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forum-topic-116875
116875
Factorio Forums • [2.0.9] Bots from far network called when nearer are available
What did you do? - Called bots to remove a lot of belts at one specific spot. What happened? - Bots from the personal roboport removed some, while a lot of bots from the network were called, which took significantly longer then while the personals ones were idle. What did you expect to happen instead? - I expected the personal bots to do a lot more work, and not to wait so long for the ones from the network. Does it happen always, once, or sometimes? - I had situations where the personal bots did a lot more work and situation where they did only one task. Video: https://drive.google.com/file/d/1e6wvC1 ... xd-Kj/view I have another clip to, but it was under 2.0.7, maybe it could still be helpful: https://drive.google.com/file/d/1GZRY5c ... MIhbh/view Im so in love with the game right now! Thanks a lot for your great, great work!
[ { "author": "", "content": "In regards to this FF post we are seeing behaviour more like the before GIFs rather than the after GIFs \n \nFor me, this is Pre and Post logistics unlock. Unless there is an optimisation unlock I'm not aware of something seems amiss.", "date": "", "quotes": [] }, { "author": "", "content": "10-23-2024, 20-03-35.png (2.93 MiB) Viewed 1235 times \n \n \nThis image shows a charging queue right of player ignoring the relatively free options to the left.", "date": "", "quotes": [] }, { "author": "", "content": "I too have this problem, behavour from that FFF is definitely not happening. \nFor example: I have long roboport network, and when i place rails and rock is in the way, my personal bots place the rails and wait for network bots to come pick up the rock, even thou it´s full minute flying time and i have another 30 bots available on me", "date": "", "quotes": [] }, { "author": "", "content": "Yeah me too I made an account just because I noticed it too. The personal C. bots dont seem to be updated the way that was mentioned in FFF 374. They build/deconstruct 30 things then wait for the base to build the rest without helping. Hopefully someone knows what the issue is and lets us know whats wrong or one of the devs sees this post.", "date": "", "quotes": [] }, { "author": "", "content": "Have this issue as well, but only when deconstructing. \n \nI placed around 100 belts using on my 30 personal bots no issues. \nWhen I deconstructed them however, my 30 bots removed 30 belts, and the other 70 were removed by the base bots which took like 10s to arrive when I had my personal bots sitting idle. \n \nVideo: https://drive.google.com/file/d/1GyoeTK ... sp=sharing \n \nThis seems to contradict the changes made in FF-374 and seems like a bug.", "date": "", "quotes": [] }, { "author": "", "content": "Ref viewtopic.php?f=7&t=117937 \n \n viewtopic.php?f=7&t=119936", "date": "", "quotes": [] } ]
6
forum-topic-13568
13568
5Dim's mod
5dim's mod
https://forums.factorio.com/viewtopic.php?t=13568
McGuten
Hi guys I update modules for 0.12, you can download it here All modules is last released but compatible with 0.12
[ { "author": "oLaudix", "content": "logistic part of the mod breakes my power distribution somehow. Nothing gets electricity even though its next to the pole with max electricity demand. \n \nEDIT1: Looks like roboports are the reason. I removed them from mod and everything works fine. \n \nEDIT2: Even removing roboports to inventory without removing them from mod helped.", "date": "2015-07-18T15:20:19+00:00", "quotes": [] }, { "author": "McGuten", "content": "In my game it work be fine \nor I don't understand what you say...", "date": "2015-07-18T15:53:32+00:00", "quotes": [] }, { "author": "oLaudix", "content": "Well i encountered this wierd behavour ... Nothing but your roboports was working. But then after all roboports lost their power they suddenly started to to load back up and everything started to work again. Probably some mix of mods broke smth on transition from 0.11 to 0.12. It works fine now though oO", "date": "2015-07-18T16:05:44+00:00", "quotes": [] }, { "author": "McGuten", "content": "The magic is real hahaha \nIts ok then ^^", "date": "2015-07-18T16:06:54+00:00", "quotes": [ { "author": "oLaudix wrote:", "content": "" } ] }, { "author": "zegoro", "content": "I have another issue with 5dim_energy_0.0.6 \n \nit seems that the solar panels (mk2 and mk3) are not connecting to the power network. \nthe \"normal\" solar panels do. \n \nwhen you mouseover the mk2 and mk3 it shows that they are generating power -> but they dont show up in the power screen (when you select a power pole). \ni tried to connect the solar panels to every power pole available (also vanilla one) but none of them worked. \n \nany ideas? \n \nregards zeg", "date": "2015-07-18T17:41:09+00:00", "quotes": [] }, { "author": "McGuten", "content": "I fix it today. \nI will upload today or tomorrow ^^", "date": "2015-07-18T18:29:21+00:00", "quotes": [ { "author": "zegoro wrote:", "content": "" } ] }, { "author": "zegoro", "content": "PERFECT \n \nthx alot", "date": "2015-07-18T18:31:03+00:00", "quotes": [] }, { "author": "Racusthor", "content": "It is possible that it doesn't show the energy because it isn't needed. \nHowever, i changed this \n{ \n type = \"electric\", \n usage_priority = \"solar\" <---------------------------------------------------------- \n }, \n \nit am sure it works now. tested it with powering radars.", "date": "2015-07-18T20:14:29+00:00", "quotes": [] }, { "author": "McGuten", "content": "Yes, it is, i will upload tomorrow with other things...", "date": "2015-07-19T00:32:12+00:00", "quotes": [ { "author": "Racusthor wrote:", "content": "" } ] }, { "author": "NexZone30", "content": "I've been playing your mod for about four hours now and I've come across some bugs and maybe some unintentional mechanics? \n \nBUG: \nThe belt blocker isn't working and doesn't have a collision. \nUpgraded Solar Panels not showing up in power tab and not producing any power. \n \nUnintentional Mechanic!?!?: \nAre certain machines such as the Masher and Upgraded Mining Drills supposed to have slots to put in modules? They don't which is disappointing. Especially the miners, because let's face it... I'm not gonna place down a MK1 miner that produces thirty-six pollution and is barely faster than the vanilla miners. x.x (They're not affected by beacons either!) \n \nA thing I'm loving!: \nI really love how you made the science work since it no longer wastes science packs! So +1 for that. \n \nSuggestions from playing so far: \n-Make it so that things like solar panels/furnaces/mashers/boilers can be reused in the next tiers crafting recipe. It just seems like a waste when you replace them with something better. \n-Update the max tiers solar panel texture because it doesn't fit in... And its not the greatest.", "date": "2015-07-19T06:54:42+00:00", "quotes": [] }, { "author": "zegoro", "content": "The bug with the modul-slots is also true for assemblers", "date": "2015-07-19T07:06:32+00:00", "quotes": [] }, { "author": "McGuten", "content": "I know that problem, i wil fix it on next released for all modules", "date": "2015-07-19T12:36:11+00:00", "quotes": [] }, { "author": "DreamSmith", "content": "Hi, excellent mod, I love the extra long inserters. \nI have found some issues not already in the thread:-\n Strings missing for english dusts, \nNon basic Fast Insrters (close, long, extra-long) cost the same as baisc versions. \nAssemblers 3 4 5 also need a recipe check. \nRobotics 2 appears as Robitics 2 2, \nMk 2 Logisitcs chests have the same recipie as the normal ones. \nBasic Left/Right insterters are in logistics not insterters. \nMissing smart versions of all inserters except basic left/right. \nMissing basic small pump. \nBig Chest is available without needing to research it. \n\nThat's all I've found today, looking forward to your next update!", "date": "2015-07-20T14:24:45+00:00", "quotes": [] }, { "author": "McGuten", "content": "Im working in this bugs today, maybe at night or tomorrow i will upload \n \nAnd i love that feedback ^^", "date": "2015-07-20T14:43:28+00:00", "quotes": [ { "author": "DreamSmith wrote:", "content": "" } ] }, { "author": "McGuten", "content": "Someone moderator can move it to 5Dim's subforum?", "date": "2015-07-21T13:37:15+00:00", "quotes": [] } ]
15
2015-07-17T18:15:52-05:00
forum-topic-126305
126305
Recycler capped at 12 outputs?
