMNa5mIFt+l+x4ZVnCg5JyNVrqKn1Dq7vxKB3ifemT1ndpOFbUfcPrkf4TsFjqwLuUE5Luoq6/PqaH6Vz4fMRanthbQNgWBgHa/sojN+rkIvxXNLsXcXG4C/xFO8jsGU0d4NHfAy54oNh6V7KRjSoHXoV5qyG835qdZ0uqGc26BZ1dtXLrCbtX8IF/p3rZTIN8CL6Z5ZQ4YUPeSEQO/c0I1I1PkgL+HhhMclPYYoxCaTnDgMXrsURVdQZl8dyl69h0+7W7kn1HTy0ZNsftTz9yYw6oKUjM5b+j02P2pPK6nIT3uZTu89pvbj+8v/rjcKPntaJHEzrdlXy+YPrs7dbIAY/c+8lqrqV4CaO8gNjnRXmAOxIE/8ms5OKBdWfD6IXx2t2npxcYBQE6ne8QuK8ve884s/icoXowxsiwnz5Al8EubN/0eEdrdQgcef3JYWx2VOrvY4znJyckrV4bPVLKcz1SqDp+pPC7baXdVbVy2M0ZUdMn6UYsjqs5uw9xdXt8cp+13ECV/0yZh65IjZvbH1/dXfju7/7bH0O6/6LS0++/+OaZWPdGrzpfQtfGbQ6wOS+3OOxL16Ut3yZ68ruqQiOjZVc1uxJzei7vENmdPK/vXthVnN4CObEWdr6DHsJsS7iOXGPfRLH6B5ludy/GGXARy6yiEw1k0dM/qgatBC29sWQe4GuRePW836Ed0lL02jW4J5dAtod4TUho0hS4oqcpOCqEj2vBxRT2PY4Th8T/OuGs4KFm7nNb7+K3AQ8xz9qTogcspWoaVjG9+bcNKxssTtA4rmeKd9LNvSnSfEghmXh0CgplXh4Kw4hva3afQneC9ltAw8j5FkOchmgWVFhBAvatZ3ahEnz7Nq0YlE+Ldc3VGmamDeLBa9ji7JnL0aO0RlJ9vF7zoo7UpJRCK1yqppxRKG9tTH3I6n5tm13o895gPIWuxUONHucg8zW4TeQrRD359+ve59PxvKT2fUh4ntn3TmqbkqxHfodjp7JFftkd2d0Y+YEbfbYMpNQSzndU5UxotCDggSO+DTCD1WRvlNwUmzhx+ubMIfBIBsNStREFUdysZJ1l1OhKAl5UEqJQ+V7IstQCp7vWpBBYWCTF20+zuh6sLz0HhUvXGuSfP9+rJM8kYW12cg5GmwAWafYryrREupyiKyOmSYqauAVeqc53LUjVO3hZn2dYUmDRzUOJ9KRksj1cH4KT9iwU4ab+SBpTIqjEBjsb9DtzFkftEojjrdabZnZqj2KOv+qQz9nhB2MMkntKte1RTINW5CWzcoVoa9RGWgZJVHxGav7M/syixcTWTgUP+os6XAg753To6SG+8OqZ490yvjtklISdo1rkFLMsUctx9zLKOoP9M8if14f9sILXxvpAcZTGOvJACkgzv764g5fDqQCdcxTvLZhq+WrJnMY68gynOjXjXJ3DD5JCbeXWQWL02AnMqGmdG3L/cBhsFP4t1Z1Liu5ESxX2sYWnQhwcG+RwSkOy0tDrcHLwUp+gG8o7iXCKS22SnDpLbOF9DdTc3O0S78/SuaXZ/yQO+yxl8v2jwXQfbz+2dYTm3n/shagDqWFd9W3fVP1BX/Wl2r+7UHZt92Wmp5+tuS0tZxtORtUK9qVaQHDRn4P42yfn8afMOVwpbVt79cuIxu053NLrZo9RzdHvZ0W0itSelRSZmTQ1UN67vvIaqG4uzvncKXZ070AgtNN9qav4b2n1V1Qp/3vyhxOTYc7z6SBKYEHYgWZ11hw2N+S6xtlVTY9Ri924ucjC7WlfUAkexq+Vo3X+5eU+M1HS+27ywkjKGrGxlLdeKxM/Q6q+GVl2HO3svbIVl0aNsdFlVkM/c9Hfkprs/m9inKt++s3r2j9PsZvHQOMCqzpLRv5y42Dzz53d/XG2HGT9sopvbjU3dfrn+5/3nqbTZNx4c2Lvbu98endSXy4df/+b3rzfvb+8uN3r+9+XmNz3z4A9WevXLoyu7vG+G9vjh0+Xnz1cf32+CwDaZ2Py2Nw9zjg+yL//X1+ub2zf3E5A38jdrtpX6P/NbeSv1rf3H281/6vY/dfOfYps/3gBqe/hv3f73/Z+Xh6/L5r83f7T5w/Lw333z36Xdf3/z37r97+33S3n48+13pE/3Qh/+tUzp8ZM9ftL7T3ovYaveJD/K2/6A7aft31nafjPbwzdNdt/cyrS6eYC3OdnjJ3v8ZI+f9P7T9t/lzYMcpGSZvv1UH/Td///bOpWH59Htry7bR7//JNtHzfr4d5tfcv/p/u82iaS8rWl6+DTp4yd7/KT3n7b/rpbtgrXUZ5+2Zfr3n7Z695+2w2bl7bZ7tT1+0vtP27/b/v/m7yzd69u2a5C328rFh0/y+MkeP+n9p/s3mrY/+K3IRr/tPuvD5/u/l1R3f3//3vT+NYqVh1Xe/MdWuGRNu8/bhd78X360pM1ne/j88Pf13oastt3ntv1+1vL4/c1ne/h8//dbwfd//2iB28/28Pnh71u5//s2Pf799j/eStk9X8n3v7/Wh/dy/3lr50kPf28Pn+//fjtHdvP97TSWx8+2+2y7z/rwWR8s9/7706Od3X/Wh8+Pf3//77eF8Q92Xx4+737P9j+236+7728+28Pnh7+/f3n3ecL+8/b7/XG9tp/t4bP8x2Znf7ne+aBvJwbce82LtkHHhzHsl++utqPhv/y+CYYXv29BzoPH2HqPbyd0YgkVSyhUwmN+fdEkLEGxBMESEpWwrcyHEjqW0LCEiiUULCFjCdgmBdukcJvcrWQKS8hYgmEJiiUIlpCohP3uTnh3J7y7E97dCe/uhHd3wrs74d2d8O6OS8A2ufMPdaL+AUgwLEGxBMESEpWw8w9AQscSGpZQsQRsk4JtUrBNCrZJwTYp6U/b3R3v7o53d8e7u+Pd3fHu7nh3d7y7O97dHe/ujnd3x7u7493d8e7ueHdHJWCjxvsKb22l9qh0SyjelXsf27CPbdjHNuxjG/axDfvYhn1swz62YR/bsI9t2Mc27GMb9rEN+9iGfWxYAjZJbJHUIPG+xK4BeyelW0rxIuLXuA8TFYeJisNExWGi4jBRcZioOExUHCYqDhMVh4mKw0TFYaLiMFFxmKg4TFQaJioNE5WGiUrDRKVhotIwERZAjRH7aKVbUqlXUGwH2BL3q1hwpCs40hUc6QqOdAVHuoIjXcGRruBIV3CkKzjSFRzpCo50BUe6giNdoZGu0EhXaKQLC6D2iDc29i3YvWEPi5280j2t+DVSQ9L+pwW6jANdxoEu40CXcaDLONBlHOgyDnQZB7qMA13GgS7jQJdxoMs40GUa6DINdJkGukwDXVgANUfsGbBzwv4Ru2ilO1LxW6B2oNQSle4FpbvRsD/YG4LhWG04VhuO1YZjteFYbThWG47VhmO14VhtOFYbjtWGY7XhWG00VhuN1UZjtdFYbTRWGw21RkOt0VBrNNQaDbVGQ63RUGs01BoNtUZDbViA/GmRVnGkVRxpFUdaxZEW31Cr+IZaxTfUgISMJRiWgG1SsE0KtklsktgisUFie8TmiK2RGiP2btjBKn4EuohKX6NSQ1Jqyko3k9LtbNShGI+zO1PEd4crvjtc8d3hiu8OV3x3uOK7wxXfHa747nDFd4crvjtc8d1hIAHbJDZJbJHYILE9YnPE1kiNEfsm7B6xh1a8BvQtKLUDpZaodC8o3Y1K/YFhj7S3JNxJoOJOAhV3Eqi4k0DFnQQq7iRQcSeBijsJVNxJoOJOAhV3Eqi4k0BcAjZJbJHYILE9YnPE1oiNkdoidm7Yv2IXr3QRlb5GpYak1JSVbial21mxQ9kZQsFdQQruClJwV5CCu4IU3BWk4K4gBXcFKbgrSMFdQQruClJwV5CCu4LEJWCTxBaJDRLbIzZHbI3YGLktQgHYO2IHjWOE0reg1A6UWqLSvaB0Nyr1B0o9klFLNGqJxrOVnQTcJ6ngPkkF90kquE9SwX2SCu6TVHCfpIL7JBXcJ6ngPkkF90kquE9SXAI2SWyR2CCxPWJzxNaIjZHbIhRADRF7NuxcsX/HIQZHOaV2pNSSle4lpbtZqT9RaolKLdGoJRq1ROP51s4Ucd+2gvu2Fdy3reC+bQX3bSu4b1vBfdsK7ttWcN+2gvu2Fdy3reC+bQX3bSu0b1uhfdsK7dsWF4DtEZsjtkbuILElQQHUEKl+ugDYs2LnjuMLDnE4yuJAr3QnKd3LSr2JUn+m1BKVWqJRSzRqicbzvZ0p4iaQBTeBLLgJZMFNIAtuAllwE8iCm0AW3ASy4CaQBTeBLLgJZMFNIAtuAlloE8hCm0AW2gQyLgDbIzZHbI3cQWJLggKoIVL9dAHoG8BeETtmHBtweMIREgdpnCfgVEWpL1DqjRT7w/0z4B5xBTdDLbgZasHNUAtuhlpwM9SCm6EW3Ay14GaoBTdDLbgZasHNUAtuhlpwM9RCm6EW2gy10GaohTZDjQvA5oitkTtIbElQADVEqp8uAH0D1ASwV8WOHccWHN5whMVBHucZONXB2ZZSb6bYn+6fAXcqLLircMFdhQvuKlxwV+GCuwoX3FW44K7CBXcVLrircMFdhQvuKlxwV+GCuwoX2lW40K7ChXYVLrSrcKFdheMCsDVyB4ktCQqghkj10wWgb4CaAPaq2LHj2ILDG46wOMjjPAOnOjjbUuzN9hIMp4yGU0bccrPg5tYFN7cuuLl1wc2tC25uXXBz64KbWxfc3Lrg5tYFN7cuuLl1wc2tC21uXWhz60KbWxfa3LrQ5tZxAdgauYPElgQFUEOk+ukC0DdATQD7ZRwacHTCARLHaJwm4EwFJ0t/Qr6284eKc0bFOaPinBG3bi24TXvBbdoLbtNecJv2gtu0F9ymveA27QW3aS+4TXvBbdoLbtNecJv2Qtu0F9qmvdA27YW2aS+0TXuhbdoLbdMOnBO2JCiAGiLVTxeAvgFqAtirYseOYwsObzjC4iCP8wyc6uBs609I+HamKDjpFJx0Ck46cQ/hgucFFDwvoOB5AQXPCyh4XkDB8wIKnhdQ8LyAgucFFDwvoOB5AQXPCyh0XkCh8wIKnRdQ6LyAQucFFDovoNB5AcA5YUuCAqghUv10AegboCZAbRB7ZRwYcGzC4RFHaJwk4DwFp0o4W/sTEsadJSWc9iac9iac9iac9vJ22nh0RsGjMwoenVHw6IyCR2cUPDqj4NEZBY/OKHh0RsGjMwoenVHw6IxCR2cUOjqj0NEZhY7OKHR0RqGjMwodnVHo6AxgSVAANUSqny4AfQPUBKgN0k2AvToOLDi24fCKIzxOMnCeg1MtnO39CQnnoyHkiSbeQELFEgqWkLEEwxIUSxAsIVEJO8+Q8RybjOfYZDzHJuM5NhnPscl4jk3Gc2wynmOT8RybTOfYZDrHJtM5NpnOscl0jk2mc2wynWOT6RybTOfYhAVQQ6T66QLQN0BNgNog3QQ4LuDQhKMjDtA4R8BpCs6UcLKG80WesuadhPicjYIlZCrB8FMYfgrjT2FYgmIJgiUkKmHXNxdI6FhCwxKwTSq2ScU2qdgmFdukYptUbJOCbVKwTQq2ScE2KdgmBdukYJsUbJOCbVKwTWKTxBaJDRLbI08+cLzDzglbEhRADZHqpwtA3wA1AWqDdBPguIBDE46OOEDjHAGnKThTwskazhd5ylp27zE+wmfCEiqWULCEjCXglTS8ktaxhIYl4Ldp+G0afpt7aN8wtG8Y2jcM7RuG9g1D+4ahfcPQvmFo3zC0x5N5Mp4GmfE0yIynQWY8DTLjaZAZT4PMeBpkxtMgM54GmfE0yIynQWY8DTLjaZCZToPMdBpkptMgM50Gmek0yEynQWY6DTLTaZCZToPMcBpkhtMgM5wGGf739A1QE6A2SDcBjgs4NOHoiAM0zhFwmoIzJZys4XyRp6xl9xoqJgcqJgfiEjqWULGEgiVkLAG/C8PvwvC72NMLFdMLFdMLFdMLFdMLFdMLFdMLFdMLFdMLFdMLFdMLFdMLFdMLeAwckIBtUrFNKrZJxTYp2CYF26RgmxRsk4JtUrBNCrZJwTYp2CYF2yQ2SWyR2CCxPfIkDMc77JywJUEB1BCpfroA9A1QE6A2SDcBjgs4NOHoiAM0zhFwmoIzJZys4XyRp6x7eqFgeqFgeqFgeiEuoWEJFUsoWELGEgxLUCwB22TGNmnYJg3bpGGbNGyThm3SsE0atknDNmnYJg3bpGKbVGyTim1SsU0qtknFNqnYJhXbpGKbVGyTgm1SsE0KtknBNinYJgXbpGCbFGyTgm1SsE1ik8QWiQ0S2yNPJXG8w84JWxIUQA2R6qcLQN8ANQFqg3QT4LiAQxOOjjhA4xwBpyk4U8LJGs4Xecq6J0kyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJkkyJknwtHAgAdukYptUbJOKbVKxTQq2ScE2KdgmBdukYJsUbJOCbVKwTQq2ScE2iU0SWyQ2SGyPPJXE8Q47J2xJUAA1RKqfLgB9A9QEqA3STYC9Og4sOLbh8IojPE4ycJ6DUy2c7eGEk+e8e47EMEdimCMxzJEY5kgMcySGORLDHIlhjsQwR2KYIzHMkRjmSAxzJIY5EsMciWGOxDBHYpgjMcyRGOZIDHMkhjkSwxyJYY7EMEdimCMxzJEY5kgMcySGORLDHIlhjsQwR2KYIzHMkRjmSAxzJIY5EsMciVGOxChHYpQjMcqRGOVIjHIkRjkSoxyJUY7EIEdikCMxyJEY5EgMciQGORKDHEn039NdiKMCDkw4NuLwjDMEnKTgPAmnajhbxAkrz5n3lSyKWRrFLI1ilkYxS6OYpVHM0ihmaRSzNIpZGsUsjWKWRjFLo5ilUczSKGZpFLM0ilkaxSyNYpZGMUujmKVRzNIoZmkUszSKWRrFLI1ilkYxS6OYpVHM0ihmaRSzNIpZGsUsjWKWRjFLo5ilUczSKGZpFLM0SlkapSyNUpZGKUujlKVRytIoZWmUsjRKWRqFLI1ClkYhS6OQpVHI0ihkaRSyNApZGqUsjVKWRilLo5SlUcrSKGVplLI0SlkapSyNUpZGKUsTFoAj0p7mEUzzCKZ5BNM8gmkewTSPYJpHMM0jmOYRTPMIpnkE0zyCaR7BNI9gmkcwzSOY5hFM8wimeQTTPIJpHsE0j2CaRzDNI5jmEUzzCKZ5BNM8gmkewTSPYJpHMM0jmOYRTPMIpnkE0zyCaR7BNI9gmkcwzSOY5hFK8wileYTSPEJpHqE0j1CaRyjNI5TmEUrzCKR5BNI8AmkegTSPQJpHIM0jkOYRSPMIpXmE0jxCaR6hNI9QmkcozSOU5hFK8wileYTSPEJpHqE0j2CaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ2GaJ1GaJ1GaJ1GaJ1GaJ1GaJ1GaJ1GaJ1GaJ1GaJ0GaJ0GaJ0GaJ0GaJ0GaJ0GaJ0GaJ0GaJ/rvqRugfgj7cxxScFTDgRXHdpxe4AwHJ1k4z8OpJs52ccKNc34MOzjy2fEaNlFeIy5hx2sACR1LaFhCxRIKlpCxBMMSFEvANmnYJhXbpGKbVGyTim1SsU0qtknFNqnYJhXbpGKbFGyTgm1SsE0KtknBNinYJgXbpGCbFGyTgm0SmyS2SGyQ2B6xOfKojZ0TtiQogBoi1U8XgL4BagLUBukmoLuQugHqh7AnxM4YxwMcknBUxIEZ5wY4PcEZEk7ScJ6IU1WcLeOEHWMGDFswcuLgbU+LdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEyLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEiLdEiLdEiLdEiLdEiLdEiLdEiLdEiLdEiLdEiLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEqLdEqLcEqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiYUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiQUqiQUqiQUqiQUqiQUqiQUqiQUqiQUqiQUqiQUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqiUUqCg/mKwXzFYL5iMF8xmK8YzFcM5isG8xWD+YrBfMVgvmIwXzGYrxjMVwzmKwbzFYP5isF8xWC+YjBfMZivGMxXDOYrBvMVg/lKwXylYL5SMF8pmK8UzFcK5isF85WC+UrBfIVgvkIwXyGYrxDMVwjmKwTzFYL5CsF8hWC+QjBfKZivFMxXCuYrBfOVgvlKwXylYL5SMF8pmK8UzFcK5isF85WC+UrBfKVgvlIwXymYrxTMcyBdMJAuGEgXDKQLBtIFA+mCgXTBQLpgIF0wkC4YSBcMpAsG0gUD6YKBdMFAumAgXTCQLhhIFwykCwbSBQPpgoF0oUC6UCBdKJAuFEgXCqQLBdKFAulCgXShQLpAIF0gkC4QSBcIpAsE0gUC6QKBdIFAukAgXSCQLhRIFwqkCwXShQLpQoF0oUC6UCBdKJAuFEgXCqQLBdKFAulCgXShQLpQIF0okC4USBcKpDn8yxj+ZQz/MoZ/GcO/jOFfxvAvY/iXMfzLGP5lDP8yhn8Zw7+M4V/G8C9j+Jcx/MsY/mUK/zKFf5nCv0zhX6bwL1P4lyn8yxT+ZQr/MoR/GcK/DOFfhvAvQ/iXIfzLEP5lCP8yhH8Zwr9M4V+m8C9T+Jcp/MsU/mUK/zKFf5nCv0zhX6bwL1P4lyn8yxT+ZQr/MoV/mcK/TOFfpvAvY/hnGP4Zhn+G4Z9h+GcY/hmGf4bhn2H4Zxj+GYZ/huGfYfhnGP4Zhn+G4Z9h+GcY/hmFf0bhn1H4ZxT+GYV/RuGfUfhnFP4ZhX8G4Z9B+GcQ/hmEfwbhn0H4ZxD+GYR/BuGfQfhnFP4ZhX9G4Z9R+GcU/hmFf0bhn1H4ZxT+GYV/RuGfUfhnFP4ZhX9G4Z9R+GcU/hmFf4bLaBWX0Souo1VcRqu4jFYxkFYMpBUDacVAWjGQVgykFQNpxUBaMZBWDKQVA2nFQFoxkFYMpBUDacVAWjGQVgyklQJppUBaKZBWCqSVAmmlQFopkFYKpJUCaYVAWiGQVgikFQJphUBaIZBWCKQVAmmFQFohkFYKpJUCaaVAWimQVgqklQJppUBaKZBWCqSVAmmlQFopkFYKpJUCaaVAWimQVgqkFfeGEtwbSjAWF4zFBWNxwVhcMBYXjMUFY3HBWFwwFheMxQVjccFYXDAWF4zFBWNxwVhcMBYXjMUFY3HBWFwwFheMxQVjcaFYXCgWF4rFhWJxoVhcKBYXisWFYnGhWFwgFheIxQVicYFYXCAWF4jFBWJxgVhcIBYXiMWFYnGhWFwoFheKxYVicaFYXCgWF4rFhWJxoVhcKBYXisWFYnGhWFwoFheKxYViccFjmxJG8wmj+YTRfMJoPmE0nzCaTxjNJ4zmE0bzCaP5hNF8wmg+YTSfMJpPGM0njOYTRvMJo/mE0XzCaD5hNJ8wmk8YzSeM5hNG84mi+UTRfKJoPlE0nyiaTxTNJ4rmE0XziaL5BNF8gmg+QTSfIJpPEM0niOYTRPMJovkE0XyCaD5RNJ8omk8UzSeK5hNF84mi+UTRfKJoPlE0nyiaTxTNJ4rmE0XziaL5RNF8omg+UTSf6CBoneggaCChYAkZSzAsQbEEwRISlbBjFICEjiVgm1Rsk4ptUrFNKrZJxTap2CYV26RgmxRsk4JtUrBNCrZJwTYp2CYF26RgmxRsk9gksUVig8T2iM2RR23snLAlQQHUEKl+ugD0DVAToDZINwHdhdQNUD+EPSF2xjge4JCEoyIOzDg3wOkJzpBwkobzRJyq4mwZJ+wYM2DYwpGT7SypY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iY06iU06iU06iU06iU06iU06iU06iU06iU06iU06iQ06iQ06iQ06iQ06iQ06iQ06iQ06iQ06iQ06iQ06iU06iU06iU06iU06iU06iU06iU06iU06iU06iU06iU06iU06iU06iU06iU06iU04iHlJ377FhUqJhUqJhUqJhUqJhUqJhUqJhUqJhUqJhUqJhUqJhUqJhUqJhUqJhUqJhUqJhUqJhUqJhON8wnG8YzjcM5xuG8w3D+YbhfMNwvmE43yicbxTONwrnG4XzjcL5RuF8o3C+UTjfKJxvEM43COcbhPMNwvkG4XyDcL5BON8gnG8QzjcI5xuF843C+UbhfKNwvlE43yicbxTONwrnG4XzjcL5RuF8o3C+UTjfKJxvFM43jMYrRuMVo/GK0XjFaLxiNF4xGq8YjVeMxitG4xWj8YrReMVovGI0XjEarxiNV4zGK8bSFWPpirF0xVi6YixdMZauGEtXjKUrxtKVYulKsXSlWLpSLF0plq4US1eKpSvF0pVi6QqxdIVYukIsXSGWrhBLV4ilK8TSFWLpCrF0hVi6UixdKZauFEtXiqUrxdKVYulKsXSlWLpSLF0plq4US1eKpSvF0pVi6UqxdMVYumAsXTCWLhhLF4ylC8bSBWPpgrF0wVi6YCxdMJYuGEsXjKULxtIFY+mCsXTBOLZgHFswji0YxxaMYwvGsQXj2IJxbKE4tlAcWyiOLRTHFopjC8WxheLYQnFsoTi2QBxbII4tEMcWiGMLxLEF4tgCcWyBOLZAHFsgji0UxxaKYwvFsYXi2EJxbKE4tlAcWyiOLRTHFopjC8WxheLYQnFsoTi2YBiaMQzNGIZmDEMzhqEZw9CMYWjGMDRjGJoxDM0YhmYMQzOGoRnD0IxhaMYgMmMQmTGIzBhEZgwiMwaRGYPIjEFkpiAyUxCZKYjMFERmCiIzBZGZgshMQWSmIDJDEJkhiMwQRGYIIjMEkRmCyAxBZIYgMkMQmSGIzBREZgoiMwWRmYLITEFkpiAyUxCZKYjMFERmCiIzBZGZgshMQWSmIDIeEXeLYBiGGoahhmGoYRhqGIYahqGGYahhGGoYhhqGoYZhqGEYahiGGoahhkGkYRBpGEQaBpGGQaRhEGkYRBoGkUZBpFEQaRREGgWRRkGkURBpFEQaBZFGQaRBEGkQRBoEkQZBpEEQaRBEGgSRBkGkQRBpEEQaBZFGQaRREGkURBoFkUZBpFEQaRREGgWRRkGkURBpFEQaBZFGQSSHgIohoGIIqBgCKoaAiiGgYgioGAIqhoCKIaBiCKgYAiqGX4rhl2L4pRh+KYZfiuGXYvilGH4phV9K4ZdS+KUUfimFX0rhl1L4pRR+KYVfCuGXQvilEH4phF8K4ZdC+KUQfimEXwrhl0L4pRR+KYVfSuGXUvilFH4phV9K4ZdS+KUUfimFX0rhl1L4pRR+KYVfHPoIhj6CoY9g6CMY+giGPoKhj2DoIxh2CIYdgmGHYNghGHYIhh2CYYdg2CEUdgiFHUJhh1DYIRR2CIUdQmGHUNghFHYIhB0CYYdA2CEQdgiEHQJhh0DYIRB2CIQdAmGHUNghFHYIhR1CYYdQ2CEUdgiFHUJhh1DYIRR2CIUdQmGHUNghFHbwNDPhNDPhNDPhNDPhNDPhNDPhNDPhNDPRNDPRNDPRNDPRNDPRNDPRNDPRNDPRNDPRNDPBNDPBNDPBNDPBNDPBNDPBNDPBNDPBNDPBNDPBNDPRNDPRNDPRNDPRNDPRNDPRNDPRNDPRNDPRNDPRNDPRNDPRNDPRNDPRNDPRvtIy0UQVSKhYQsESMpZgWIJiCYIlJCphogKwRWKDxPaIzRFbIzZGbotQADVEqp8uAH0D1ASoDdJNQHchdQPUD2FPiJ0xjgc4JOGoiAMzzg1weoIzJKGWqNQSFftCaonKk6Pda+g4Ue04Ue04Ue04Ue04Ue04Ue04Ue04Ue00Ue00Ue00Ue00Ue00Ue00Ue00Ue00Ue00Ue0wUe0wUe0wUe0wUe0wUe0wUe0wUe0wUe0wUe0wUe00Ue00Ue00Ue00Ue00Ue00Ue00Ue00Ue00Ue00Ue00Ue00Ue00Ue00UY1HxN0zNNo1SPA8UiChYwkNS6hYQqESBK+k4JUUvJKCV1L4SmYswbAExRLw7ha8u7FJYovEBontEZsjtkZsjNwWoQBqiFQ/XQD6BqgJUBukm4DuQuoGqB/CnhA7YxwPcEjCUREHZpwb4PQEZ0g4SVNqiYp9IbVEpZaoOCLmnSnGxylnLMGwBMUSBEtIVMIeAVaMACtGgBUjwIoRYKU3Z4EEbJOGbdKwTSqXgK1asFULtmrBVi3YqgVbtWCrFmzVgq1asE0KtklsktgisUFie+SBH/s37JywJUEB1BCpfroA9A1QE6A2SDcB3YXUDVA/hD0hdsY4HuCQhKMiDsw4N8DpCc6QcJKG80Scqiq1RKWWqBwJ795jfCh0wxIqllCwhIwlGJagWIJgCYlK2HMKBXMKBXMKBXMKBXMKBXMKBXMKBXMKBXMKhXbjiktQbJOKbVKxTSq2ScU2qdgmFdukYptUbJOKbVKwTQq2ScE2KdgmBdukYJsUbJOCbVKwTQq2SWyS2CKxQWJ75KkkjnfYOWFLggKoIVL9dAHoG6AmQG2QbgK6C6kboH4Ie0LsjHE8wCEJR0UcmHFugNMTnCHhJA3niThVxdkyTtgxZsCwhSOnsnsN4Sm/JVEJecISOpbQsISKJRQsIWMJhiUoloBtMmObNGyThm3SsE0atknDNmnYJg3bpGGbNGyThm1SsU0qtknFNqnYJhXbpGKbVGyTim1SsU0qtknBNinYJgXbpGCbFGyTgm1SsE0KtknBNinYJrFJYovEBontkaeSON5h54QtCQqghkj10wWgb4CaALVBugnoLqRugPoh7AmxM8bxAIckHBVxYMa5AU5PcIaEkzScJ+JUFWfLOGHHmAHDFoycOHgru9dgmHA0TDgaJhwNE46GCUfDhKNhwtEw4WiYcDRMOBomHA0TjoYJR8OEo2HC0TDhaJhwNEw4GiYcDROOhglHw4SjYcLRMOFomHA0TDgaJhwNE46GCUfDhKNhwtEw4WiYcDRMOBomHA0TjoYJR8OEo2HC0TDhaJhwNEw4GiUcjRKORglHo4SjUcLRKOFolHA0SjgaJRwNEo4GCUeDhKNBwtEg4WiQcDRIOBokHA0SjgYJR6OEo1HC0SjhaJRwNEo4GiUcjRKORglHo4SjUcLRKOFolHA0SjgaJRyNEo5GCUejhKNRwjGeVuyeQcMSMpZgWIJiCYIlJCphT5sqpk0V06aKaVPFtKli2lQxbaqYNlVMmyqmTRXTpoppU8W0qWLaVDFtqpg2VUybKqZNFdOmimlTxbSpYtpUMW2qmDZVTJsqpk0V06aKaVPFtKli2lQxbaqYNlVMmyqmTRXTpoppU8W0qWLaVDFtqpg2VUqbKqVNldKmSmlTpbSpUtpUKW2qlDZVSpsqpE0V0qYKaVOFtKlC2lQhbaqQNlVImyqkTRXSpkppU6W0qVLaVCltqpQ2VUqbKqVNldKmSmlTpbSpUtpUKW2qlDZVSpsqpU2V0qZKaVOltKli2lQwbSqYNhVMmwqmTQXTpoJpU8G0qWDaVDBtKpg2FUybCqZNBdOmgmlTwbSpYNpUMG0qmDYVTJsKpk0F06aCaVPBtKlg2lQwbSqYNhVMmwqmTQXTpoJpU8G0qWDaVDBtKpg2FUybCqZNBdOmgmlTwbSpYNpUMG0qmDYVTJsKpk0F06ZCaVOhtKlQ2lQobSqUNhVKmwqlTYXSpkJpU4G0qUDaVCBtKpA2FUibCqRNBdKmAmlTgbSpQNpUKG0qlDYVSpsKpU2F0qZCaVOhtKlQ2lQobSqUNhVKmwqlTYXSpkJpU6G0qVDaVChtGs8KdqaYwhIqllCwhIwlGJagWIJgCYlK2DOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOvCTOviTKviTKviTKviTKviTKviTKviTKviTKviTKvCTKvCTKvCTKvCTKvCTKvCTKvCTKvCTKvCTKvCTKviTKviTKviTKviTKviTKviTKviTKviTKviTKviTKviTKviTKviTKviTKviTKviTKviTKviRasxtOKR0uawgI6FdCogEoFFCogUwFGBSgVIFRAggIytcRMLTFTS8zUEjO1xEwtMVNLzNQSM7XETC3RqCUatUSjlmjUEo1aolFLNGqJRi3RqCUatUSllqjUEpVaolJLVGqJSi1RqSUqtUSllqjUEoVaolBLFGqJQi1RqCUKtUShlijUEoVaolBLpIZI7ZCaIUYrND2iQY26ImpA7N9D84Pa4cPDtYevHloeNHy47+C2h16Hej3qdqnfp4GHRj4aemnsp8kHzX5o+kXzP5qA0gyYpuAUA1AQQlEQhmH10QA6JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JYo7JIo7JIo7JIo7JIo7JIo7JIo7JIo7JIo7JIo7I4o7I4o7I4o7I4o7I4o7I4o7I4o7I4o7I4o7I4o7JIo7JIo7JIo7JIo7JIo7JIo7JIo7JIo7JIo7JIo7JIo7JIo7JIo7JIo7JIo7JIo7JIo7JIrjWcfjArawAKUChApIUMCO626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626U626Q626Q626Q626Q626Q626Q626Q626Q626Q626M626M626M626M626M626M626M626M626M626M626Q626Q626Q626Q626Q626Q626Q626Q626Q626Q626Q626Q626Q626Q626Q626Q626Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Ua66Qa66Qa66Qa66Qa66Qa66Qa66Qa66Qa66Qa66Ma66Ma66Ma67/f2t3r2tLslxX+FUE2jQqY0bkz1vIkidDBBrCBa4EgaTk8d1Jqc/xhf21e3Gz+uy1YlVFjJFZ01jzNta8jTVvY83bWPM21ryNNW9kzRtZ80bWvJE1b2TNG1nzRta8kTVvZM0bWfNG1ryRNW9kzRtZ80bWvJE1//yp/+sfMAqrR2H1KKwehdWjsHoUVo/C6lFYPQqrR2H1KKwehdWjsHoUVo/C6lFYPQqrR2H1KKwehdWjsHoUVo/C6lFYPQqrR2H1KKwehdWjsHoUVo/C6lFYPQqrR2H1KKwehdWjsHoUVo/C6lFYPQqrR2H1KKwehdWjsHoUVo/C6lFYPQqrR2H1KKwehdWjsHoUVg/C6kFYPQirB2H1IKwehNWDsHoQVg/C6jFYPQarx2D1GKweg9VjsHoMVo/B6jFYPQarB2H1IKwehNWDsHoQVg/C6kFYPQirB2H1IKwehNWDsHoQVg/C6kFYPQirf/7U/3WBVtrdSrtbaXcr7W6l3a20u5V2t9LuVtrdSrtbaXcr7W6l3a20u5V2t9LuVtrdSrtbaXcr7W6l3a20u5V2t9LuVtrdSrtbaXcr7W6l3a20u5V2t9LuVtrdSrtbaXcr7W6l3a20u5V2t9LuVtrdSrtbaXcr7W6l3a20u5V2t9LuVtrdSrtbaXcr7W6l3a20u5V2N9LuRtrdSLsbaXcj7W6k3Y20u5F2N9LuNtrdRrvbaHcb7W6j3W20u412t9HuNtrdRrsbaXcj7W6k3Y20u5F2N9LuRtrdSLsbaXcj7W6k3Y20u5F2N9LuRtrdSLt//tT/VUD58QW2XmD0Aq0XiF6g9AJLL/DhBX7z9ihvj/L2KG+P8vYob4/y9ihvj/L2KG+P8vYob4/y9ihvj/L2KG+P8vYob4/y9ihvj/L2KG+P8vYob4/y9ihvj/L2KG+P8vYob4/y9ihvj/L2KG+P8vYob4/y9ihvj/L2KG+P8vYob4/y9ihvj/L2KG+P8vYob4/y9ihvD/L2IG8P8vYgbw/y9iBvD/L2IG8P8vYYb4/x9hhvj/H2GG+P8fYYb4/x9hhvj/H2IG8P8vYgbw/y9iBvD/L2IG8P8vYgbw/y9iBvD/L2IG8P8vYgbw/y9p8/9X8VQCmwLwX2pcC+FNiXAvtSYF8K7EuBfSmwLwX2pcC+FNiXAvtSYF8K7EuBfSmwLwX2pcC+FNiXAvtSYF8K7EuBfSmwLwX2pcC+FNiXAvtSYF8K7EuBfSmwLwX2pcC+FNiXAvtSYF8K7EuBfSmwLwX2pcC+FNiXAvtSYF8K7EuBfSmwLwX2pcC+FNiXAvtSYF8K7EuBfSmwLwX2hcC+ENgXAvtCYF8I7AuBfSGwLwT2hcC+DNiXAfsyYF8G7MuAfRmwLwP2ZcC+DNiXAftCYF8I7AuBfSGwLwT2hcC+ENgXAvtCYF8I7AuBfSGwLwT2hcC+ENgXAvufP/V/fYFLif9S4r+U+C8l/kuJ/1Liv5T4LyX+S4n/UuK/lPgvJf5Lif9S4r+U+C8l/kuJ/1Liv5T4LyX+S4n/UuK/lPgvJf5Lif9S4r+U+C8l/kuJ/1Liv5T4LyX+S4n/UuK/lPgvJf5Lif9S4r+U+C8l/kuJ/1Liv5T4LyX+S4n/UuK/lPgvJf5Lif9S4r+U+C8l/kuJ/1Liv5T4LyX+S4n/UuK/lPgvJP4Lif9C4r+Q+C8k/guJ/0Liv5D4LyT+y4j/MuK/jPgvI/7LiP8y4r+M+C8j/suI/zLiv5D4LyT+C4n/QuK/kPgvJP4Lif9C4r+Q+C8k/guJ/0Liv5D4LyT+C4n/QuL/867hzy/gQ2PwoTD40Bd8qAs+tAUfyoIPXcGHquBDU/ChKPjQE3yoCT60BB9Kgg8dwYeK4END8KEg+NAPfKgHPrQDH8qBD93Ah2rgQzPwoRj40At8qAU+tAIfSoEPncCHSuBDI/ChEPjQB3yoAz60AR/KgA9dwIcq4EMT8KEI+NADfKgBPrQAH0qADx3AhwrgQwPwoQD4kP9/iP8/pP8fwv8P2f+H6P9D8v8h+P+Q+3+I/T+j/p9B/8+Y/2fI/zPi/xnw/4z3f4b7P6P9H8H+j1j/R6j/I9L/Eej/iPN/hPk/ovwfQf6PGP9niP8zwv8Z4P+M73+G9z+j+5/B/c/Y/mdo/zOy/xnY/4zrf4b1P6P6n0H9z5j+z5uCPz87VQILlYCeIdAjBHqCQA8Q6PkBPT6gpwf08ICeHdCjA3pyQA8O6LkBPTagpwb00ICeGdAjA3piQA8M6HkBPS6gpwX0sICeFdCjAnpSQA8K6DkBPSagpwT0kICeEdAjAnpCQA8I6PkAPR6gpwP0cICeDdCjAXoyQA8G6LkAPRagpwL0UICeCdAjAXoiQA8E6HkAPQ6gpwH0MICeBdCjAHoSAA8C4DkAPAaApwDwEACeAcAjAHgCAA8A2P5/2/5vu/9t87/t/bet/7bz3zb+275/2/aPu/5x0z/u+cct/7jjHzf8435/3O6Pu/1xsz/u9cet/rjTHzf64z5/3Ob/86bgzz++UCkUKgV9L1GhUtAcAo0h0BQCDSHQDAKNINAEAg0g0PwBjR/Q9AENH9DsAY0e0OQBDR7Q3AGNHdDUAQ0d0MwBjRzQxAENHNC8AY0b0LQBDRvQrAGNGtCkAQ0a0JwBjRnQlAENGdCMAY0Y0IQBDRjQfAGNF9B0AQ0X0GwBjRbQZAENFtBcAY0V0FQBDRXQTAGNFNBEAQ0U0DwBjRPANAEME8AsAYwSwCQBDBLAHAGMEcAUAQsRsAwBixCwBAELELD8AIsPsPQACw+w7ACMDsDkAAwOwNwAjA3A1AAMDcDMAIwMwMQADAzAvACMC8C0AAwLwKyAn/cUf370P84GPg/XX1wfXF+4fuF6/Pw3fv4bP/9fSiWoVIJKJahUgkolqFSCSiWoVIJKJahUgkolqFSCSiWoVIJKJahUgkolqFSCSiWoVIJKJahUgkolqFSCSiWoVIJKJahUgkolqFSCSiWoVIJKJahUgkolqFSCSiWoVIJKJahUgkolqFSCSiWoVIJKJahUgkolqFSCSiWoVIJKJahUgkolqFSCSiWoVIJKJahUYkolplRiSiWmVGJKJaZUYkolplRiSiWkVEJKJaRUQkolpFRCSiWkVEJKJaRUQkolplRiSiWmVGJKJaZUYkolplRiSiWmVGJKJaZUYkolplRiSiWmVGJK5ec9xZ//+f7x+uD6z9b/UjqNSufn6/HzO/j5/VJCjUqoUQk1KqFGJdSohBqVUKMSalRCjUqoUQk1KqFGJdSohBqVUKMSalRCjUqoUQk1KqFGJdSohBqVUKMSalRCjUqoUQk1KqFGJdSohBqVUKMSalRCjUqoUQk1KqFGJdSohBqVUKMSalRCjUqoUQk1KqFGJdSohBqVUKMSalRCjUqoUQk1KqFGJdSohBqVUKMSalRCjUqoUQk1KqFGJdSohBqVUJsSalNCbUqoTQm1KaE2JdSmhNqUUJsSalJCTUqoSQk1KaEmJdSkhJqUUJMSalJCTUqoTQm1KaE2JdSmhNqUUJsSalNCbUqoTQm1KaE2JdSmhNqUUJsSalNCbUro5z3Fn+sHldKgUvr5+sL1n63/paQGldSgkhpUUoNKalBJDSqpQSU1qKQGldSgkhpUUoNKalBJDSqpQSU1qKQGldSgkhpUUoNKalBJDSqpQSU1qKQGldSgkhpUUoNKalBJDSqpQSU1qKQGldSgkhpUUoNKalBJDSqpQSU1qKQGldSgkhpUUoNKalBJDSqpQSU1qKQGldSgkhpUUoNKalBJDSqpQSU1qKQGldSgkhpUUoNKalBJDSqpQSU1qKQGldSgkhpTUmNKakxJjSmpMSU1pqTGlNSYkhpTUkNKakhJDSmpISU1pKSGlNSQkhpSUkNKakhJjSmpMSU1pqTGlNSYkhpTUmNKakxJjSmpMSU1pqTGlNSYkhpTUmNKakxJ/Xg5PtV/Ga2NRmuj0dpotH6+fuH6z9b/MmIbjdjP1x9cv3E91t/B+jtYfwfr72D9Hay/jfW3sf421t/G+ttYfxvrb2P9bay/jfW3sf4G62+w/gbrb7D+ButvsP4G62+w/gbrb7D+Guuvsf4a66+x/hrrr7H+Guuvsf4a66+x/oL1F6y/YP0F6y9Yf8H6C9ZfsP6C9Resv8L6K6y/wvorrL/C+iusv8L6K6y/wvorrL+F9bew/hbW38L6W1h/C+tvYf0trL+F9bew/rD8lL7g8IW9M7Y++OTCGw/WDS23orP/tv3h9qnbV271ZsVuvzT7mds9Bu9weIPF+zs+XvDphg9XfLZja4GdDTZW2NdhW4ldLTbV2NPjSIETjQ5Uv4TeQaF3UOgdFHoHhd5BoXdQ6B0UegeF3kGhd1DoHRR6B4XeQaF3UOgdFHoHhd5BoXdQ6B0UegeF3kGhd1DoHRR6B4XeQaF3UOgdFHoHhd5BoXdQ6B0UegeF3kGhd1DoHRR6B4XeQaF3UOgdFHoHhd5BoXdQ6B0UegeF3kGhd1DoHRR6B4XeQaF3UOgdFHoHhd5BoXdQ6B0UegeF3kGhd1DoHRR6B4XeQaF3UOgdFHoHhd5BoXdQ6B0UegeF3kGhd1DoHRR6B4XeQaF3UOgdE3rHhN4xoXdM6B0TeseE3jGhd0zoHRN6h4TeIaF3SOgdEnqHhN4hoXdI6B0SeoeE3iGhd0zoHRN6x4TeMaF3TOgdE3rHhN4xoXdM6B0TeseE3jGhd0zoHRN6x4TeMaF3TOgdE3oq5C4KuYtC7qKQuyjkLgq5i0LuopC7KOQuCrmLQu6ikLso5C4KuYtC7qKQuyjkLgq5i0LuopC7KOQuCrmLQu6ikLso5C4KuYtC7qKQuyjkLgq5i0LuopC7KOQuCrmLQu6ikLso5C4KuYtC7qKQuyjkLgq5i0LuopC7KOQuCrmLQu6ikLso5C4KuYtC7qKQuyjkLgq5i0LuopC7KOQuCrmLQu6ikLso5C4KuYtC7qKQuyjkLgq5i0LuopC7KOQuCrmLQu6ikLso5C4KuWtC7pqQuybkrgm5a0LumpC7JuSuCblrQu6SkLsk5C4JuUtC7pKQuyTkLgm5S0LukpC7JOSuCblrQu6akLsm5K4JuWtC7pqQuybkrgm5a0LumpC7JuSuCblrQu6akLsm5K4JuYtG7aFRe2jUHhq1h0btoVF7aNQeGrWHRu2hUXto1B4atYdG7aFRe2jUHhq1h0btoVF7aNQeGrWHRu2hUXto1B4atYdG7aFRe2jUHhq1h0btoVF7aNQeGrWHRu2hUXto1B4atYdG7aFRe2jUHhq1h0btoVF7aNQeGrWHRu2hUXto1B4atYdG7aFRe2jUHhq1h0btoVF7aNQeGrWHRu2hUXto1B4atYdG7aFRe2jEHhqxh0bsoRF7aMQeGrGHRuyhEXtoxB4asYdG7JkRe2bEnhmxZ0bsmRF7ZsSeGbFnRuyZEXtkxB4ZsUdG7JERe2TEHhmxR0bskRF7ZMQeGbFnRuyZEXtmxJ4ZsWdG7JkRe2bEnhmxZ0bsmRF7ZsSeGbFnRuyZEXtmxB46qfWhlIILLL3Ahxf45aXgAlcvcPQCWy8weoHWC2glHq3ErV/j1q9x69e49Wvc+jVu/Ro3f416Q9l6Qxm9oYxW4mgljlbiaCWOVuJoJY5W4mgljlZiayW2VmJrJbZWYmsltlZiayW2VmJrJbZWYrQSo5UYrcRoJUYrMVqJ0UqMVmK0EqOVWFqJpZVYWomllVhaiaWVWFqJpXWwtA6W1sHSOlhaB0vrYGkdLK2DpXekpXekpZWohcj4QQcmbXO1OdFHit6KtIBsPZYf/tfxj8fPHr96rDwsfPzd4c8e7zp619Pbrt739cGjTz599OqzX5sP7X60/dL+r/S+h/WnDTB34L/Vz1L1s1T9LFU/S9XPUvWzVP0sVT9L1c9S9bNUvCwVL0vFy1LxslS8LBUvS8XLUvGyVLwsFS9LxctS8bJUvCwVL0vFy1LxslS8LBUvS8XLUvGyVLwsFS9LxctS8bJUvCwVL0vFy1LxslS8LBUvS8XLUvGyVLwsFS9LxctS8bJUvCwVL0vFy1LxslS8LBUvS8XLUvGyVLws9SZLvclSb7LUmyz1Jku9yVJvstSbLPUmS73JUm+y0Jss9CYLvclCb7LQmyz0Jgu9yUJvstCbLPMmy7zJMm+yzJss8ybLvMkyb7LMmyzzJsu8yUJvstCbLPQmC73JQm+y0Jss9CYLvclCb7LQmyz0Jgu9yUJvstCbLPQmjPxLkX8p8i9F/qXIv/BdXHAB/Ra2fgtbv4Wt38LmbyF6gdILLL3AhxcYrcTRShytxNFKHK3E0UocrcTRShytxNFKbK3E1kpsrcTWSmytxNZKbK3E1kpsrcTWSoxWYrQSo5UYrcRoJUYrMVqJ0UqMVmK0EksrsbQSSyuxtBJLK7H0ayz9Gpd+jUu/xqVf49KvcenXuPSGsvSGsvSGsrQSl1aiFiIP/zrvaJeqvYU+EfRWpAVk67H88L+Ofzx+9vjVY+Vh4ePvDn/2eNfRu57edvW+rw8effLpo1ef/dp8aPej7Zf2f9qAFtZfYf2VPvV+O4OoM4g6g6gziCL/KPKPIv8o8o8i/yjyjyL/KPKPIv8o8o8i/yjyjyL/KPKPIv8o8o8i/yjyjyL/KPKPIv8o8o8i/yjyjyL/KPKPIv8o8o8i/yjyjyL/KPKPIv8o8o8i/yjyjyL/KPKPIv8o8o8i/yjyjyL/KPKPEvsosY8S+yixjxL7KLGPEvsosY8S+yixjxL7KLEPEvsgsQ8S+yCxDxL7ILEPEvsgsQ8S+xixjxH7GLGPEfsYsY8R+xixjxH7GLGPEfsgsQ8S+yCxDxL7ILEPEvsgsQ8S+yCxDxL7ILEPEvsgsQ8SewbmrcC8Ma765xf4DcxbgXkrMG8F5q3AvBWYtwLzVmDeCsxbgXkrMG8F5q3AvBWYtwLzVmDeCsxbgXkrMG8F5q3AvBWYtwLzVmDeCsxbgXkrMG8F5q3AvBWYtwLzVmDeCsxbgXkrMG8F5q3AvJV3t/LuVt7dyrtbaXMrbW6lza20uZU2t9LmVtrcSptbaXMrbW6lza20uZE2N9LmRtrcSJsbaXMjbW6kzY20uZE2t9HmNtrcRpvbaHMbbW6jzW20uY02t9HmNtrcSJsbaXMjbW6kzY20uZE2N9LmRtrcSJsbaXMjbW6kzY20uZE2M+sdZb2jrHeU9Y6y3lHWO4pqR1HtKKodRbWjqHYU1Y6i2lFUO4pqR1HtKKodRbWjqHYU1Y6i2lFUO4pqR1HtKKodRbWjqHYU1Y6i2lFUO4pqR1HtKKodRbWjqHYU1Y6C0lFMOYopRzHlKKYcxZSjmHIUU45iylFMOYopRzHlKKYcxJSDmHIQUw5iykFMOYgpBzHlIKYcxJRjmHIMU45hyjFMOYYpxzDlGKYcw5RjmHIMUw5iykFMOYgpBzHlIKYcxJSDmHIQUw5iykFMOYgpBzHlIKYcxJRMGbdSxq2UcStl3ErYthK2rYRtK2HbSti2ErathG0rYdtK2LYStq2EbSth20rYthK2rYRtK2HbSti2ErathG0rYdtK2LYStq2EbSth20rYthK2rXxrK9/ayre28q2tfGsr39rKt7byra18ayvf2sq3tvKtjXxrI9/ayLc28q2NfGsj39rItzbyrY18axvf2sa3tvGtbXxrG9/axre28a1tfGsb39rGtzbyrY18ayPf2si3NvKtjXxrI9/ayLc28q2NfGsj39rItzbyrY18i8nKUbJylKwcJStHycpRsnKUaxzlGke5xlGucZRrHOUaR7nGUa5xFEscxRJHscRRLHEUSxzFEkepwlGqcJQqHKUKR6nCUapwlCocpQpHqcJRqnCUKhylCgepwkGqcJAqHKQKB6nCQapwkCocpAoHqcIxqnCMKhyjCseowjGqcIwqHKMKx6jCMapwjCocpAoHqcJBqnCQKhykCgepwkGqcJAqHKQKB6nCQapwkCocpAoHqcLRDR9XscRVLHEVS1zFElexxFUscRVLXMUSV7HEVSxxFUtcxRJXocBVKHAVClyFAlehwNWZ/upMf3WmvzrTX53pr870V2f6qzP91Zn+6kx/daa/OtNfnOkvzvQXZ/qLM/3Fmf7iTH9xpr8401+c6a/N9Ndm+msz/bWZ/tpMf22mvzbTX5vpr83012b6izP9xZn+4kx/caa/ONNfnOkvzvQXZ/qLM/3Fmf7iTH9xpr8401+c6a/O9E9n+qcz/dOZ/ulM/3SifjpRP52on07UTyfqpwPx04H46UD8dBx9Oo4+HUefjqNPx9Gn4+jTcfTpOPp0HH06jj4dR5+Oow/H0Yfj6MNx9OE4+nAcfTiOPhxHH46jD8fRZ+Pos3H02Tj6bBx9No4+G0efjaPPxtFn4+izcfThOPpwHH04jj4cRx+Oow/H0Yfj6MNx9OE4+nAcfTiOPhxHH46jD8fRh+NofTiOwgWOXmDpBT68QOu/oPVfEP0ao19j6Z+w9E9Y+icsrcRfd1O4wOgFWi8QvUDpBfTHtLQStRC1DrUMtQq1CLUGtQS5Am09lh/+1/GPx88ev3qsPCx8/N3hzx7vOnrX09uu3vf1waNPPn306rNfmw/tfrT90v6v9L6H9Vf61Pn1MqVaOkUsnSKWThFLp4ilU8TSKWLpFLF0ilg6RSydIpZOEUuniKVTxNIpYukUsXCKWDhFLJwiFk4RC6eIhVPEwili4RSxcIpYNkUsmyKWTRHLpohlU8SyKWLZFLFsilg2RSybIhZOEQuniIVTxMIpYuEUsXCKWDhFLJwiFk4RC6eIhVPEwili4RSxcIpYOkWUThGlU0TpFFE6BJQOAaVDQOkQUDoElA4BpUNA6RBQOgSUDgGlQ0DhEFA4BBQOAYVDQOEQUDgEFA4BhUNA4RBQNgSUDQFlQ0DZEFA2BJQNAWVDQNkQUDYElA0BhUNA4RBQOAQUDgGFQ0DhEFA4BBQOAYVDQOEQUDgEFA4BhUNA4RDAPXy0h4+24NEWPNqCR1vwaAsebcGjLXi0BY+24NEWPNqCB1vwYAsebMGDLXiwBQ+24MEWPNiCB1vwWAsea8FjLXisBY+14LEWPNaCx1rwWAsea8GDLXiwBQ+24MEWPNiCB1vwYAsebMGDLXiwBQ+24MEWPNiCB1twboBbG+DWBri1AW5tgFsb4NYGuLUBbm2AWxvg1ga4sQFubIAbG+DGBrixAW5sgBsb4MYGuLEBbmuA2xrgtga4rQFua4DbGuC2BritAW5rgNsa4MYGuLEBbmyAGxvgxga4sQFubIAbG+DGBrixAW5sgBsb4MYGuLEB/vH6/ov639H+d7T/He1/R/vf0f53tP8d7X9H+9/R/new/x3sfwf738H+d7D/Hex/B/vfwf53sP8d63/H+t+x/nes/x3rf8f637H+d6z/Het/x/rfwf53sP8d7H8H+9/B/new/x3sfwf738H+d7D/Hex/B/vfwf53sP8d7H9H+9+t/e/W/ndr/7u1/93a/27tf7f2v1v7363978b+d2P/u7H/3dj/bux/N/a/G/vfjf3vxv53W/+7rf/d1v9u63+39b/b+t9t/e+2/ndb/7ut/93Y/27sfzf2vxv7343978b+d2P/u7H/3dj/bux/N/a/G/vfjf3vxv53Y/+7tf/V7O3S7O3S7O3S7O3S7O3S7O3S7O3S7O3S7O3C7O3C7O3C7O3C7O3C7O3C7O3C7O3C7O3C7O2y7O2y7O2y7O2y7O2y7O2y7O2y7O2y7O2y7O2y7O3C7O3C7O3C7O3C7O3C7O3C7O3C7O3C7O3C7O3C7O3C7O3C7O3C7O3C7O2fr++/qH3VmNnSmNnSmNnSmNnSmNnSmNnSmNnSmNnCmNnCmNnCmNnCmNnCmNnCmNnCmNnCmNnCmNmymNmymNmymNmymNmymNmymNmymNmymNmymNmymNnCmNnCmNnCmNnCmNnCmNnCmNnCmNnCmNnCmNnCmNnCmNnCmNnCmNnCmNmfr+fO69cXqLGUpbGUpbGUpbGUpbGUpbGUpbGUpbGUhbGUhbGUhbGUhbGUhbGUhbGUhbGUhbGUhbGUZbGUZbGUZbGUZbGUZbGUZbGUZbGUZbGUZbGUZbGUhbGUhbGUhbGUhbGUhbGUhbGUhbGUhbGUhbGUhbGUhbGUhbGUhbGUhbGUP1/PndefX2A0CzCaBRjNAoxmAUazAKNZgNEswGgWYDALMJgFGMwCDGYBBrMAg1mAwSzAYBZgMAswlgUYywKMZQHGsgBjWYCxLMBYFmAsCzCWBRjLAgxmAQazAINZgMEswGAWYDALMJgFGMwCDGYBBrMAg1mAwSzAYBZgMAvw5+v1qff7H/Dz8KrSCyy8wO8a1By9aI5eNEcvmqMXzdGL5uhFc/SiOXrBHL1gjl4wRy+YoxfM0Qvm6AVz9II5esEcvViOXixHL5ajF8vRi+XoxXL0Yjl6sRy9WI5eLEcvmKMXzNEL5ugFc/SCOXrBHL1gjl4wRy+YoxfM0Qvm6AVz9II5esEcvZ+v16fe7wuUtvClLXxpC685fNEYvWiMXjRGLxqjF43Ri8boRWP0ojF60Ri9YIxeMEYvGKMXjNELxugFY/SCMXrBGL1gjF4sRi8WoxeL0YvF6MVi9GIxerEYvViMXixGLxajF4zRC8boBWP0gjF6wRi9YIxeMEYvGKMXjNELxugFY/SCMXrBGL1gjN7P13ML/6sAo0NEtIXXGJNoDF80hi8awxeN4YvG8EVj+KIxfNEYvmgMXzCGLxjDF4zhC8bwBWP4gjF8wRi+YAxfMIYvFsMXi+GLxfDFYvhiMXyxGL5YDF8shi8WwxeL4QvG8AVj+IIxfMEYvmAMXzCGLxjDF4zhC8bwBWP4gjF8wRi+YAxfMIbv5+v/qga6tYHWHJRoDmA0BzCaAxjNAYzmAEZzAKM5gNEcwGgOYDAHMJgDGMwBDOYABnMAgzmAwRzAYA5gMAcwlgMYywGM5QDGcgBjOYCxHMBYDmAsBzCWAxjLAQzmAAZzAIM5gMEcwGAOYDAHMJgDGMwBDOYABnMAgzmAwRzAYA5gMAcwmAMIT61fBTgK0UdngNEZQLNgolmI0SzEaBZiNMowGmUYjTKMRhlGowyDUYbBKMNglGEwyjAYZRiMMgxGGQajDINRhrEow1iUYSzKMBZlGIsyjEUZxqIMY1GGsSjDWJRhMMowGGUYjDIMRhkGowyDUYbBKMNglGEwyjAYZRiMMgxGGQajDINRhsEoQ3hq/SrArS381s30WzfTbx0itg4RGqgTDZSMBkpGAyWjcY7ROMdonGM0zjEY5xiMcwzGOQbjHINxjsE4x2CcYzDOMRjnGItzjMU5xuIcY3GOsTjHWJxjLM4xFucYi3OMxTkG4xyDcY7BOMdgnGMwzjEY5xiMcwzGOQbjHINxjsE4x2CcYzDOMRjnGIxz9Bb+aAt/tIU/2sIfbeGPtvAaKhTNxIwGSkYDJaOBktFAyWCgZDBQMhgoGQyUDAZKBgMlg4GSwUDJYKBkLFAyFigZC5SMBUrGAiVjgZKxQMlYoGQsUDIWKBkMlAwGOgYDHYOBjsFAx2CgYzDQMRjoGAx0DAY6BgMdg4GOwUBH7z+v9p9X+8+r/afmMUbzGKN5jNE8xmAeYzCPMZjHGMxjDOYxBvMYg3mMwTzGYB5jLI8xlscYy2OM5THG8hhjeYyxPMZYHmMsjzEYKBgMFAwGCgYDBYOBgsFAwWCgYDBQMBgoGAwUDAYKwm331z/gaf/1tP962n9hFl4wCy+YhRfMwgtm4QWz8IJZeMEsvGAWXiwLL5aFF8vCi2XhBRPJgolkwUSyYCJZMJEsmEgWTCQLJpIFE8mCiWTBRDK4d/z5BfTPMyGuXmDrBUYv0HqB4AUOrtePUD9B/QD18ytcv2z9Z8sXfnwLv76F5bOwfBfeQhbewwq/v8LyKSxfvf3w/S+/PsClT6GlT6GfX+DoBbZeYPQCjRfQ9dE/ANcvW7/w71/4BS6soIUlvPA3tPBHXHgXKfz+C+uvsP7595tfH0Dpfbz0Pl56Hy+9j5fex/X1vHCBxgvo+ugfgOuxjBf++xd+fgsLYGEFLvwJLPwNLrwJFN6FCuunsH4L649//7+fA9HnQPQ5EH0ORG/j0du4vmW98dXKja9Wbny1cuOrlRtfEtv4ktjGl8Q2viS28SWxjS+JbXxJbONLYhtfEtv4ktjGl8Q2viTW78Ktd+HWm6i+ZQsu0HgBXR/9A3D9svUL//0LP7+FBbCwAn/fRPE9f43v+Wt8z1/je/4a3/PX+J6/xvf8/Xz9/EW3QH1LSeuLBhvfLtb4drHGt4s1vl2s8T1Jje9JanxPUuN7khrfk9T4nqTG9yQ1viep8T1Jje9JanxPUuN7kn6+HutP74B19P7x6x+w9Rasp8wbX+7S+HKXxpe7NL7cpfE1E42vmWh8zUTjayYaXzPR+JqJxtdMNL5movE1E42vmWh8zcTP12P96R2szl/z+8FDqo2HVBsPqTYeUm08pNp4SLXxkGrjIdXGQ6o/X4/1V1h/df6a+sdTRo2njBpPGTWeMmo8ZdR4yqjxlFHjKaOfrx9cj/VXWH+l9ffr34+nFBpPKTSeUmg8pdB4SqHxlELjKYXGUwo/Xz+4HuuvsP4K66+w/n79/gY3eA9u8B7c4D24wXtwg/fgBu/BDd6DG7x/vn5wPdZfYf0V1l9h/eX7a34/uDN3cGfu4M7cwZ25gztzB3fm/nz94PqN6w+ux/orrL9g/f3+/eCOxsEdjYM7Ggd3NA7uaBzc0fjz9YPrN64/uB7rr7D+gvX3+/eDW8kGt5INbiUb3Eo2uJVscCvZz9cPrt+4/uB6rL/C+gvWX7D+fs9fuItpcBfT4C6mwV1Mg7uYBncxDe5iGtzF9PP1G9dj/RXWX2H9BesvWH+/+Qtu4RncwjO4hWdwC8/gFp7BLTyDW3gGt/AMbuEZ3MIzuIXn5+ux/grrL1h/wfr75d8H968M7l8Z3L8yuH9lcP/K4P6Vwf0rg/tXBvevDO5fGdy/Mrh/5efrsf4K6y9Yf8H6C9ZfsP5+379w/8Tg/qHB/UOD+4cG9w8N7h8a3D80uH9ocP/Q4P6hwf1Dg/uHfr4e66+w/oL1F6y/YP0lf839B/dvDe7fGty/Nbh/a3D/1uD+rcH9W4P7twb3bw3u3xrcvzW4f+vn67H+gvUXrL9g/SV/ze8f958N7j8b3H82uP9scP/Z4P6zwf1ng/vPBvefDe4/G9x/9uP1wfoL1t+v39/G/Wcb959t3D+2cf/Yxv1jG/ePbdw/tnH/2Mb9Yxv3j23cP7Zx/9jG/WMb949t3L+1cf/Wxv1bG/dvbdy/tXH/1sb9Wxv3b23cv7Vx/9bG/Vsb909t3D+1cf/Uxv1LG/cv/X+u/6//+A9/+9c//sd//J/+6e//+4//9c9/+5//+g//+A9//2//9Mff/+N/+y9//Mu//PH3//Sf//bf//7H//3f/88f//wv/++/NLtevzez3nfu+bd/+3dubmms Copy blueprint \n \nYou can get your own Piglet too !",
"date": "2024-12-20T07:56:30+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "The music was made a mod : \n https://mods.factorio.com/mod/battle-piglet-soundtrack",
"date": "2024-12-27T06:49:10+00:00",
"quotes": []
}
] | 2 | 2024-12-18T09:37:55-06:00 |
forum-topic-127106 | 127106 | [Idea] Planetary destruction. | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=127106 | Sir_AL | One thing I noticed while playing a modded planet server was eventually the server just gets overwhelmed. So while thinking about ways to mitigate that I thought why not just make planet surfaces only have a limited lifespan. After it's created 48 hours or so later "meteors" come down and level everything, delete the surface, re-spawn people on home planet, and take out any ships in orbit. Then next time the planet is visited it uses a different seed so things can't easily be copy and pasted. The home planet could have a longer reset that only triggers after building silos on a number of planets, and players could be spawned to different planets or held on temp surface and re-spawned after the seed is altered. Each planet could also have their own custom reset timers in settings.
This would also give people the motivation to use the more productive buildings instead of simply letting the old one just run. (Improving UPS) They might also make roaming ships for science instead of doing it on the surface. Or doing almost everything from ships. Would be interesting to see what solutions come from it. | [
{
"author": "eugenekay",
"content": "That is (sort of) what the Nauvis Implosion mod does.",
"date": "2025-02-24T20:02:18+00:00",
"quotes": []
}
] | 1 | 2025-02-24T12:21:54-06:00 |
forum-topic-5807 | 5807 | Map exchange strings - Page 5 | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=5807&start=80 | sp55aa | no worms, can unlock all achievement:
1. seed: 984646999
2. remove worms: Starting area size -> 600%
3. add uranium: Uranium ore -> 300%
map setting: (1.1.33)
Code: Select all >>>eNpjZGBkUGQAgwZ7EOZgSc5PzIHxQJgrOb+gILVIN78oFVmYM7mo
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2IaQPACQdoPQ=<<< | [
{
"author": "nyunyaa",
"content": "SEED 3142028154 \n \nWas trying to play my new map ( DeathWorld with, RailWorld settings about Ores and Water ) and i found this awesome",
"date": "2021-07-01T15:15:30+00:00",
"quotes": []
}
] | 1 | 2014-09-15T06:52:33-05:00 |
forum-topic-114276 | 114276 | Reactor reloading without steam tanks | Energy Production | https://forums.factorio.com/viewtopic.php?t=114276 | HamsterBoo | New here. I wanted to see if I could throttle reactors without relying on steam tanks. This is the setup I came up with.
Screenshot 2024-07-13 at 12.31.59 PM.png (189.48 KiB) Viewed 1143 times
0eNrVl9uOmzAQhl+l8jWsYk4BtKpU7SO0d9UqcsjsxpIxyIdko4gH2PdoX2yfpDaoORBIcG+6uUEZMvye/2M8wB4tmYZaUK5Qvke0qLhE+c89kvSVE2bPqV0NKEdUQYk8xElpI6mAlL7SYkk5oMZDlK/gDeW4efYQcEUVhU6oDXYLrsslCJNwlCgJYz4jZW1k60qaSypuF7QyYfIQe2iHcj8JHmKjbwpTomKLJazJhlbCJhZUFJqqhflvdbj6hQqpFhflb6hQ2pw5Lt9m+N9QJy4VsQiyzEZlTQRRdhH0iJougUNhl5BWE9uDgNWpQWqioHluTPqF6eCwal1tQfhyS1WxHrKd/jX9Hy1/dbGMT+zaODQIPPSkZ/1E42xLBbS/Z7ZLnjS+EJudJxmlDtXC1KqMhRfCJAwADqcCjvAnAPzx/sutq84RR2OI+/iGGcf/yDg62CRFoUvNWjcDiMMbiCutau2GczqssAcrGdmS8bQ5FMWfZA59vP92wZD0MOBohEMykUN0nxyiHod4BMN85Mk2MKIPJOKsJbEym6noMoIB5bQHGJjJFrTw64pd10+w0R9QzKbXmrnVageIW7HZrWLx8YG/BqJ8eCvWhL/CtclxWWwypBw4t+7snloXhyO9ikPn2XVfxoOpwwtHziTwPZGI+yBGWyJ23LjRzSmDk/ONW9P6ulC7a4eE5q5CqRUyby/tJ0d+8oXiIUaWYG4E+tHNvC/fgcv2LWQDQnZzLcXRPAvmaRrgcJ40zR8UpFhO Copy blueprint
It detects whether the first turbine on the last exchanger has steam by switching between the main network (left power pole) and a single-accumulator network with a small power draw from lamps. I initially tried without the power switches, but network priority for a turbine on two networks depends on pole build order, which is an issue during brownouts.
It works by supplying the main network until the accumulator hits 99%, then switching to powering the accumulator (by itself). If it is unable to power the accumulator, it will drop to 98%, signalling a reactor reload (left lamp) and turning off the right lamps (to avoid draining completely). Supplying the main network when the accumulator is at 100% is critical for draining the 200 buffer steam in the turbine.
Since I'm relying on a heat differential in my heat pipes to leave a power buffer during reloads, I'll stick an extra turbine on the last exchanger so it's colder even when all turbines are throttled and the reactor is off. For really big setups, I can connect more first-turbines-on-last-exchangers to the same network to avoid 1000 degree hot spots from uneven power draw. | [
{
"author": "Khagan",
"content": "In a conventional steam-controlled regulated nuclear power design, the steam tanks serve two purposes. They detect a shortage of steam (and therefore of heat), but they also store energy to cover the time lag between inserting a fuel cell and steam production actually recovering to its maximum rate. They store lots of energy: one tank holds nearly 500 times as much energy as an accumulator. \n \nYour design might work in principle, but to work in practice, without brownouts, it's going to need a large number of accumulators. (At a guess, maybe as many as 100 accumulators per heat exchanger.)",
"date": "2024-07-13T22:31:15+00:00",
"quotes": []
},
{
"author": "HamsterBoo",
"content": "This setup stores energy in the heat pipes. The accumulator isn't used as a buffer, just a temperature sensor.",
"date": "2024-07-14T00:14:42+00:00",
"quotes": []
},
{
"author": "Khagan",
"content": "The heat pipes can indeed store lots of energy (the equivalent of several hundred accumulators per heat exchanger). But by the time the accumulator starts to drain they already have, by definition, insufficient to keep all your turbines going. And from the moment you add fuel to the reactor it takes tens of seconds before the furthest heat pipes start to increase in temperature again. If you want to maintain 100% energy output you have to cover those tens of seconds with some other stored energy, and without steam tanks that means lots of accumulators. \n \nAny fuel-regulated nuclear plant should be able to withstand the following stress test:\n \n Run the plant with a very low demand (say 10% of maximum) for long enough that you are just about to trigger a fuel load. At this point your heat pipes will be as cold as they are ever going to get. \n Just before (or even just as) the load triggers, increase the demand to maximum (100% of output). \n Check that demand remains satisfied for at least the next full fuel cycle (200s).",
"date": "2024-07-14T01:08:19+00:00",
"quotes": [
{
"author": "HamsterBoo wrote: Sun Jul 14, 2024 12:14 am",
"content": ""
}
]
}
] | 3 | 2024-07-13T14:57:40-05:00 |
forum-topic-127518 | 127518 | Combine Alternative recipes in the "Bonuses" menu [2.0.4.1 SA] | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127518 | kulik32 | The productivity of the new alternative recipies of the Space Age DLC are separated in the bonuses menu even though their productivity bonus is always the same.
03-15-2025, 14-03-20.png (270.13 KiB) Viewed 151 times
The menu would look less loaded it you combined them together (for example: all asteroid recipies, steel+casting steel, plastic + bioplastic etc) | [] | 0 | 2025-03-15T07:05:54-05:00 |
forum-topic-101360 | 101360 | A setting on recipes to only output 1 item. | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=101360 | JamesFire | I have several recipes that are intended to only output 1 item from the list of possible outputs. Currently, I have the outputs as % chances, which adds up to 100. On average, it will only output 1 item per cycle, but I'd like to be able to make it actually only output 1 per cycle.
More specifically, in this mod , I have implemented a "binning" process for electronic chip production. This process is supposed to be just checking the chips for their capability, so it should only take 1 chip in, and put one chip out. And, on average, it will do that, but having something more sure and specific would be nice. | [
{
"author": "jodokus31",
"content": "I would also like to have a recipe, which outputs a secured fraction, not a chance \n \nf.e: \n \n50% would mean, that it outputs 1 every 2 cycles. \n \n70% would mean, that it outputs as soon, as it reaches at least 1 and the remainder is taken over: \n1: 0.7 = 0.7 \n2: 0.7 + 0.7 = 1.4 = 0.4 + 1 (yield) \n3: 0.4 + 0.7 = 1.1 = 0.1 + 1 (yield) \n4: 0.1 + 0.7 = 0.8 \n5: 0.8 + 0.7 = 1.5 = 0.5 + 1 (yield) \netc. \n \n160% \n1: 1.6 = 0.6 + 1 (yield) \n2: 0.6 + 1.6 = 0.2 + 2 (yield) \n3: 0.2 + 1.6 = 0.8 + 1 (yield) \netc.",
"date": "2022-01-25T17:30:04+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "This seems like offtopic.",
"date": "2022-01-25T23:14:39+00:00",
"quotes": [
{
"author": "jodokus31 wrote: Tue Jan 25, 2022 5:30 pm",
"content": ""
}
]
},
{
"author": "jodokus31",
"content": "Both proposal are related, because they both want a more reliable mechanism for fractions of items instead of the quite random probability/chance mechanism. \n \nThe first proposal is a special case, that all fractions are add up to 100% with predictable yield (covered by my proposal) and that you want alternating results (not covered by my proposal). \n \nThe alternating results could be realized, that each different product starts later with adding up. (I'll draw an example later...)",
"date": "2022-01-26T12:27:15+00:00",
"quotes": [
{
"author": "curiosity wrote: Tue Jan 25, 2022 11:14 pm",
"content": ""
}
]
},
{
"author": "SoShootMe",
"content": "Your requirements seem to match those of Uranium processing, except with more than two possible results. So I think everything ought to be fine provided the probabilities add up to 1... \n \n\nI can see why you think that but as I read it, the relevant part is ensuring it is always \"take 1 chip in, and put one chip out\". Not related to \"fractions of items\". Perhaps the OP could clarify.",
"date": "2022-01-26T13:56:08+00:00",
"quotes": [
{
"author": "JamesFire wrote: Mon Jan 24, 2022 9:15 am",
"content": ""
},
{
"author": "jodokus31 wrote: Wed Jan 26, 2022 12:27 pm",
"content": ""
}
]
},
{
"author": "curiosity",
"content": "As has been pointed out above, the proposal is for a random choice result, not at all related to what you propose. Speaking of which, it is easily done by just scaling up the recipe. The same may not always be possible (although in OP's particular case it seems to be) for the cases where you want a choice (see, for example, arcosphere recipes from Space Exploration).",
"date": "2022-01-26T15:38:29+00:00",
"quotes": [
{
"author": "jodokus31 wrote: Wed Jan 26, 2022 12:27 pm",
"content": ""
}
]
},
{
"author": "jodokus31",
"content": "Ah, OP WANTS the random result, but just one at max. Got it. That's what I didn't get. \n \nMy proposal can be done by scaling up the recipe, but it's not the same. f.e.: Seablock has a recipe, which outputs 2x 0.55 and 1x0.7. If you try to scale that, you have a lot in/output for each cycle to get full numbers. That's not desired. But if you keep the probabilities, you end up having much or little for each components based on randomness. \nBut, I guess I have to put it separately.",
"date": "2022-01-26T15:50:33+00:00",
"quotes": [
{
"author": "curiosity wrote: Wed Jan 26, 2022 3:38 pm",
"content": ""
},
{
"author": "jodokus31 wrote: Wed Jan 26, 2022 12:27 pm",
"content": ""
}
]
},
{
"author": "curiosity",
"content": "BTW, fun fact: you can get both U-235 and U-238 at the same time from the uranium processing recipe.",
"date": "2022-01-26T17:20:41+00:00",
"quotes": [
{
"author": "SoShootMe wrote: Wed Jan 26, 2022 1:56 pm",
"content": ""
}
]
},
{
"author": "SoShootMe",
"content": "Yeah... after a little experimentation I see the problem and take back my statement above. But I think it is more than a modding interface request, it needs an extra layer (say \"result sets\") with the probabilities attached to them instead of the results.",
"date": "2022-01-26T17:54:30+00:00",
"quotes": [
{
"author": "curiosity wrote: Wed Jan 26, 2022 5:20 pm",
"content": ""
},
{
"author": "SoShootMe wrote: Wed Jan 26, 2022 1:56 pm",
"content": ""
}
]
},
{
"author": "JamesFire",
"content": "Yes, that would work nicely.",
"date": "2022-01-28T00:16:39+00:00",
"quotes": [
{
"author": "SoShootMe wrote: Wed Jan 26, 2022 5:54 pm",
"content": ""
},
{
"author": "curiosity wrote: Wed Jan 26, 2022 5:20 pm",
"content": ""
},
{
"author": "SoShootMe wrote: Wed Jan 26, 2022 1:56 pm",
"content": ""
}
]
},
{
"author": "Silari",
"content": "I feel like ideally we'd be able to set a ProductPrototype in a recipe's results property to a new type like 'group' (instead of 'item' or 'fluid' ) which then has a table of ItemProductPrototypes with the probability property required. A check on startup can ensure the sum of probabilities is equal to 1 (or possibly allow less than 1 for the remainder to be considered no resulting item). \n \nDoing it that way would mean it wouldn't break any existing recipes and is pretty similar to how several other prototype properties are done. \n \nWould need a way in the recipe tool tip, item tool tip (if it has rocket_launch_products using a group), and any CraftingMachine GUI to show the group.",
"date": "2022-01-28T05:51:06+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "A problem that can be conveniently avoided by bypassing the concept of probability altogether in favor of distribution weight, especially considering how fickle floating-point fractions can be.",
"date": "2022-01-28T13:39:36+00:00",
"quotes": [
{
"author": "Silari wrote: Fri Jan 28, 2022 5:51 am",
"content": ""
}
]
},
{
"author": "SWeini",
"content": "+1 for better control over probability-based recipes \n \nIf you create systems containing closed loops on these probabilistic items, that need to be primed, the current situation is really bad and you need large buffers. The fact is, if you run a coin toss simulation for infinite time, you will reach an infinite large difference between head and tail, in both directions. Similarly, if you run those closed loop systems for long enough time, they will stop because of unbalanced random results. \n \nTo illustrate this issue let's assume a system with following imaginary recipes: \n- mousetrap + cheese => 50% mousetrap with trapped mouse + 50% mousetrap (the mouse escaped) \n- mousetrap with trapped mouse => mousetrap + dead mouse \n \nIn theory you could provide 10 mousetraps and the system can catch mice forever. But because the first recipe can return nothing there is a chance that there are no more mousetraps at some time. It can also happen that the system breaks because there are too many mousetraps. You can provide a steel chest half full of mousetraps to mitigate the issue (let's hope they are not too expensive), but if you let it run long enough it will still stop at some point. \n \nThis issue restricts mod authors in designing their recipe chains. \n \nOne possible way to define this without breaking existing functionality is this: \n \n ItemProductType .probability can be either a double, working as before or a table containing ranges for a random roll. \n Code: Select all recipe.results = {\n { type = \"item\", name = \"item1\", probability = { from = 0.0, to = 0.5 } },\n { type = \"item\", name = \"item2\", probability = { from = 0.5, to = 0.6 } },\n { type = \"fluid\", name = \"fluid3\", probability = { from = 0.6, to = 1.0 } }\n}\n \n\nThis would result in 50% item1, 10% item2 and 40% fluid3, with always exactly one of those results. Nothing needs to add up to exactly 1. It's up to the mod author to define exactly what would happen on that shared random number. \n \nEvery product using the double probability uses a separate random number, while every product using the table probability uses a single shared random number.",
"date": "2023-02-18T10:49:22+00:00",
"quotes": []
},
{
"author": "ChefOfRamen",
"content": "Bumping to add my +1 to this. I've been playing Ultracube, and it's really weird how you can sometimes get 6 speed modules from only 5 casings. \n \nEspecially since I'm pretty sure this is already done with quality.",
"date": "2024-04-17T02:19:14+00:00",
"quotes": []
},
{
"author": "Rhllorme",
"content": "+1 to this. \n \nAny fuel recharging mod has this issue. I've got a lot of ideas with a probability based mod that I can't really do because of this. Even something simple like \"having a battery have a chance to break when charging it\" isn't possible without the chance of getting two batteries. \n \nAlso if this is done I could do a dice based mod where you roll a dice in a dice roller machine, and everything builds off that haha.",
"date": "2024-08-26T00:50:04+00:00",
"quotes": []
},
{
"author": "redplasticstraw",
"content": "big +1 to this, having some sort of output where there's only 1 guaranteed result would be extremely nice to have",
"date": "2024-09-05T22:14:51+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "Related viewtopic.php?f=28&t=60376",
"date": "2024-09-13T10:20:00+00:00",
"quotes": []
},
{
"author": "snouz",
"content": "+1 for this request. \n \nWould make sense if all probability added are less or equal to 1.0, you never get more than 1 item, and if it's more or equals than 1.0, it's never less than 1 item. \n \nDoesn't make much difference for base recipes, but in my project, it makes much more sense if the input and output are the same number of items (probability would always add up to 100%)",
"date": "2025-02-23T16:29:20+00:00",
"quotes": []
},
{
"author": "protocol_1903",
"content": "Distributed weight results would be perfect. I've looked to try to do this before but I never liked the potential for getting a random number of outputs.",
"date": "2025-03-05T16:35:36+00:00",
"quotes": []
},
{
"author": "MrSmoothieHuman",
"content": "+1",
"date": "2025-03-09T11:45:40+00:00",
"quotes": []
}
] | 19 | 2022-01-24T03:15:00-06:00 |
forum-topic-91100 | 91100 | Option to Lock Power Poles Against Auto-connection | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=91100 | macdjord | TL;DR
It's way too easy to accidentally make a connection between two power networks that were supposed to be separate; let's add an option that lets you 'lock' a power pole so that other poles cannot automatically connect to it.
What ?
Power poles and substations get an interface with a checkbox saying '[ ] Prevent automatic wire connections'
When this checkbox is checked, other power poles built around it will never automatically create wire connections to it, nor will a pole with this option set when built auto-connect to other poles
Setting this does not affect existing connections, and new connections to a locked pole can be created manually with a unit of copper wire or by pasting a blueprint that includes a connection from that pole (thank you, FFF #362 !)
There needs to be a shortcut for changing the locked/unlocked status of a pole without opening its interface GUI
Allowing locked/unlocked status to be copied and pasted with shift-right-click and shift-left-click would work. However , this would conflict with the use of shift-clicking on a pole to remove all existing cable connections from it. One option would be to disable the 'shift-click a power pole to remove all connections' functionality when the player has a power pole's locked/unlocked status in their shift-right-click buffer, but that could lead to confusing errors since the contents of the buffer remain until you shift-right-click something else and there's no visible feedback on what's currently in it; a player could copy a power pole, then, 5 minute later, shift-click a power pole expecting to remove its connections and be confused when it doesn't work.
Another option would be to add a keyboard shortcut which modifies a pole you are currently pointing the cursor at. You could either have one shortcut which toggles or two which lock and unlock; the second option would be better since it makes it easier to lock or unlock all of a bunch of power poles.
Yet another option would be to add a new tool which can be applied over an area to change the settings, similar to the upgrade planner (or even as a new feature of the upgrade planner). Since such a tool would have its own dedicated GUI instead of using key combinations in the main game, it could support set, clear, and toggle operations, as well as being able to be filtered to only apply to a particular type of pole.
Another useful utility would be the ability to lock or unlock all poles in a given power network at once (note that for this purpose, poles connected by a power switch would not count as being in the same network, even if the switch is currently closed)
There needs to be feedback indicating a pole is locked
Minimalist option: A semi-transparent grey padlock icon overlaying the pole
Optional stretch goal: An alternate sprite for the pole itself
In the power networks overlay of the map view, locked poles are marked with a different coloured dot than normal poles
Optional stretch goal: if you auto-build new poles by clicking and dragging from an existing locked pole:
The first new pole created will be connected to the existing pole you started on
Each subsequent pole will be connected to the previous one
All the newly created poles will have the locked setting set and will not auto-connect to any poles except the previous one, even if they are in range to do so.
Why ?
There are times in Factorio where it's valuable to make multiple, distinct power networks, e.g. so a power-hungry production line can be shut down when needed using a power switch, to connect a reserve steam or nuclear generator when your primary power source isn't sufficient, or to ensure a power plant satisfies its own power needs fully (and thus maintain full power output) even in the event of a brownout of the main grid. However, while you can build these isolated networks without too much trouble, it's damnably easy to accidentally create a connection between them and your main grid later on with just a single stray power pole. (This is particularly an issue with nuclear power plants, where the plant network may need to extend a fair distance in order to cover any pumps on the incoming water pipes, while right nearby is the main turbine array which needs to be connected to the main electrical grid.)
There have been suggestions before about fixing this issue using coloured power poles or network masks to create explicitly defined separate networks that will refuse to connect to each other. However, those are overkill for most purposes, and also have the limitation of only handling a finite number of distinct networks.
This suggestions is based around the observation that most of the time, isolated networks are static ; generally, such networks are built in an isolated area, then pruned of any unwanted connections and subsequently left alone; rarely does one need the ability to organically add new power poles to them. The primary issue is that it's easy to accidentally build a pole later on which bridges the isolated and main networks without noticing, with a secondary concern that it would sometimes be convenient to be able to build main-network stuff near to the isolated network, or build two isolated networks in close proximity, without spending a lot of time manually disconnecting unwanted connections. Thus, being able to 'freeze' a network after it is built is sufficient.
The advantages of this system are that, once an isolated network is locked, accidental connections to it become impossible, and you can build poles connected to other networks near or even inside it without any extra effort. If using a blueprinted design, one can even build an isolated network inside your main base rather than in an isolated area.
(There are, admittedly, times when it would be genuinely useful to be able to designate two distinct networks and then build poles that will auto-connect to one network but not the other, such as when building accumulator arrays to allow rate-limited flow between two power networks , or if you need to build an isolated network inside your main base and don't have the option of designing it in a remote location first and then copying it in by blueprint. But these are, I feel, too rare to justify a more complex solution.) | [
{
"author": "NotRexButCaesar",
"content": "this sounds like it might be useful.",
"date": "2020-11-05T00:02:21+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged into older topic with same, or very similar suggestion.",
"date": "2020-11-05T06:53:24+00:00",
"quotes": []
},
{
"author": "macdjord",
"content": "@Koub: These suggestions are not the same and should not be merged. @Squelch's suggestion is about disabling auto connect temporarily when pasting a blueprint, and is largely solved by the changes to blueprints mentioned in FFF #362. Mine is about persistently locking specific power poles to prevent accidental connections when placing other poles later on.",
"date": "2020-11-05T14:23:09+00:00",
"quotes": []
},
{
"author": "",
"content": "Re-splited topic — ssilk \n \nThis reminds me - with the tool to change some poles and some visible display - to my suggestion: viewtopic.php?f=6&t=89065 Control Power Connections by Colored Power Poles (revisited) \nAh, I see you already linked it. \n \nSome things I also see here: \n- the restriction to not connect to any other pole comes handy with the new next version, that stores the pole connections in a blueprint. Really simple implementation. I like that aspect. \n- I see problems if you want to expand an area by duplication. Poles won’t connect. Need to unlock first. Source of possible player frustration. \n- It is not so easy to understand why some pole will not connect to another pole and what will happen then. This: will not connect, because it is locked. I need to unlock it and then lock it again. It is not clear what will happen, when I unlock it. In comparison: With colored poles just change the color, so that both colors match. Same with network masks. \n- And just as note: you don’t need endless numbers of areas, in practice two extra “networks” can handle 99% of all cases and the rest can be worked around.",
"date": "2020-11-07T10:09:55+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks Ssilk, and sorry @all for the misunderstanding. I admit there are so many variations of \" I want to control where power poles connect and don't that I have hard time telling some apart.",
"date": "2020-11-07T11:16:08+00:00",
"quotes": [
{
"author": "ssilk wrote: Sat Nov 07, 2020 10:09 am",
"content": ""
}
]
},
{
"author": "macdjord",
"content": "Actually, no, you don't need to unlock them. As I specified, you can still connect to a locked pole by running a wire manually. If you've already got a complete network from a blueprint, one manual connection to the rest of the network is all you need. \n \nI could ask the same about colours. Okay, so I built my new expansion using blue power poles, and now I want to connect it to my main network which uses green poles. If I change one of the poles in the expansion to green so I can connect to it, what happens to the connections between it and the rest of the blue poles? \n \nAlso, what about duplication? If I have a blueprint for, say, a nuclear reactor with its own local power grid, I don't want that grid to connect to anything else, not even other copies of the same blueprint .",
"date": "2020-11-08T06:54:09+00:00",
"quotes": [
{
"author": "ssilk wrote: Sat Nov 07, 2020 10:09 am",
"content": ""
},
{
"author": "ssilk wrote: Sat Nov 07, 2020 10:09 am",
"content": ""
}
]
},
{
"author": "",
"content": "Wiring manually: I cannot speak for other player, but I think that this is a process, that can get very tedious soon. In my eyes wiring power should be done only in special cases, especially when connecting the power switch. Almost everything else should wire up automatically. \n \nBlue/green poles foo: when I don’t need a separation why should I use colored poles? We need such differences only when we want to separate electric networks. (Or are there other use cases?) The idea with the colors is: you have more ore less one “main network” (like now) and now you separate some switched networks with colors. The case you described will not happen under normal circumstances. \n \nNuclear reactor: that’s a very rare case. What is more common is to expand a smelter line for example. And there I don’t want to connect the wires by hand... \n \n \nWhat I already said is, that this one is much more in coherence with the coming blueprint-changes. It would make sense to have such a flag on blueprinted poles. And. You can remove the flag by hand-wiring. \n...",
"date": "2020-11-08T08:33:03+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "You could also have them connect in a specific place by overlapping one pole in the blueprint. \n \nThen don’t select the option?",
"date": "2020-11-08T18:47:49+00:00",
"quotes": [
{
"author": "ssilk wrote: Sun Nov 08, 2020 8:33 am",
"content": ""
},
{
"author": "ssilk wrote: Sun Nov 08, 2020 8:33 am",
"content": ""
}
]
},
{
"author": "",
"content": "@AmericanPatriot overlapping pole: good point. I still don’t like it, because you need to select more parts. For example for a simple smelter setup I need to copy/paste 3 smelters instead of 2. \n \nDon’t select the option: that’s exactly what I would like to avoid wth the colored networks. I want to fire and forget. In the case of a power plant I want to separate the whole power plant. Nicely displayed on map: this is an extra network. So I can place big poles through the whole setup, without fearing, that it connects anywhere. I won’t to micromanage single poles. I don’t want to think about the single poles. \n \nThis is a good idea, I like it, because it would solve a problem with the coming blueprint changes. \n \nAnd what I now realized is, that the colored poles idea can exist independently from this one. They are not in concurrence to the other.",
"date": "2020-11-09T06:58:15+00:00",
"quotes": []
},
{
"author": "macdjord",
"content": "I agree. Special cases like, say, connecting two networks that were designed to be isolated together.",
"date": "2020-11-09T14:16:50+00:00",
"quotes": [
{
"author": "ssilk wrote: Sun Nov 08, 2020 8:33 am",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "Absolutely, and that suggestion is pretty much covered by the recent 1.1 changes now except for one small niggle with how the stack interacts with existing poles and would also have a direct impact on this suggestion [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior. \n \nThanks for that. I had a notification for the post, but saw no changes there. It seems it was the move",
"date": "2020-11-25T21:49:56+00:00",
"quotes": [
{
"author": "macdjord wrote: Thu Nov 05, 2020 2:23 pm",
"content": ""
},
{
"author": "ssilk wrote: Sat Nov 07, 2020 10:09 am",
"content": ""
}
]
},
{
"author": "",
"content": "To be honest I feared that exactly something like that would happen, when it first was proposed, but as I could not explain the case (you need a video to showcase it) and those stuff is normally part of the Factorio development, so I didn’t say anything and thought I will wait and see. \n \nWhen I read the bug report I think a fix is on the way. So I just will continue with that. \n \nAnd I saw a link to another suggestion about this topic \n Allow disabling of power pole auto-connect in clipboard and blueprints",
"date": "2020-11-26T05:42:34+00:00",
"quotes": []
},
{
"author": "TheoMarque",
"content": "Please, add new method to place a pole, substation without autowiring. \n \nFor example build some logic network and using red and green wires but copper cables still messing around if I not need this (using substations). Wires are everywhere. Of course, I can use SHIFT + LMB but if I add one more pole - i do it again, again, again. \nFor example, CTRL+ LMB if You placing pole - placing pole without autowiring. CTRL + SHIFT + LMB -> ghost entity without autowiring after built. In Blueprints - checkbox to allow or disallow autowiring. Tool from toolbar is can be enough (cut wires in rectangle) but need select a wire type to cut. Maybe - configurable in upgrade planner?",
"date": "2021-04-16T13:49:36+00:00",
"quotes": []
},
{
"author": "",
"content": "Why do you need that? I don’t see any use, as you explained, you can place a pole without wiring.",
"date": "2021-04-17T06:22:32+00:00",
"quotes": []
},
{
"author": "TheoMarque",
"content": "How to do it? \nNo one can help me to build a pole without copper cables (without cutting this after built)",
"date": "2021-04-17T22:30:18+00:00",
"quotes": []
},
{
"author": "darkfrei",
"content": "Maybe a mod: \n https://mods.factorio.com/mod/Connectio ... d0066f7617",
"date": "2021-04-18T04:15:17+00:00",
"quotes": []
},
{
"author": "",
"content": "merged with existing thread \n \n\nYou need to make a large distance between your builds you want to separate power, to avoid such connections. Or use blueprints to build poles. I’m sorry. \n \nI was a bit unsatisfied when the feature with building unconnected poles in blueprints was introduced, because it does zero to solve the problem how to build such things for the first time.",
"date": "2021-04-18T05:24:08+00:00",
"quotes": [
{
"author": "TheoMarque wrote: Sat Apr 17, 2021 10:30 pm",
"content": ""
}
]
},
{
"author": "jamiechi1",
"content": "I have been using code based on Darkfrei's mod as mentioned above. It was Quite Useful. \nNow with the recent Factorio 2.0.7 update, this mod is now broken. \n-- Removed LuaEntity::neighbours support for electric poles and power switches. \n-- Removed LuaEntity::connect_neighbour and LuaEntity::disconnect_neighbour. \n \nThis was really helpful, when I need to deal with just red and green wires for circuits, and to keep one power separate from another when using the Power Switch to enable or disable with a circuit condition. \n \nBasically I used this to disable the Solar Power network, when I had a certain amount of Nuclear power. Since once Nuclear power start up, I wanted Nuclear Power to have a higher priority than Solar Power. \nWhich we all know that Solar Power priority cannot be changed and is always the highest. \n \nThere needs to be some way to do this in Factorio 2. Maybe giving us the option to make Solar Secondary or Tertiary. \n \nMore info - code from one of my mods: \n \n-- Power Priority \n----------------- ------- \n-- solar highest \n-- primary-output, primary-input \n-- secondary-output, secondary-input \n-- tertiary \n-- lamp lowest \n \n-- nuclear power set to hightest possible - still working in Factorio 2? \ndata.raw.generator[\"steam-turbine\"].energy_source.usage_priority = 'primary-output' \n \n--bugbug \n-- really wish this would work - does not work - Solar power set to highest priority \n--data.raw[\"solar-panel\"][\"solar-panel\"].energy_source.usage_priority = \"secondary-output\"",
"date": "2024-11-15T03:59:48+00:00",
"quotes": []
}
] | 18 | 2020-11-04T17:24:04-06:00 |
forum-topic-127189 | 127189 | Are there any mods for Factorio that allow creating formations of units? | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=127189 | typeyournamehere | Are there any mods for Factorio that allow organizing units into formations? I'm looking for something that lets me control groups of units in a structured way, such as setting specific shapes, movement patterns, or automated deployment. Ideally, the mod would support things like squad-based control, custom formations, or even AI behavior for coordinated attacks. Are there any mods that offer such features? | [
{
"author": "eugenekay",
"content": "Several! \n \nThe base game's Spidertron remote allows you to select + move a group of Spidertron (or modded copies), with a movement queue. Spidertron Automation allows you to do exactly what it says - I like it. \n \n Enemy Race Manager is mostly focussed on \"The Enemy forces\", but it does seem to give a lot more depth than the base game's spawner systems. I have not used it much - does not fit my personal flavor. \n \n AAI Programmable Vehicles is probably the closest to what you are asking for. It allows you to use circuits to move Vehicles (mostly Cars/Tank upgrades) around. Again, not something I have used much but it looks very powerful - I just don't need that sort of thing. \n \nGood luck!",
"date": "2025-02-28T18:08:24+00:00",
"quotes": []
},
{
"author": "typeyournamehere",
"content": "Yeah, im see that mods before. But im need especially mods with features what im say.",
"date": "2025-02-28T21:34:42+00:00",
"quotes": []
}
] | 2 | 2025-02-28T11:14:28-06:00 |
forum-topic-94666 | 94666 | [kovarex] [1.1.12] Fast replace belt & undergroud belt not working as described | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=94666 | Dominn | Fast replacing underground belt is not working as shown as in tips and tricks section. See attachments for more details.
Tips and tricks
Tips and tricks.gif (3.54 MiB) Viewed 5983 times
Reality:
Reality
reality.gif (20.4 MiB) Viewed 5983 times
Note: No mods | [
{
"author": "",
"content": "Not a bug. What is shown in the tips and tricks is a \"belt power replace\" mode which is triggered if first placement (not by drag) places belt over underground or splitter. In the belt power replace mode undergrounds and splitters during the drag are replaced. Since you started on the regular belt, you are in regular belt building mode and so undergrounds are kept.",
"date": "2021-01-19T19:31:39+00:00",
"quotes": []
},
{
"author": "ickputzdirwech",
"content": "This is not what is happening. I can confirm the issue the OP is having. Have a look at the video again. The OP is clearly starting on the underground belt. The first one gets replaced no problem, but the second half is not replaced.",
"date": "2021-01-19T20:08:27+00:00",
"quotes": [
{
"author": "boskid wrote: Tue Jan 19, 2021 7:31 pm",
"content": ""
}
]
},
{
"author": "invisus",
"content": "From what I see in the video (paying close attention to the red dot indicating a mouse click), it is as boskid describes for the first attempt. But it seems after this, a \"belt power replace\" is attempted which replaces the first underground, and places belt up to the second... which unlike the tips and tricks version, does not get replaced.",
"date": "2021-01-19T20:16:12+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "Can confirm op. Second ug won't get replaced. \n \n https://gfycat.com/handyfeminineantelopegroundsquirrel",
"date": "2021-01-19T23:12:58+00:00",
"quotes": []
},
{
"author": "Dominn",
"content": "Hi, thanks for response. First of all sorry for unclear gif attachment. There are two attemts indeed. So I decided took another demonstation, pipes included. \n demo \n \n \n Demo.gif (49.78 MiB) Viewed 5884 times \n \n \n \n\nFirst line - dragging from existing pipe/belt over undergrouds/splitter -> nothing gets replaced as expected as. \n \n\nSecond line - dragging from existing undergrounds over other end and splitter -> Only first undergrounds get replaced (even pipes). From my understanding, what is shown in Tips&tricks and what boskid wrote, this is a bug, all undergrounds and splitter should be replaced. \n \nThird line - simply clicking, not draging -> everything gets replaced as expected as, but this is not the \"belt power replace\" that we are talking about i suppose? \n \n Then i tried with \"Lock belt building to straight line\" off. \n Lock belt building to straight line off \n \n \n Lock belt building to straight line off.gif (26.22 MiB) Viewed 5884 times \n \n \n\nAnd it works as boskid described as! Except for pipes... \n \nSo, my questions are these: \nIs \"belt power replace\" supposed to work only if \"Lock belt building to straight line\" is off? If yes, then it needs to be clarify in Tips&Trics or settings. If no, then it is a bug. \nIs the same principle applicable for pipes as decribed as in Tips&Tricks? If yes, then pipes are buggy. \n \nGif quality is lowered down to be smaller size, but clicks are more vissible (yellow dots). \nThanks for the time and effort you are putting into the game! \n \nEDIT: I forgot to include splliter in \"Lock belt building to straight line off\" gif, but it gets replaced as undergrounds gets.",
"date": "2021-01-19T23:34:52+00:00",
"quotes": [
{
"author": "boskid wrote: Tue Jan 19, 2021 7:31 pm",
"content": ""
},
{
"author": "boskid wrote: Tue Jan 19, 2021 7:31 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Hello, the belt power replace was fixed for the next release of 1.1.13. \nWith pipes, it was never implemented or presented for them to work this way, so it is more of a feature request.",
"date": "2021-01-20T04:23:49+00:00",
"quotes": []
},
{
"author": "Dominn",
"content": "Thanks for the fix! \n \n\nI don't know, but in the Tips&Trics it says \"features\", so i supposed it shloud be working even for pipes replacing pipes to ground. \n Tips and Trics \n \n \n pipes.png (1 MiB) Viewed 5771 times",
"date": "2021-01-20T08:37:14+00:00",
"quotes": [
{
"author": "kovarex wrote: Wed Jan 20, 2021 4:23 am",
"content": ""
}
]
},
{
"author": "",
"content": "Oh, lawyered, ok, fixing this as well for 1.1.13",
"date": "2021-01-20T14:51:08+00:00",
"quotes": []
},
{
"author": "ickputzdirwech",
"content": "Nice, thanks!",
"date": "2021-01-20T15:49:53+00:00",
"quotes": []
},
{
"author": "Dominn",
"content": "You are the best dev team ever! \nThank you very much!",
"date": "2021-01-20T17:21:49+00:00",
"quotes": []
},
{
"author": "XYZT",
"content": "Also, hopefully you fix the grammatical error! It should be \"feature\" not \"features\".",
"date": "2021-01-21T00:37:13+00:00",
"quotes": []
},
{
"author": "",
"content": "Ok, fixed.",
"date": "2021-01-22T15:04:32+00:00",
"quotes": [
{
"author": "XYZT wrote: Thu Jan 21, 2021 12:37 am",
"content": ""
}
]
}
] | 12 | 2021-01-19T13:00:01-06:00 |
forum-topic-51291 | 51291 | FactoCord - A Discord Factorio bot | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=51291 | FMCore | FactoCord
What is it?
FactoCord is a Discord bot built in golang that acts as a bridge bot between your Factorio in-game chat on your server and your Discord channel.
https://github.com/FactoKit/FactoCord
Lemme know what you think of it and if you have any issues please let me know either here or on the repo's issues page.
Thank you!
How does it work?
It basically acts like a wrapper for the Factorio server, the output that you see in the console is written to a log file within the same directory as the program and then tailed to allow the program to send the in-game chat to the channel on Discord.
To allow chat messages from discord to be sent to in-game, the Standard Input uses a pipe that allows the chat to be sent as input to the console, but because of this in the current release it unfortunately doesn't allow direct input from the console window (meaning you can't type commands within the console window directly anymore); however, in a future release I will be aiming to fix this problem.
Screenshots
Screenshots: | [
{
"author": "fechnert",
"content": "What does this mean? That the functionality to see Discord-messaged ingame won't work?",
"date": "2017-07-27T15:34:26+00:00",
"quotes": [
{
"author": "FMCore wrote:",
"content": ""
}
]
},
{
"author": "FMCore",
"content": "It means that you won't be able to type in a command to execute from the terminal running the headless server, that being said I have it fixed with the latest update (and after a few more bug fixes I'll release version 1.1 of the bot)",
"date": "2017-07-27T15:50:54+00:00",
"quotes": [
{
"author": "fechnert wrote:",
"content": ""
},
{
"author": "FMCore wrote:",
"content": ""
}
]
},
{
"author": "FMCore",
"content": "Version 1.1 released \n\nThis new release introduces the following features \n \n - Custom parameters for launching servers \n- Supported added for mentioning discord users \n\nAs well as various bug fixes. \n \nYou can grab the latest version here https://github.com/FactoKit/FactoCord/releases/tag/1.1",
"date": "2017-07-27T19:12:39+00:00",
"quotes": []
},
{
"author": "FMCore",
"content": "FactoCord 1.2 released! \n\nThis release adds some new features including 3 new commands and the ability to run FactoCord as a service and bugfixes. \n \nYou can grab a copy of it here https://github.com/FactoKit/FactoCord/releases",
"date": "2017-07-29T21:01:53+00:00",
"quotes": []
},
{
"author": "vedrit",
"content": "Very cool. Documentation needs a little work, and it'd be nice to see more commands, such as Factorio version. Also, is it possible to display the mod version number?",
"date": "2017-08-02T03:34:56+00:00",
"quotes": []
},
{
"author": "Redstylt",
"content": "I'm agree with him Good job but need more docs \nI'm an amateur in linux so a step by step guide of install could be really good \nThx",
"date": "2017-12-20T00:05:05+00:00",
"quotes": [
{
"author": "vedrit wrote:",
"content": ""
}
]
},
{
"author": "Early Wynn",
"content": "I am running a Headless server on a Win Server... Would be great if there is the same solution for windows. I think i've seen your bot running on the Redmew servers and would be happy to implement a bot to my servers too... Great job here a must have!",
"date": "2019-02-07T00:26:48+00:00",
"quotes": []
},
{
"author": "cmdr.adama",
"content": "Hey all, \n \nIt seems as though FactoCord hasn't been worked on for a while and I decided it was time to do a bit of improvement... \n \nFMCore, please roll this into the main project \n \nHere's what is new: \nRewrote the Commands.go and main.go files to allow for arguments \nAdded Kick, Ban and Unban commands \nAdded a command to list the current commands. \n \n \nyou can find my fork here. \n https://github.com/thecmdradama/FactoCord-2.0",
"date": "2019-05-04T02:20:54+00:00",
"quotes": []
},
{
"author": "vedrit",
"content": "Woo! Thank you!",
"date": "2019-05-08T03:11:43+00:00",
"quotes": [
{
"author": "cmdr.adama wrote: Sat May 04, 2019 2:20 am",
"content": ""
}
]
},
{
"author": "ChrislyBear",
"content": "Is this still just a wrapper for the headless server? Wouldn't it be possible to communicate via a mod, that reads and writes to a file, for example? \n \nChris",
"date": "2020-10-30T13:02:01+00:00",
"quotes": []
}
] | 10 | 2017-07-26T19:06:52-05:00 |
forum-topic-49810 | 49810 | Friday Beer Festival | Celebration Party | https://forums.factorio.com/viewtopic.php?t=49810 | My partner (German) and I (Australian) have arrived in Prague and thought we would share our plans if anyone else wants to meet up before the party.
Friday:
There is a Microbrewery Festival at the Prague Castle Gardens from 2pm until 8pm. We will be going at around 6pm until it finishes and then heading to a nearby Vegan Restaurant for dinner. Id be excited to meet anyone who wants to come along. Im sure this will also be liver preparation for the Factorio Party.
Castle Gardens Beer Festival - http://www.praguebeergarden.com/events/ ... astle-2017
Vegans Prague - http://www.vegansprague.cz/
Saturday:
If anyone would like to meet us at the Nirodni Trida tram stop at 2pm to head to the party together, we will walk from there down to the Dancing House (past the Wube Office, I promise we wont doorbell prank anyone who is working on a Satuday one hour before the party) and then catch the 92 Tram to the party together.
I dont want to complicate things with organising groups and individual meeting places, so If you want to meet just show up and look for me (A picture of me can be found here https://about.me/benbuckton ), or add me to WhatsApp on +49 15756727430. Extra points if you happen to be a teacher and want to discuss Computer Based Assessment (I run a private educatoion company and my partner is an education researcher).
I will check this post again for activity before we leave for the beer festival and my phone will be on the whole time. | [
{
"author": "",
"content": "We arrived early at the festival. It's 450 cr or 18 euro. There are 60+ breweries with 2 beers each. Unlimited tasting.",
"date": "2017-06-16T16:02:18+00:00",
"quotes": []
},
{
"author": "",
"content": "We are leaving now. Small change of plans. We will take the 2 tram from Narodni Trida and not walk down to the river beforehand. See you all there.",
"date": "2017-06-17T12:05:15+00:00",
"quotes": []
}
] | 2 | 2017-06-15T15:17:05-05:00 | |
forum-topic-125230 | 125230 | make settings calls more performant | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=125230 | ownlyme | it's kinda insane that replacing all settings.{storage,global} calls with storage[] calls got me down to 0.070 ups from 0.090. ( with 4 running reactors )
wouldnt heavy use of the storage table be terrible for the network load?
attached a modified version (based on 2.0.15) of the mod utilizing the storage table.
note that this version will be incompatible with future and previous updates. it's just for performance comparisons
it's meant to overwrite the mod mid-game | [
{
"author": "GTG3000",
"content": "Indexing has a cost in lua. If you have a lot of things like settings.global.thing in your code, consider extracting that into a local variable and then using that.",
"date": "2024-12-28T01:53:11+00:00",
"quotes": []
},
{
"author": "ownlyme",
"content": "this is more than the indexing cost though. they are still in a 2d table \nif i add another dimension with {value = ...}, it does cost another 0.007 ups indeed (still less than using settings... calls) \nthat third dimension isn't used at all though, maybe they can save some performance by cutting that? \n https://lua-api.factorio.com/latest/con ... tting.html",
"date": "2024-12-28T01:58:46+00:00",
"quotes": []
},
{
"author": "GTG3000",
"content": "Lua doesn't have \"2d tables\", there are only tables of tables, that is lua Values that hold pointers to garbage collectable objects. There's some magic so that tables with number indices behave like arrays, but generally they're all hashmaps. \n \nYou found how to make your mod faster, so you can implement that. \n \n[edit] \n \nSo the settings returns a custom lua table-like object that has lazy evaluation. Probably shouldn't be too different performance wise aside from not loading the whole thing at once.",
"date": "2024-12-28T02:35:38+00:00",
"quotes": []
},
{
"author": "ownlyme",
"content": "did i find a way to make it faster? or did i find a way to make it unplayable in multiplayer? idk, i dont play this game in mp \n \nalso no clue why you don't want settings to be more performant and defending the current implementation \n \ni'd prefer to not make my code less maintainable and update all my 52 mods to have a smaller performance hit for no reason if the devs could just flip a switch and everyone gains 20% free performance \n \nif i had to remove the .value code snippet everywhere because they changed the way settings work, that would be okay though",
"date": "2024-12-28T02:37:27+00:00",
"quotes": []
},
{
"author": "GTG3000",
"content": "So long as you're putting stuff into storage, it should be fine. There's desyncs when a function changes a variable outside of it's scope, not when stuff is accessed in storage. \n \n I've seen someone talk about this recently on the 2+2=fish reddit thread",
"date": "2024-12-28T02:43:32+00:00",
"quotes": []
},
{
"author": "ownlyme",
"content": "i just tried putting everything in _G instead of storage.s (replacing most stuff to even access it without a _G[\" prefix) and it did nothing for the performance, so indexing doesn't seem to cost much \n(yes it took me almost an hour to test this) \n \nstill think devs should take a look at settings performance",
"date": "2024-12-28T02:53:35+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "It's all API calls and new LuaObjects being allocated. What else did you expect? If you can't bear the cost, cache it.",
"date": "2024-12-28T03:27:18+00:00",
"quotes": []
}
] | 7 | 2024-12-27T19:30:17-06:00 |
forum-topic-31440 | 31440 | Ideas Around Energy Production: Solar, Wind, Water, Nuclear, Fusion ... | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=31440 | I have waited a long time to make a link collection for this subject, cause it is really complicated.
In the end Woodmn convinced me to do this at least for the current discussions around the comming nuclear power and he also helped me a lot by digging through the forum and making a nearly finished list.
I need to point to
- The Friday Facts https://www.factorio.com/blog/post/fff-164 #164 - Nuclear power
This is the current implementation facts.
- the Development Proposal viewtopic.php?f=9&t=5 Electric energy .
That thread is full of ideas and concrete implementation and nearly impossible to dig them all out (but if someone likes to he/she is invited to add his research off course), but it can be recommended from a historic perspective, cause there are some very early ideas, that didn't change till now, more than 3 years later! Which means: That ideas, that didn't change over time are "evergreens" and are really hot candidates for implementation.
Suggestions about Nuclear Fission (and relevant side-aspects)
Thanks again to Woodmn, I extended the list
Nuclear processing (mining, refinement, concentration)
Looking at mechanics directly related to nuclear fuel/waste
viewtopic.php?f=6&t=30863 "[0.14] Implement Nuclear Fusion Power"
viewtopic.php?f=5&t=30910 "Future Nuclear Power / Dirty Mining Mechanics"
viewtopic.php?f=6&t=30911 "[0.14] Nuclear power: use thorium instead of uranium"
viewtopic.php?f=5&t=30922 "Other uses for nuclear material" *Shameless self plug *
viewtopic.php?f=6&t=34394 Graphite: Giving Light Oil a Use
viewtopic.php?f=6&t=37437 Thorium Reactors
Suggestions about how good nuclear power would be (Some include useful ideas)
viewtopic.php?f=71&t=332 Train cars, armored vehicles, nuclear power, and more
viewtopic.php?f=6&t=3598&hilit=nuclear+power Nuclear power, teleporter, world generation machine and more
viewtopic.php?f=6&t=4064 Better/more efficient power production? [see down viewtopic.php?f=6&t=4064&p=30341&hilit= ... wer#p30341 ]
viewtopic.php?f=6&t=5305 Nuclear Power?
viewtopic.php?f=6&t=5181 Oil, power, combat and alien tech
viewtopic.php?f=6&t=21248 New power generator
viewtopic.php?f=6&t=22314
viewtopic.php?f=6&t=23867Suggestion - Late game power generation
viewtopic.php?f=6&t=25762 Nuclear power plants
viewtopic.php?f=6&t=30939 "Nuclear, Coal, and Wood Suggestions"
viewtopic.php?f=6&t=33380 Nuclear Power and the bad things that can happen. A list
viewtopic.php?f=6&t=37019 Uranium and nuclear power
viewtopic.php?f=6&t=39457 Complete nuclear implementation concept
viewtopic.php?f=6&t=41775 The Nuclear related stuff that can be done...
Going inside
viewtopic.php?f=6&t=30995 "Nuclear Power from a Nuclear Engineer"
viewtopic.php?f=6&t=30896 "[0.14] Nuclear reactor as part of advanced steam setup"
viewtopic.php?f=6&t=37563 [Nuclear power] Mining and processing Uranium
Multi-block reactors / Modular Power / Factorissimo
viewtopic.php?f=6&t=30918 "Nuclear Multiblock"
viewtopic.php?f=6&t=31280 "Reactors multi block structures"
Mods
https://mods.factorio.com/mods/Fatmice/UraniumPower
https://mods.factorio.com/mods/Simdezimon/Nucular
https://mods.factorio.com/mods/Arch666A ... finiteores
https://mods.factorio.com/mods/Arch666A ... lsrefining
https://mods.factorio.com/mods/YuokiTani/z_yira_UP
Nuclear Fusion / Fusion Reactors
viewtopic.php?f=6&t=21519 Fusion reactor - new energy, power, electricity generator
viewtopic.php?f=6&t=30863 Implement Nuclear Fusion Power
Mods
https://mods.factorio.com/mods/charga600/FusionReactor
Solar and Alternate Energy
viewtopic.php?f=6&t=31761 More intresting Solar Power
viewtopic.php?f=6&t=46099 Alternate power generation from heat
Storing energy
viewtopic.php?f=6&t=12605 Electric boiler
viewtopic.php?f=6&t=13023 Storing energy as hydrogen (and oxygen) / Cool it down to store energy
Mixed Ideas
viewtopic.php?f=6&t=34949 Fluid handling (water, oils)
viewtopic.php?f=6&t=48402 Allow Electric Network to output Power Consumption to Circuit Network
... TODO ...
Related
... TODO ...
viewtopic.php?f=80&t=31440 Ideas Around Energy Production: Solar, Wind, Water, Nuclear, Fusion ... | [
{
"author": "Woodmn",
"content": "",
"date": "2016-08-22T21:56:00+00:00",
"quotes": []
},
{
"author": "komrade_toast",
"content": "First, I apologize, but I am going to be pedantic here: The process that would be added in game would most likely be a Nuclear FISSION process, not nuclear fusion (this is also something that always very slightly bugged me about the Portable Fusion Reactor). But, putting that aside, I personally would love to see a more complicated nuclear fission process. I like the amount of steps and the infrastructure you would need to think about. I didn't read through all the topics and posts (not near enough time on my hands), but maybe make fission a mid-game optimal power source, and down the line you could research fusion for an end-game power source. Fusion would be the harder(?) of the two implement as a game mechanic based on the fact that we don't actually have a working (read viable / efficient) Nuclear Fusion Reactor. \n \nSomething else I would love to see is the ability of your fission reactors to overheat and melt down. If your power is interrupted and your coolant stops flowing to your reactor, then it could end up VERY bad, possibly contaminating the land around it for a VERY long time. This would make it more viable to place your reactor(s) far, far away from your main base, to prevent a Chernobyl (Factorinobyl?) like scenario. Maybe add \"Coolant Units\" to the game that work like the steam boilers, but in reverse, cooling your liquids instead of heating them. Not sure why you would want to do this, but that would also allow you condense steam back in to water.",
"date": "2016-08-23T02:04:30+00:00",
"quotes": []
},
{
"author": "",
"content": "Fixed the headings, it was indeed a bit mixed. \n \nIf you want to bring in own ideas or want to discuss I really recommend you to use the upper board, search one of the matching suggestions or make an own, cause here the link collections it is more likely to be ignored.",
"date": "2016-08-23T11:44:34+00:00",
"quotes": []
}
] | 3 | 2016-08-22T15:36:22-05:00 | |
forum-topic-109041 | 109041 | Delete archived wiki items | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=109041 | Tertius | I suggest the items and pages that are currently archived are actually deleted, so every trace of them is removed from the wiki.
Why:
The game has been stable in the current state for more than 2 years.
Archived items have no use. They are not relevant to the current game. They are not relevant for any game concept. There is no trace about them in the gameplay for the last years. They don't help to get a deeper understanding of the game.
I got Factorio March 2021, 2.5 years ago, and I use the wiki very much to get detailed game information. I read every single wiki page (while creating/updating a complete and up to date German translation). While doing this, and while playing the game, and while discussing several game mechanics in the forum, there was never a single need and a single mention of archived items or archived features.
They don't matter. Instead, they clutter the wiki. Worse, they come back as undead and waste editor's time. They clutter lists. Some remains I thought I killed are resurrected through the translation template. All archived items were part of the early access and development before 1.0 release. They don't matter for current and upcoming players.
With the upcoming version 2.0 of the game we should, in my opinion, concentrate on the current and upcoming state of the game. We are no archaeologists who should painstakingly conserve history but instead document the current state of the game.
Gone historical game features can be seen in the update history.
It may be we have to archive current game features with the 2.0 update. Let's do this, but after the game and the wiki has stabilized after 2.0, I also suggest to remove the then archived items as well.
If archived items should have a gravestone, I propose to create one wiki page "Removed game features" that collects historical and archived game features in a single page, sorted by removal date. | [
{
"author": "",
"content": "I keep getting annoyed by the steel axe page (archived) because it comes up first when looking for the steel axe research (current), so I give this some hesitant agreement. I also give this some hesitant disagreement because pages like the alien artifact page are linked occasionally and preserve a lot of historical information that doesn't have any other place. The details on these pages (research costs, recipes, mechanical information) aren't in the changelog. At most you might be lucky to find them in FFFs. Otherwise you'd have to install old game versions to rediscover the info. \n \nIf we kept information like research costs, that would be a quite large page. If we didn't, and just keep mechnical information like the page text on the alien artifact page or iron axe page, then it would be shorter. But then we'd be looking at information loss again.",
"date": "2023-10-09T08:54:16+00:00",
"quotes": [
{
"author": "Tertius wrote: Wed Oct 04, 2023 5:20 pm",
"content": ""
}
]
},
{
"author": "AccessViolation",
"content": "I want to start off by saying I don't have a lot of experience with Factorio but I do have some experience contributing to the Factorio wiki (and other wikis), and I have quite some experience in digital archival. \n \nAbout the point that archived items have no use, this might be true currently, but we have no way of knowing what information would benefit people in the future. Outdated information isn't useful to anyone, until it is, and we have no way of knowing when and for what reason, but it is almost a given that one of the archived pages will be, eventually. \n \nThe nice thing about digital information already present is that you don't need to be an archeologist and you don't need to \"painstakingly conserve\" anything, all that's strictly necessary is not doing something, which would be deleting it all. \nIdeally, archived information wouldn't get in the way of the 99% of visitors that are looking for up-to-date information, while keeping the archived information accessible to that other 1%. \n \nI do understand that outdated information clutters the search and can be confusing to new players. Maybe a solution would be to create 'Archived' and 'Current' categories. All archived pages can have '[[Category:Archived]]' added to the top, same thing for the Current category with currently relevant pages. The default search parameters could then be changed to have the 'Pages in these categories' field set to Current, so no archived pages show up in the search by default, while allowing users to remove this search restriction with an advanced search. The same filtering logic could maybe also be applied to the 'archived' template, but I don't know if you can filter by pages that do not have a template, only by pages that do, so categories may be a better solution.",
"date": "2023-10-09T11:43:39+00:00",
"quotes": []
},
{
"author": "ickputzdirwech",
"content": "How about moving archived pages in to their own namespace? Like Code: Select all Archive:Steel axe \n\nThat way they wouldn't show up in searches any more. I don't think they should be deleted.",
"date": "2023-10-09T15:46:05+00:00",
"quotes": [
{
"author": "Bilka wrote: Mon Oct 09, 2023 8:54 am",
"content": ""
}
]
},
{
"author": "",
"content": "Another issue that I neglected to mention is that sometimes people miss the \"Archived\" box on the page and assume the page is talking about current page content. But likely this issue can already be reduced by removing the pages from the default search. \n \nThe suggestion by AccessViolation would work for that, except our Search doesn't support exclusions or inclusions by category, so I'd have to look into why that is the case. Likely it would need some backend server work to enable a different search engine or this search option in our current search engine. \n \nThe namespace suggestion would be possible. Adding a namespace is easy and it can be excluded from the search by default. There is just with one problem: What to do with archived infoboxes. They are in the Infobox: namespace and cannot be in two namespaces at once. The option I see there is to keep them in the Infobox: namespace with the current \"Infobox:Item name (archived)\" naming. \n \nHowever, simply moving the archived pages does not solve that their translations linger in the translation template.",
"date": "2023-10-09T16:15:07+00:00",
"quotes": []
},
{
"author": "Qon",
"content": "Maybe a crude and dumb solution is good enough? Just make copy of the whole wiki, give access to it from a separate URL, like wikiarchive.factorio.com, and then delete archived pages on the regular wiki. An issue is to maintain a complete archive you would have to continue updating the archive with new pages and updates so that it doesn't lose out on new information. But maybe a simple script can just scan the up to date wiki for updates and make the same edits on the archive, except for data deletions? If the wiki software has a good API this could be quick and easy. Otherwise maybe patching the wiki software search engine could be easier...",
"date": "2023-10-09T16:51:55+00:00",
"quotes": []
},
{
"author": "ickputzdirwech",
"content": "I agree with your last point there. Also the \"Archived\" box is too unobtrusive. A colorful icon and changing the title (to \"This feature has been removed from the game\") could go a long way. \n \n\nWe could move all the translations for archived pages into a separate section in the translation template (at least the German one needs a bit of sorting anyway imo). I started adding a comment to them so they can be found easily. \n \nEverything that is not in the main namespace can stay were it is, since a casual reader would never encounter these and editors usually are relatively knowledgeable about the game and wikis. \n \nIf the archived Pages are indeed moved or otherwise hidden from the search I suggest that a navbox for all archived pages is created and that https://wiki.factorio.com/Version_history links to it.",
"date": "2023-10-09T17:00:08+00:00",
"quotes": [
{
"author": "Bilka wrote: Mon Oct 09, 2023 4:15 pm",
"content": ""
},
{
"author": "Bilka wrote: Mon Oct 09, 2023 4:15 pm",
"content": ""
},
{
"author": "Bilka wrote: Mon Oct 09, 2023 4:15 pm",
"content": ""
}
]
},
{
"author": "",
"content": "For now I think the namespace is the best solution. It has little overhead and a large effect regarding the search, without outright removing anything. So I'll get started on the backend changes for that. \n \nMoving the pages will need to leave a redirect, for now, to not break too many links. The internal links can then be changed with the assistance of Factorio:Redirects . After some time the redirects should also be removed, otherwise they will keep showing up in the search. But I don't want to break external links from one day to the next.",
"date": "2023-12-01T17:24:26+00:00",
"quotes": []
},
{
"author": "",
"content": "I ran a script to move the pages to the new Archive: namespace. For now, the redirects exist so the old page still show up in the search. Once the redirects are slowly removed the pages will also disappear from the search. \n \nI decided against making a navbox for the archived pages. I think the category for them ( https://wiki.factorio.com/Category:Archived ) and the ability to filter searches by the new namespace should be enough to navigate between these pages. I'm happy to be convinced otherwise though. \n \nEdit: Currently the icons for the recipe product in the sandbox link to the redirect (because icon links strip out the namespace). So the redirects need to be kept until I fix that. With the way the infoboxes are coded this is sadly not a minor change.",
"date": "2024-04-26T10:21:46+00:00",
"quotes": []
},
{
"author": "",
"content": "I'm slowly converting the code for the infoboxes to Lua in preparation for 2.0 and that allowed me find what to change to get them to link to the right page for the archived items. So that is now done and I have removed the redirects, which finishes off this project.",
"date": "2024-10-04T13:15:34+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "Nice work, thank you! By creating an Archive: namespace that will not show up on search, one of my goals to create this thread is achieved: obsolete items don't interfere with daily wiki usage. \n \nI don't know how the second one will work out: managing translations. A complete main translation template such as the German one is so big, it created performance issues in the past, so I worked hard to remove stuff not present any more. Some of it was added back to get translations back into archived items, which grew the dictionary again, which was the main motivation to create this thread. \n \nSince then the hardware was upgraded, so performance improved, and I hope it stays this way if we start adding translations of the 2.0 game features.",
"date": "2024-10-04T13:42:24+00:00",
"quotes": []
},
{
"author": "",
"content": "Generally the size of the template shouldn't be the problem. It mostly has an impact on performance because it's used in so many pages. However, the way the wiki software queues up the jobs to update the cache of pages means that generally it shouldn't be an issue to change templates like this, it just takes some time until the caches are updated. E.g. when I changed the infobox template yesterday it took some time for things like the \"what links here\" pages to show the updated values. That's why the translation guide recommends to not edit the translation templates too often and instead batch the edits - that kicks off less update jobs. But I am not worried about the templates becoming too large at this point. \n \nThat being said, the Lua extension would make it possible to replace the Translation templates with Lua versions. Generally that should be more performant, but I'd have to try it out. And that has to wait until after 2.0 release.",
"date": "2024-10-04T14:28:23+00:00",
"quotes": [
{
"author": "Tertius wrote: Fri Oct 04, 2024 1:42 pm",
"content": ""
}
]
},
{
"author": "evanrinehart",
"content": "As somebody who's been playing factorio for like 10 years, and regularly links to \"old useless irrelevant\" stuff like the smart chest, alien artifacts, the old recipes for blue science, etc, I'm glad that stuff didn't get deleted in the end! Remember the ridiculous formula for the 1x1 boiler? \n \nThanks for all the hard work.",
"date": "2024-12-19T00:01:25+00:00",
"quotes": []
}
] | 12 | 2023-10-04T12:20:24-05:00 |
forum-topic-117167 | 117167 | Space Platform 101 Discussion - Page 2 | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=117167&start=20 | EustaceCS | Did, by any chance, anyone tried to field two specialized platforms (i. e. one for white science packs and another, let's say, for infinite iron ore)?
How landing pad with iron ore + white science packs request would gonna behave? Will iron ore bombardment continue indefinitely even if I'll assign science packs for shipment manually?
For singular iron ore + science packs platform, of course, platform , setting both orders to 10-10 SEEM to allow shipments auto-switch every once a while. 100-100 results in just infinite flood of same resource (1-8 items per capsule). Manual assignment for downwards shipping is seemingly ignored until something in space platform's brains snaps under unclear conditions.
Keeping 1 platform:1 shipped resource ratio will fix it, riiiiiight?
I'm probably too stupid for this automatized land<->air logistics... | [
{
"author": "Dyingsun",
"content": "Is this with one landing pad? I 'd test with 2 separate landing pads on the planet and have each with different requests from the platforms, see if this solves it.",
"date": "2024-10-27T11:27:02+00:00",
"quotes": [
{
"author": "EustaceCS wrote: Sun Oct 27, 2024 9:58 am",
"content": ""
}
]
},
{
"author": "",
"content": "But there is limit of at most 1 cargo landing pad per planet (per force).",
"date": "2024-10-27T11:41:42+00:00",
"quotes": [
{
"author": "Dyingsun wrote: Sun Oct 27, 2024 11:27 am",
"content": ""
}
]
},
{
"author": "kpreid",
"content": "It sounds like you have the same problem I had. There is an invisible limit on the number of cargo pods that can be in flight to the cargo landing pad (which is easily overwhelmed by automatically dropping asteroid resources). Build cargo bays and attach them to the landing pad to increase the number of landing slots. As far as I've noticed, it doesn't matter whether the resources are coming from a single platform or multiple platforms. \n \n(I also posted a suggestion to make this less invisible .)",
"date": "2024-10-27T14:18:09+00:00",
"quotes": [
{
"author": "EustaceCS wrote: Sun Oct 27, 2024 9:58 am",
"content": ""
}
]
},
{
"author": "DragoonGXG",
"content": "I'm having no problems at the moment. How much are you trying to send down exactly .\n Cargo Bays \n \n \n Special Delivery.png (1.58 MiB) Viewed 5657 times \n \n \nThe screenshot doesn't do this justice unfortunately, the only bottleneck I have is the limited amount of space platform cargo bays. \nI'm currently using 3 space platforms and haven't seen any issues. \n \nEdit: \nSo I did some testing and everything scales fine. \nI've doubled my space platforms and I'm still not having any issues.\n Even More \n \n \n Cargo Bay Scaling 2.png (1.89 MiB) Viewed 5645 times",
"date": "2024-10-27T22:15:38+00:00",
"quotes": []
},
{
"author": "DragoonGXG",
"content": "I've posted this elsewhere, but I believe it would be better suited here...\n Optimizing Your Space Platform \n*Spoilers: Example Pictures are Hidden use at your own discretion* \n1) Turrets feeding turrets ammo. Save space by utilizing underground belts and feed turrets using other turrets. \n*Be aware that going too far down a chain will cause a shortage due to transfer speeds.* \n2) Place turrets deep enough inside the ship to prevent shooting at unnecessary asteroids, but still far enough out to prevent damage.\n Turrets \n \n \n Turrets.png (692.89 KiB) Viewed 5642 times \n \n \n3) Engine Spacing. Engines work like reactors and share fuels between themselves. Utilize 'V' formations to save space.\n Engine Placement \n \n \n Engine Optimization.png (1.13 MiB) Viewed 5642 times \n \n \nBigger Setup of Engines\n More Engines \n \n \n V Formation On.png (1010.1 KiB) Viewed 5642 times \n \n \nNon-Inverted V\n V Formation \n \n \n V Formation Alt.png (2.68 MiB) Viewed 5642 times \n \n \n4) Scared of Asteroids? Use walls! They can \"buffer\" a few hits saving critical components. \nHowever be aware, the bigger the asteroid, the more it can withstand (penetrate). \n2nd to that, adding walls changes the view angle on asteroid collectors.\n Shielding and Coverage \n \n \n Walls and Coverage.png (942.17 KiB) Viewed 5642 times \n \n \n5) Asteroids and Damage. Did you know asteroids are weak to certain damage types!?\n Check the stats \nvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv \n*!!~~ Pssst, use guns not lasers ~~!!* \n^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\n \n \n \n Asteroids.png (127.53 KiB) Viewed 5642 times",
"date": "2024-10-27T23:03:28+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "Oh. I'm using singular LZ without on-ground cargo bays. Maybe my problem is there, not in my DNA. \nWorth trying slamming few cargo bays. \nUpd. And, I've found two cargo bays sitting in one of my yellow logi trash cans... \nApparently, having 1 cargo bay per incoming shipment type attached to landing pad fixes the problem. \nSpace hub can remain bayless at at least small scale production. \nSheesh... \nRandom per-capsule shipment size is still a problem - but at least it gravitates towards 8 items per capsule now instead of throwing individual iron plates in (apparently, marked as VERY FRAGILE) individual packagings. \n(and the game still don't give a damn about queueing items for orbital drop manually)",
"date": "2024-10-28T09:26:13+00:00",
"quotes": [
{
"author": "DragoonGXG wrote: Sun Oct 27, 2024 10:15 pm",
"content": ""
}
]
},
{
"author": "Maul_Junior",
"content": "if you're just starting a new platform, send up the hub, set it up to get iron and make steel, let it request copper wire, and throw in a few assemblers. then go do something else for a while and you'll come back to lots of space foundations. \n \nWhy Copper Wire and not Copper Plate? It's more dense, I hear you say. \n \nnot for rockets. \n \nyou get 2 (ish with prod) wire from a plate. 1k plates per rocket. \n \nBUT \n \nyou can fit 4k wire into the rocket. \n \nSet up a wire assembly near a bunch of rockets and let it run. \n later on you can just let the whole thing run by itself, no rockets needed past the first foundations/assemblers/etc >.>",
"date": "2024-10-29T19:14:38+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "Air-to-ground shipping of Steel is free (albeit inconvenient). \nGround-to-air shipping of Copper %whatever% is not free. Given that it needs precious blue circuits, it's VERY not free, I dare say. \nIf, for some reason, there are no space for assemblers on the ground - Quality can help. \nYou still need to transfer foundations from platform to platform through ground anyway. \nSelf-expanding platforms will become a viable choice with advanced asteroids reprocessing tech though.",
"date": "2024-10-29T20:01:17+00:00",
"quotes": [
{
"author": "Maul_Junior wrote: Tue Oct 29, 2024 7:14 pm",
"content": ""
}
]
},
{
"author": "Maul_Junior",
"content": "didn't say it was free. \n \nBUT \n \nyou can get a LOT more space foundations out of 4k copper wire/Steel from Space than 1k Copper Plate to 2k Wire to Steel from Space or 50 Space Foundations. all built on the ground. \n \nThis was specifically about building out new platforms. \n \nsend up 4k copper wire, get the steel production going in space, and boom. tons of space foundations. \n \nQuality WILL NOT help getting more space foundations up to the new platform. \n \nBesides. \n \nRockets are essentially free once Fulgora is set up properly as a rocket shipping depot to all the other planets.",
"date": "2024-10-29T20:45:41+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "Sending to space 50 build-ready foundations without setting up on-site manufacturing \nor \nsending to space 4k copper wire to make 200 foundations, having to also set whole manufacturing process up \nis not quite a 101 question. \"101\" term implies basics. The very foundation of knowledge on which advanced techs can be invented. \nA blueprint of a space platform which would gonna allow making SOME foundations on-site, saving 6-9 rocket launches, would be nice (as space platforms can be rebuilt indefinitely...), however, it might be too much of a hassle for a tryharding so severe, especially for early game where you have to pack your rockets manually anyway. Having to also rebuild your platform #0 few times on top of that... for me it's too much, honestly.",
"date": "2024-10-29T20:54:19+00:00",
"quotes": []
},
{
"author": "Hiekie",
"content": "I have not much luck in the game, i already lost several platforms while traveling to vulcanus can't figure this out and ran stuck..",
"date": "2024-10-30T16:24:26+00:00",
"quotes": []
},
{
"author": "ChipEveryBlock",
"content": "Open the space platform hub GUI. On the top right corner there are several small square buttons. Click the one with a yellow lightning bolt. That should show the electric network.",
"date": "2024-10-30T18:36:28+00:00",
"quotes": [
{
"author": "Shalashalska wrote: Fri Oct 25, 2024 7:55 am",
"content": ""
}
]
},
{
"author": "bluerock",
"content": "Loving the game so far. Just one small bit of feedback so far regarding space platforms. I wasn't sure at first how to move my space platform and had to Google it. Was looking in the upper right icons/toolbar tools and didn't realize I could click on the platform hub to set the travel route there. Double checked the platform tips and tricks and was not explained there, but I think it should be. Same question has been asked on Steam forums as well.",
"date": "2024-10-30T19:19:45+00:00",
"quotes": []
},
{
"author": "J-H",
"content": "Solar panels produce plenty of power to get you to Vulcanus. If you take the same panel-powered craft to Fulgora, it's going to run out of power. Get low enough on power and your asteroid grabbers don't function, leading to running out of ammo and fuel. If you run out of fuel badly enough while in transit back to Nauvis, your spaceship will acquire a negative speed and end up back in orbit over Fulgora. \n \nI'm remote building a new spacecraft back on Nauvis to come save me. Is there a better way to manually load rockets from afar than \"Make a requester chest for a nuclear reactor, then put an arm on the chest when I want it to load into a rocket, then remove the arm once it's sent\"? \nMy current plan is ice->water and a stock of nuclear fuel. I'll probably try the circuit network method of taking fuel out of the reactor once it hits 990*, then putting fuel in when it gets back down to 600*. \n \nAlternative - can Carbon be burned in boilers? If so, how hot does it burn? Can it turn steam turbines or only steam engines? The wiki page is still a stub. If I can ice->water and then heat it with steam, that's a power source that can self-refuel off of asteroids.",
"date": "2024-10-31T12:51:32+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "That depend on wether or not you reach 50% of the destination, before 50% it bring you back to origin, but after 50% it will slowly makes you drift toward the destination. \n \n\nYes, just tick the silo in auto-lauch mode, and request 1 reactor from the platform, with a custom playload of 1. Bots will pick 1 reactor, and place it in the silo which will launch it in orbit. \n \n \n\nYou can't take fuel out of the reactor, only used fuel, but fueling once and only when temperature is under 600° should work provided you have enough water ! \n \n\none can't place boilers on space platform",
"date": "2024-10-31T13:31:57+00:00",
"quotes": [
{
"author": "J-H wrote: Thu Oct 31, 2024 12:51 pm",
"content": ""
},
{
"author": "J-H wrote: Thu Oct 31, 2024 12:51 pm",
"content": ""
},
{
"author": "J-H wrote: Thu Oct 31, 2024 12:51 pm",
"content": ""
},
{
"author": "J-H wrote: Thu Oct 31, 2024 12:51 pm",
"content": ""
}
]
},
{
"author": "Amarula",
"content": "You can filter the asteroid grabbers... so for making iron for ammo and for steel, I only grab metallic chunks. No need to handle the others even if it is easy to drop them overboard.",
"date": "2024-10-31T13:44:52+00:00",
"quotes": []
},
{
"author": "J-H",
"content": "Oh, cool, I didn't know that. I've just been putting grabbed asteroids on a circular belt, and filtering to throw extras overboard.",
"date": "2024-10-31T14:00:50+00:00",
"quotes": [
{
"author": "Amarula wrote: Thu Oct 31, 2024 1:44 pm",
"content": ""
}
]
},
{
"author": "MeduSalem",
"content": "You eventually will have enough water I think. With all the asteroid reprocessing & asteroid processing productivity. ^^ \n \nI did more tests with my stationary space science platform yesterday (because I finally unlocked that advanced reprocessing recipe) to also drop calcite from the platform down to Nauvis to finally feed my foundries there. ^^ \n \nAnd currently I reprocess every single excess metallic & carbon chunk that my platform grabs and which is not used for science production and turn them into ice chunks and then feed the ice chunks to the crusher to make more calcite. \n \nIn the process I actually create so many ice cubes as byproduct I have to dump them back to space (it also is the only thing left that the science platform currently dumps back to space, everything else is processed). \n \nSo I figure I could probably set up a nuclear plant on the platform and power the entire platform with the excess ice cubes. I am totally thinking about doing that to be able to throw productivity modules in all the machines up there so I get even more chunks to make even more calcite & ice cubes. ;D \n \nAt least I would find that more appealing than extending the platform with even more grabbers & solar panels to the devil knows where, even if the latter would be the cheaper solution to get more chunks & power. ^^",
"date": "2024-10-31T16:32:38+00:00",
"quotes": [
{
"author": "mmmPI wrote: Thu Oct 31, 2024 1:31 pm",
"content": ""
},
{
"author": "J-H wrote: Thu Oct 31, 2024 12:51 pm",
"content": ""
}
]
},
{
"author": "EustaceCS",
"content": "Speaking of tentacle grabbers with preferences. \nLo and behold: a Space Science generating platform which have 100% transport belt efficiency, tailored for novice players which just want to accumulate white flasks over time while they're wrapping things up on the ground. \n 0eNrVW91u4jwUfBXkm70hq9hxSEDaV/juP1UVMsG01jo26yTVVhXvvnbCP6ENTFfa3lGSORmfM3P8E/pGFrqRa6dMTWZvZCmrwql1rawhM/K/bUZLa77Vo2fxIke1HZXCiCc5WkhdVyO1Gr2e3tF+/52MiSqsqcjs4Y1U6skIHWIbUUoftFqLQkZrLeqVdWX03CzIxgPMUv4mM7oZX4VUhZImQEXx8wjCeiGiqqWzahkVVmtZ1NYdQZJTSP26DhBpalW/evLbEIVwTzZa2+URkm8ex92NSnbj61Bz05QL6fwAxu8wGJO1rVSX3DcSiHxPx+SVzCLqP/mnOFk1uo6UefFhrfNXTKP1mBTPjfkZrZSuwzMeiP2tljI6PCFcJo9hVGd02J6OMpV0AX5Bgu5J0JbEUjlPt72ej0n30G6suyLtg/byGJNfjdAhlTNifIl9kv0IbLkWToQszMgPEtLYVHK+j167RvbwTwbwZyf8e4LwAUEivouSnyeBsp6Y6U0xp+cx+QeJLWUttFbF38zt5KB011TPvSPY53Z6wd9/VusrXEM8ZZ7I7q55D2tVy3I7+uWRceVqpVqjv0alXTZatu7r7g2Jmh+Zo83c/i/PqapDb5jFYbS9V+jmcbPpM0r2cTIOPomvJ+PcEV8vE/ktLaMzy7tSVoX8VNlOb+qw0WRHNbv09fCGe82PfQmk8ZDeQE95vZ9CZ01k3efmkR5PVZUsF9rrNCpF4fUqI/ZO0SfbuWor+Z7Z+euonR5mSBk05HyNV40zolXt1XaYtin4x4YyZLKM4tMhfDTPUX5LO+D9EzAdMlsmV4l9NFn6hdrC3/ep5hgwOZ7Q3buhI/PFZ0OaDSjY5B0lDarY313e0PyWMfAL0fWFPMw9ldXC+WZnpO5Rxi4q6/cDi2+aw/JduKTHGUNnsGsp7901HCrVs1u74Be37OLWBb8aWdWH2vhtVsf1XAjCf/viH7ASupKhpHuos+V80axWR7XdXyxVVXknzcPu0l9qI89L4Z+lfJxdtJ4BsdsKF4e6eVK10ttt3vmeY7sS9Cq5kqmVbcxStJBA6LzZgXgO4nf8E5B/AvK/F0+3eAaO/158vNtxgvwpyP9efHS8lbkrAEcDJGgABgaIQTwF8Sj/KDtsze/CT0B8CuI5iE9APMPwFHz8tnw5WL4cHH6O2SfHspdj5snB5Gdg8jNQ+xmo/QwsfoYVP8OKn2HFz7DFx73w9HNKPwFLPwFLfzeeYvgYg4NPBwcP5h4sfYrBJ2Dht+xTULgpKNwUFG6KCTfFhJtiwk0x4aaYcFNMuCkm3HvhGQbPQdltc8dB23DQNhy0DcdswzHbgAcd4DkNeEzDMdtwzDYcsw3HbMNB2ySgbRLQNglomwSzDXhAlmC2AY8HwdPBBLNNgtkmwWyTYLZJQNsw0DYMtA0DbQMezDLMNuCxMsNswzDbMMw2DLMNQw+U0fNk9DgZFC4FT6PBw2jwLBp8HQS+DcKESzHhUky44HsQ8C1IjKkWe4WCvUDBXp/EkGJjSLAxpNcYkiv43g7ssmCTBXss1mKxDos1WKy/Yu0V665YcwV7K7iYBdey4FIWW8liC1lsHYstY8GFILjvB7f94K4f2/Rje35sy4/t+IehH7ufMPqbDv97NCZaLKT23z2Eaz8uf1T8+J9oXlTl73yRrmqfnE7YlE+nKWdZwnK62fwB0mjSqg== Copy blueprint \nEstimated shipments to build: 5 rockets. \nIf you can set up your white flasks production in less rocket shipments - DO IT!\n \n \n \n 10-31-2024, 19-32-56.png (618.67 KiB) Viewed 4503 times \n \n \n Damn, I really want to reshape it into something more like Venture from EVE.",
"date": "2024-10-31T16:37:29+00:00",
"quotes": []
}
] | 19 | 2024-10-24T10:07:33-05:00 |
forum-topic-120320 | 120320 | Allow combinators to generate "pure" quality signals | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=120320 | Xellnix | TL;DR
have the option to select "just" a quality as a signal
What?
if you select a inserter and enable filters you can set it to a quality (beside "any" as already posted: viewtopic.php?p=631950#p631950 )
so now that inserter will pass all items that match the quality filter you set, the issue i have, there is no option to generate such a signal, constant combinators always require you to select a signal AND a quality, as a result i cant set the filter of a inserter to a quality (or multiple)
so it would be nice if we could 1) set such "pure" quality signals and 2) generate such "pure" quality signals with selector via "quality extraction"
(heck if we could send these "pure" quality signals to splitters that would be lovely)
Why?
because you are otherwise limited to 5 items with the same quality per inserter (instead of all items with the same quality) | [
{
"author": "Sworn",
"content": "+1 \n \nThat is a great example of a thing you can manually do but can't use logic to do the same. Which is kind of backwards as usually the game let you do basic stuff manually, and more advanced stuff with logic",
"date": "2024-11-08T12:40:53+00:00",
"quotes": []
},
{
"author": "mr_abomination",
"content": "+1 Would be very helpful when dynamically searching for quality options using circuits",
"date": "2024-11-08T21:53:33+00:00",
"quotes": []
},
{
"author": "j7hoenix",
"content": "+1 it would be nice if we could build a generic fabricator that would build out a whole quality factory from just a single signal. \n \nAs is, it seems like you just can’t do it (minimum 5 signals for each item).",
"date": "2024-11-15T13:31:52+00:00",
"quotes": []
}
] | 3 | 2024-11-08T02:18:25-06:00 |
forum-topic-118466 | 118466 | Space platform item maximum should respect chosen planet | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=118466 | Gergely | What?
Make it so that space platform maximum item requests only drop the surplus items onto the planet specified in the "import from" box. In other words, the entirety of the filter, both the minimum and maximum should only be active while the platform is over that planet.
Why?
Currently if I set a maximum for an item request on a space platform, no matter what planet is chosen for the item, the surplus will be dropped onto any planet. It is unreasonable to expect that all planets on the platform's route are equipped to deal with the items. Because of this, it is never beneficial to use the maximum setting, except in weird scenarios where the hub is involved with on-platform logistics (asteroid processing, ammo and fuel manufacturing) which is not it's intended use anyway. I propose a change that could make the maximum setting useful in more cases.
Use case
A use case for planet-specific maximum filter is depositing unwanted items to the planet's surface logistic network. I could set up my landing pad to also request a maximum of zero of the items, and they are taken by the logistic bots to storage from the landing pad's trash slots. Semantically, I am getting rid of unwanted items from the platform, instead of wanting them on the surface. Sort of like an active provider chest. | [
{
"author": "ncc1702",
"content": "This would help with pushing items surface side instead of always pulling them \nAnd would mimic the \"cargo empty\" feature of trains",
"date": "2024-10-29T23:39:29+00:00",
"quotes": []
},
{
"author": "AIdrick",
"content": "An other use case: \nI got ships that collect stuff from the inner planets and deliver them to Aquilo. On Nauvis they get refueled with uranium fuel cells. \nThey should also drop the empty cells only on Nauvis. At the moment i have to set the \"Unload\" checkbox for Nauvis so the cargo landing pad can request them from the platform. Unfortunately it then also requests other stuff meant for Aquilo.",
"date": "2025-01-01T13:29:41+00:00",
"quotes": []
}
] | 2 | 2024-10-29T16:25:52-05:00 |
forum-topic-124513 | 124513 | Request: Hide fluid burning generator temperatures | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=124513 | KiwiHawk | Can max and fuel temperature be hidden from the tooltip of fluid burning generators please? If the generator has burns_fluid = true then temperature is not relevant.
12-16-2024, 14-54-00.png (195.25 KiB) Viewed 179 times | [
{
"author": "curiosity",
"content": "With the map view getting fatter, tooltip space has become significantly more valuable. This change is practically required.",
"date": "2024-12-16T09:18:01+00:00",
"quotes": []
},
{
"author": "KiwiHawk",
"content": "Also, why is fuel pollution listed twice?",
"date": "2024-12-16T10:16:23+00:00",
"quotes": []
}
] | 2 | 2024-12-15T19:54:58-06:00 |
forum-topic-127302 | 127302 | Random thought about Fulgora | General discussion | https://forums.factorio.com/viewtopic.php?t=127302 | Mooninaut | Obviously there's no oxygen on Fulgora since the entire planet is covered in flammable hydrocarbons, there's constant lightning (which doesn't start fires when it hits the ocean), and no photosynthetic life...
But boilers and burners work.
Video game logic! | [
{
"author": "eugenekay",
"content": "The Heating Tower and Boiler do have a minimum pressure requirement (do not work on Platforms), so there is at least the idea of physics in Factorio, but yeah, it is indeed a bit loosey-goosey…. The other planets’ atmospheres aren’t much better for combustion: \n Vulcanus surface temperature is likely to be very warm, at or near the auto-ignition point for wood (hence the carbonized trees). The lack of plants and closeness to the Sun would likely exhaust any naturally-occurring Oxygen in the atmosphere. \n Gleba is entirely covered in green-ish chlorophyll-containing oxygen-producing plants… even with the quantity of Pentapods I think that the O2 content would be VERY high - leading to uncontrolled wildfires. The surface is very wet and marshy, which may slow their spread. \n Aquilo is heavy on Ammonia. I’m not sure how much of this would sublimate at the ambient temperature…. Lighting the first frozen Solid Fuel cube on fire sounds about as difficult as getting icy kindling to spark in the rain. \n \n\nGiven all of this, Nuclear Fuel actually starts to make sense: you don’t need Oxygen if you’re combusting Uranium!",
"date": "2025-03-06T17:39:26+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "Fulgora is the only planet where I feel that I'm really limited by the resource patches. I recycle and reuse almost everything, but the number of patches I need to be mining at the same time, and the logistics of trying to get all of that together across islands is sort of a chore.",
"date": "2025-03-06T17:56:20+00:00",
"quotes": []
},
{
"author": "Premu",
"content": "Hm, strange - for me ressources were abundant on Fulgora, it was the building space which was limiting. \n \nLook out for small islands which are basically only a big ressource patch - these contain a lot more scrap than the random deposits on the larger islands.",
"date": "2025-03-08T14:40:07+00:00",
"quotes": [
{
"author": "NineNine wrote: Thu Mar 06, 2025 5:56 pm",
"content": ""
}
]
},
{
"author": "coffee-factorio",
"content": "As for not burning, there's a couple of reasons why that might be: oxygen balance rather than a lack of the stuff. Fuel additives. There's extra magnets in the ground, those always help things like this. \n \nThe stuff with space is like... I mean you have to make explosives. You should be able to handle steam. It's kind of one of those things where the fantasy material science doesn't support the engineer not being able to make an internal combustion engine. On the one hand it prevents a player from being able to just solve some problems. On the other hand, it's very transparently because a solution was not found and simple was considered too easy. There's a few things like that in Space Age, so it gives me a degree of frustration. When I have empathy I'm not suspending disbelief; it causes cognitive dissonance.",
"date": "2025-03-16T16:10:04+00:00",
"quotes": []
}
] | 4 | 2025-03-06T11:14:17-06:00 |
forum-topic-127128 | 127128 | [2.0.35] "read working" stays 0 even if it crafted something that tick | Duplicates | https://forums.factorio.com/viewtopic.php?t=127128 | Quezler | > duplicate of 127062 , but phrased differently and with easy step by step instructions
> see also: https://discord.com/channels/1214952937 ... 5710294087
if a crafting machine finished crafting but lacks the materials to begin progress on the next recipe it will not output a working signal that tick,
this is especially noticeable if a recipe finishes in exactly 1 tick or even quicker, here is an example that uses only official mods, go ahead and place it:
Code: Select all 0eNqNU9tugzAM/Rc/B4lL6QYfsF/YQ4UQF0Ot0YSFQMeq/PsMTKXrijaUl9jHx/Y54QJ502OrSRqIL0CFkh3Ehwt0VMusmWIyOyHEoLEYiwY1CHjvs4bMyMEGa5RlpkewAkiW+AGxZ8WDcmywMJoKByXqenS4IeoqK/Cm0reJAJSGDOEyxXwZU9mfcu4ce+JvOgGt6phByak7szqhAJ7V5T55X1Wo044+mcNzr9808V0rXzxY/J45mJl5YWDdjFZNmuMxG0jpCaExK1OuphbTiiR1RywhNrpHseTOSr+RrNfYD2i6amjGdppkIG1YeriOtiCcl0nDb7L/V72CtY+9ZEMMnhYHqLwxsWsRS+ekyr5BJ5idW4CMkynJgUVUTDAXrredgM5kxdtswkbG28z4m5nAJpbPb/OCddc+Z/Ds2dbD8DdUmB7jmfT8Eg++8EQgvCRZVmbg+t8IGFB3M2+496NdFIXh07O7dyNrvwCykSVP
Screenshot 2025-02-25 at 19.34.39.png (323.29 KiB) Viewed 150 times
confirm that in the sidebar it says 120 -> 60/s, then head into editor mode and pause the game.
next grab yourself a stack of iron gears and keep it in your editor inventory,
now open up the recycler and put two iron gears inside of it:
Screenshot 2025-02-25 at 19.37.12.png (145.47 KiB) Viewed 150 times
now press the "1 tick" (numpad .) button in the editor's time control and notice both signals light up:
Screenshot 2025-02-25 at 19.38.25.png (142.66 KiB) Viewed 150 times
now do the same thing but only insert one iron gear, notice how the "read working" does not light up at all:
Screenshot 2025-02-25 at 19.39.42.png (139.91 KiB) Viewed 150 times
now run this command, it'll insert an iron gear for you every tick, notice how now every tick it outputs a "recipe finished" signal, but never a "working" signal:
Code: Select all /c script.on_event(defines.events.on_tick, function ()
local recyclers = game.surfaces["nauvis"].find_entities_filtered{name = "recycler"}
for _, recycler in ipairs(recyclers) do
recycler.get_inventory(defines.inventory.furnace_source).insert({name = "iron-gear-wheel", count = 1})
end
end)
expected behavior: if an assembling machine/furnace has done work that tick, then it should output a working signal for that tick.
duplicate? how naughty, well this title seems a little clearer and more discoverable and attention grabbing, feel free to merge them if its _that_ bad to do. | [] | 0 | 2025-02-25T12:45:55-06:00 |
forum-topic-122849 | 122849 | Reading and setting the pumping speed | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=122849 | Xeinaemm | There are two game places where it can be useful:
1. Control the thruster's speed or efficiency. Keep full speed in the solar system but slow down to survive the journey to the Solar system edge or Shattered planet.
2. For example easier light oil, and heavy oil management for rocket fuel factories.
3. [Technical] Writing automated functional tests to check whether the factory or machine produces the expected item amount or fluid.
Workarounds can achieve most of it, but working with floating point numbers, and integer overflow is a bit more complicated for most people.
In the example below it would remove 2 arithmetic combinators, and a storage tank, simplify, and increase the accuracy of dealing with pumps.
0eNrNVktv2zgQ/isCL32Aci1bkm0B7W0X2FuB5hYEAi2NbSJ8LUW5MQL/9w4pW7ITtWmyeyh0IWdGH4ffvPhI1qIFY7lypHgkvNKqIcXtI2n4VjHhZYpJIAVpnLZsC7Fj6p4cKeGqhgdSJMc7SkA57jh0f4bNoVStXINFA3pGYJa7nQTHq7jScs0VQ0hCidEN/q2VPwwRZ0lGyYEUcZ4uJxmeVHMLVWeQzChBF53VolzDju05IuBvA3SJ6jrANV6x4bZxXtag33jF+XQ6paQBb1UOd3QH4z3cc+talPQudxYxsGrn76wNWNZ5QmK00q0zrft9nBtyPCKMEewAtqyhqSw3J7yb6POX6EYLPEFVgKc9Y3L2eiYX/zeTr6bsRPUQgTTJ83xxzeWnN3D57Rdc/i00Qqtt1FEXpRM89H3+YRL94yLeRCw6+xMFHyK9idwOIiZ1izLcbUTL68jnPNSR00FrWmk8aGMA6kn0zQfs66VsLGjz1wdt9ecFLZlOQ+FcBu3jW4M2wlLaG3K14QpVseGINMJOOunbwwL5GQHLejAJNW9lDAIJtMi7wfIabTgDZj6OmfeYPgvGMPJLr55F7V9kA/HwfwFbUDWzh7FsWdDRdjty3PJFl5c9Vg0Vr8G+kHYXxObXF1iOZ90J9knKXe5uX52BNz79hrzL/EYaZoPTBfkSSPtvmHHmR1aXuU9n3QtINtQ4YpkD3hpbRbmxWpZcIRQpNkw0cLwbTfDVkD9Wby2Tkq0FxNg22D2MhiMfwpGFjBoLQcVt1XI3hOANRd9fqi/2J6R/DurTSV6MnQZsCHYHUe4ZPiJK3pSGO+wgHRP+idA420qkouQ1KbB/KO0grJPQu6+wfCdfs+q+3GvRegendJBJXXuXt0KvwxWYEPp7ifV8MDutkCY8CI5eDvaZkzs0DYrOjHYSrUrJzFnkXz4nzoKDv0tbd6CEpsFq9WMcBwU8GCwdPzh2VrfbHWYHTh31zkXo1ARbIObfdywvn323CZ3hl95RXKV0SWe48pJ5kM1pQhc0wdUStSvU3l3zdts7eko1el4UxD92Br//Ont1Ncei99PY230IlfVTqGzA6d8ow6+U7HEE+YxG/cOvkWIPtdFWtoL57QNuazDYE0GdAuT54Q4kqofXKSWCrUGE6e5n8wW3m1aFTsVE5KDxpnvkJlRDls9W6WqVpYvVIlvMj8cf/rC0yw== Copy blueprint | [] | 0 | 2024-11-25T05:21:31-06:00 |
forum-topic-117644 | 117644 | Factorio Forums • [2.0.11] Super-force building that could have been an upgrade forces removal and insertion of items | When super-force building a logistic storage chest over a steel chest, bots come and remove all items from the chest, something that doesn't happen when manually doing this upgrade or using an upgrade planner.
My "mall" starts by using normal chests. When I get logistic chests I want to upgrade them with logistic chests and logic. I superforce build the logistic chest and inserter to achieve this. However, bots come and remove the items from the chest as if it was a deconstruction, rather than an upgrade. | [
{
"author": "",
"content": "Hello. Did you Super-force the logistic chest as an item or as a blueprint (that includes Ctrl+C)? If so, did the storage chest have a filter set?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "It was as a blueprint, and the storage chest had a filter set, to the same exact item.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Noticed that for both force-build & super-force-building when using Remote View. Was not the case on previous releases (like 2.0.9). \nSee recording attached. \n \nSettings:\n \n Ghost pipette over Remote View \n Storage chest: Filter=coal",
"date": "",
"quotes": []
},
{
"author": "",
"content": "ad Soulburns original issue: \n \nThis is a side-effect of ifxing 116130 . You title assertion that \"it could have been an upgrade\" is not really true, since (at least as of 2.0.11) upgrade order does not carry additional settings. We ussually get around this by performing copy entity setting on the overbuilt entity, however that cannot happen when the overbuilt entity cannot accept the settings from the overbuilding one. Thats why full deconstruction is performed instead. \n \nad Hares's video: That case actually could have been an upgrade and is just bugged",
"date": "",
"quotes": []
},
{
"author": "",
"content": "ad ad SoulBurn: When superforcing blueprint without logistic filter, the upgrade should happen.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Thank you both for the reports. The issue from the video has been fixed for 2.0.13.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Hi, Lou. I'm on 2.0.14, and super-force-pasting blueprint yellow chest over steel one is not done as upgrade. It does it for manual building though (both cases are shown on the video attached). \n \n \n \nEdit: I read what you said carefully, and it's the problem from the original topic which appears as still not touched. This might be a quite annoying problem though. \n \nEdit 2: Attachment re-uploaded",
"date": "",
"quotes": [
{
"author": "Lou wrote: Tue Oct 29, 2024 7:14 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I also would love to see that one working. Maybe basic chests could have a hidden, unused logistic filter setting to serve as setting copy target when overbuilding with logistic chests? \n \nSteel to filtered logistic storage chest is a very common and handy upgrade. Having to do it in two steps (upgrade planner steel to logistic, wait for bots to finish, overbuild blueprint with filters) is just busywork and leaves a time window for the unfiltered chests to get cluttered.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Hello. I cannot get to the second video from Hares, but judging from what both of you wrote this is about the original topic, of wanting to upgrade into logistic chest with filters without deconstruction. Since as of now, upgrade orders do not carry entity settings (unlike ghosts), I consider this not a bug, but a feature request. (one that I agree would be nice to have, but don't hold your breath - bugs are the priority for now)",
"date": "",
"quotes": []
},
{
"author": "",
"content": "119908: Super-force upgrade to yellow chests with filters",
"date": "",
"quotes": [
{
"author": "Lou wrote: Tue Nov 05, 2024 11:17 am",
"content": ""
}
]
}
] | 10 | ||||
forum-topic-127539 | 127539 | How about adding recycler 2? | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127539 | thekoreanseal | Description (My thought)
______
Recycles more faster, but returns less materials. | [
{
"author": "quineotio",
"content": "There are quality recyclers, modules and beacons. How much faster would it be?",
"date": "2025-03-16T11:51:28+00:00",
"quotes": []
},
{
"author": "Amarula",
"content": "Thinking about assemblers, yes from assembler 1 to assembler 2 you get a higher crafting speed, but you also get the ability to incorporate fluids into recipes. How about a recycler 2 that can return fluids?! Secondly, I am not sure about getting less than 25% back... how about a recycler 3 that is slower but gives 33% back?",
"date": "2025-03-16T13:27:02+00:00",
"quotes": []
},
{
"author": "quineotio",
"content": "The issue with giving back fluids would be that fluids don't mix, so how would you handle multiple fluid outputs? \n \nAs far as giving more back, there are productivity modules.",
"date": "2025-03-16T13:59:00+00:00",
"quotes": [
{
"author": "Amarula wrote: Sun Mar 16, 2025 1:27 pm",
"content": ""
}
]
},
{
"author": "computeraddict",
"content": "Filtered pumps. \n \nRecyclers don't accept productivity modules.",
"date": "2025-03-16T14:51:02+00:00",
"quotes": [
{
"author": "quineotio wrote: Sun Mar 16, 2025 1:59 pm",
"content": ""
}
]
},
{
"author": "quineotio",
"content": "Didn't know that. \n \nAs far as filtered pumps, it sounds like a nightmare, and fluids aren't particularly valuable anyway.",
"date": "2025-03-16T15:50:30+00:00",
"quotes": [
{
"author": "computeraddict wrote: Sun Mar 16, 2025 2:51 pm",
"content": ""
}
]
},
{
"author": "eugenekay",
"content": "Processing Solid Ore into Molten Iron/Copper before Casting into Plates gives a significant Productivity Bonus at each step just from the Foundry’s base Statistics; factoring in the Modules count difference with an Electric Furnace AND doubling the Bonus because it is 2 steps instead of 1 can yield some pretty significantly increased Yields. \n \nPlus you can pump them 320 Tiles away instantly, with no throughput limits like Belts. I like Fluids.",
"date": "2025-03-16T16:11:24+00:00",
"quotes": [
{
"author": "quineotio wrote: Sun Mar 16, 2025 3:50 pm",
"content": ""
}
]
},
{
"author": "Mr Wednesday",
"content": "That would require lowering the max productivity limit, which is currently +300% to limit recyclers loops to returning exactly their inputs (otherwise you would have recycler loops that would create materials).",
"date": "2025-03-16T18:03:52+00:00",
"quotes": [
{
"author": "Amarula wrote: Sun Mar 16, 2025 1:27 pm",
"content": ""
}
]
}
] | 7 | 2025-03-15T20:11:23-05:00 |
forum-topic-4427 | 4427 | [outdated?]Item requirements for belts with modular productn | Archive | https://forums.factorio.com/viewtopic.php?t=4427 | MtNak | Hi
Having been heavily inspired on Daeron's spreadsheet of science packs T1-3 requirements:
https://forums.factorio.com/forum/vie ... =18&t=4398
And that i like to do very modular bases, where each resource is done in a place and then moved to where it needs to (this way you can expand the production of an item whenever and however you want)- Also liking to make every item in the game automaticaly, i made this spreadsheet where you can easily see how much items in the whole game will need the one you are automating right now, so you then don't mess up with space or confusion and mismanagement of belts.
This is just a taste of it:
You can access it here
I would love some feedback.
I'm really bad with desing. Colors, format, etc. it is not my thing. So i'm sorry if it doesn't look good.
Yes, i could add a lot of things. But for the use i have, this is exactly what i needed, so i opened it to everyone. If you want to make anything better, you can. If you want to add anything useful to others, go for it.
I only ask that if you change or add something, don't take away the functionality that it currently has.
Sorry for my broken english, i'm still learning it.
Edit: Wrong link
Edit2: Changed title | [
{
"author": "Robbedem",
"content": "Why not put the required number instead of an x ? That way you put more information on the same amount of space.",
"date": "2014-06-20T01:21:49+00:00",
"quotes": []
},
{
"author": "MtNak",
"content": "In my case i need an X. Putting a number instead of an X (other than 1) would give a result that i don't need. This was made especifically to know how many paths the belts will have to make once they leave the production of an item. \n \nBut it can be added though, maybe next to the x or in some way that i would still get the same result and elsewhere the sum of those numbers.",
"date": "2014-06-20T02:22:04+00:00",
"quotes": []
},
{
"author": "DarkenDragon",
"content": "In all honesty, this seems like the wrong approach. Theres too much empty space between cells to justify the use of a spreedsheet. The information here is a bit useless because what use is to know how many items are used to make what. Each one requires different amounts and they are produced at different rates. Its not like you can say oh 30 items need circuits so ill make 30 circuit factories. No you'll need much less because of the rate each item makes their product.",
"date": "2014-06-20T02:32:55+00:00",
"quotes": []
},
{
"author": "MtNak",
"content": "It is useful if you make modular productions for each item, like me . Just shared it as maybe someone else does the same. \n \n \nEdit: Changed the title to a more descriptive one, sorry.",
"date": "2014-06-20T03:30:59+00:00",
"quotes": []
},
{
"author": "",
"content": "In my opinion this \"x\" is, what makes the spreadsheet useful. It is a help for beginners, which have no glue, what needs to be connected with what. \n \nIn my eyes this is a bit too much information now, but still useful.",
"date": "2014-06-20T09:51:13+00:00",
"quotes": []
},
{
"author": "Robbedem",
"content": "Excel/calc can easily make a distiction between empty and not empty cells. Putting a number instead of X won't make any difference for calculations you want to make. You might not be interested in the information now, but when you figured out the best order to place your belts to minimise crossings, you'l find out that you need to know the amounts needed. \n \nI started this excel sheet for myself (ignore the layout part, that was a try, but it didn't work) \n(hmm, not allowed to add an ods file...)",
"date": "2014-06-20T14:06:58+00:00",
"quotes": []
},
{
"author": "MtNak",
"content": "That's very useful Robbedem \nI didn't know you can do that. I'm very new to this programs and don't know how to do almost anything yet, that's why i left it open, because i know that people can do a lot a better things than i can at the moment. \nWhen i'm back home in a few days and figure out how to do that, i will give it a try. I don't need it at all, so no promises",
"date": "2014-06-21T00:43:15+00:00",
"quotes": []
},
{
"author": "ShivaFang",
"content": "Honestly, if you hadn't said this I wouldn't have known English wasn't your first language. (Even native speakers don't always use it correctly) Actually most of the time when I see something like this in a post, it's usually not needed",
"date": "2014-06-24T12:52:56+00:00",
"quotes": [
{
"author": "MtNak wrote:",
"content": ""
}
]
}
] | 8 | 2014-06-19T18:21:18-05:00 |
forum-topic-59415 | 59415 | [Dominik]Number inputs capture comma but don't allow it | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=59415 | AndrolGenhald | Number inputs (I notice this mostly with personal logistic requests) don't allow the comma to be entered in the field, but they still capture the key so if it's bound to a control it doesn't work while the field is focused. This is an issue because I use the Dvorak layout, and have "Move Up" mapped to comma. | [
{
"author": "",
"content": "Hi, \nit is indeed a very edge case, but your report led us to rewriting the key blocking algorithm It was wrong, so it was a good thing. Thanks",
"date": "2018-04-10T14:12:18+00:00",
"quotes": []
},
{
"author": "AndrolGenhald",
"content": "Thank you ! You guys are the best, it is indeed quite the edge case",
"date": "2018-04-11T02:31:43+00:00",
"quotes": []
}
] | 2 | 2018-04-06T17:28:23-05:00 |
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