Already exists
https://forums.factorio.com/viewtopic.php?t=126305
rjdunlap
While recycling by hand seems to work fine, it seems that if you use a recycler then only the first 12 (how much regular scrap uses) outputs of a scrap recycling recipie is actually used. i.e. calcite, coal, holmium-ore aren't produced: data:extend{ { type = "recipe", name = "tchekor-scrap-recycling", icons = { { icon = "__quality__/graphics/icons/recycling.png" }, { icon = "__space-age__/graphics/icons/scrap.png", scale = 0.4 }, { icon = "__quality__/graphics/icons/recycling-top.png" } }, category = "recycling-or-hand-crafting", subgroup = "fulgora-processes", order = "a[trash]-a[trash-recycling]", enabled = false, auto_recycle = false, energy_required = 0.4, ingredients = {{type = "item", name = "tchekor-scrap", amount = 1}}, results = { {type = "item", name = "transport-belt", amount = 1, probability = 0.04, show_details_in_recipe_tooltip = false}, {type = "item", name = "inserter", amount = 1, probability = 0.04, show_details_in_recipe_tooltip = false}, {type = "item", name = "medium-electric-pole", amount = 1, probability = 0.04, show_details_in_recipe_tooltip = false}, {type = "item", name = "splitter", amount = 1, probability = 0.04, show_details_in_recipe_tooltip = false}, {type = "item", name = "stone-furnace", amount = 1, probability = 0.04, show_details_in_recipe_tooltip = false}, {type = "item", name = "pipe", amount = 1, probability = 0.04, show_details_in_recipe_tooltip = false}, {type = "item", name = "underground-belt", amount = 1, probability = 0.04, show_details_in_recipe_tooltip = false}, {type = "item", name = "assembling-machine-1", amount = 1, probability = 0.04, show_details_in_recipe_tooltip = false}, {type = "item", name = "rail", amount = 1, probability = 0.04, show_details_in_recipe_tooltip = false}, {type = "item", name = "tungsten-ore", amount = 1, probability = 0.10, show_details_in_recipe_tooltip = false}, {type = "item", name = "ice", amount = 1, probability = 0.10, show_details_in_recipe_tooltip = false}, {type = "item", name = "sulfur", amount = 1, probability = 0.10, show_details_in_recipe_tooltip = false}, {type = "item", name = "concrete", amount = 1, probability = 0.04, show_details_in_recipe_tooltip = false}, {type = "item", name = "calcite", amount = 1, probability = 0.10, show_details_in_recipe_tooltip = false}, {type = "item", name = "coal", amount = 1, probability = 0.10, show_details_in_recipe_tooltip = false}, {type = "item", name = "holmium-ore", amount = 1, probability = 0.10, show_details_in_recipe_tooltip = false}, } } }
[ { "author": "Muche", "content": "This is already implemented. \n \nSee 122760 Modded scrap-recycling has max item limit and result_inventory_size .", "date": "2025-01-25T05:11:40+00:00", "quotes": [] }, { "author": "rjdunlap", "content": "Thanks", "date": "2025-01-25T18:36:12+00:00", "quotes": [] } ]
2
2025-01-24T22:47:22-06:00
forum-topic-12363
12363
Forward crafting reference
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=12363
Peter34
Factorio already has excellent backward crafting refernece in its interface. If I examine an item, in-game, them the game tells me which subcomponents are required to craft said item. So far, so good. But I'd like to have an in-game way of also seeing the reverse, at least upon active player request, e.g. when the player pressed a particular key while in the inventory interface: A way to see what further products each item can be used to make. For instance, it took me a long while to really get a formal understanding of how few things Copper Plate and Plastic are actually used for. I assumed that both were widely useful as-is, whereas in fact each is only involved in the direct manufacturing of about a dozen items, including several obscure ones. The main use of Copper Plate is to make Copper Wire, and the main use of Plastic is to make Red Circuits. Apart from those ones each, they're used for almost nothing. I know there are plenty of out-of-game references, including the wiki, but having it in-game and automated would be a huge boon for players using mods that add or change crafting recipes. Also, the text of the wiki often implies that its content might be incomplete, and even if that is rarely the case, the wiki is likely to contain incomplete for a period of time after the release of a new major revision, e.g. alpha 12 and later alpha 13,.
[ { "author": "KaptainKushX", "content": "Made an account just to necro this post. Why doesn't this have more attention? Ive grown away from minecraft for this game, but i still yearn for Minecraft's NEI mod, forward and backward recipes for every item. Even if you had to research it, it seems like an amazing idea. Altho i feel the point of the game is kind of figuring it out/researching (including using google/reddit lol)", "date": "2024-12-26T18:48:40+00:00", "quotes": [] }, { "author": "wobbycarly", "content": "If you're OK with loading mods, there's FNEI which does the same. Not sure if it has been - or even needs to be - updated for V2.0.", "date": "2024-12-30T05:35:18+00:00", "quotes": [ { "author": "KaptainKushX wrote: Thu Dec 26, 2024 6:48 pm", "content": "" } ] }, { "author": "Muche", "content": "I think this topic could be moved to implemented, as Factoriopedia lists all recipes an item is used in.", "date": "2024-12-30T16:09:52+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Indeed, moved to Implemetned.", "date": "2024-12-31T16:22:25+00:00", "quotes": [] } ]
4
2015-05-15T18:57:26-05:00
forum-topic-90891
90891
The Universal Balanced Loader
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=90891
Squelch
Hello all, I'm sure most of you are already aware of the various balanced train loaders on offer, notably, the eponymous "Madzuri" design. I had a need to load a number of different items in the same manner, but unfortunately, the Madzuri design doesn't directly work well in this situation. I've come up with a novel (and updated) design (at least I've not found anything like it) using filter inserters. The Universal Balanced Loader r2 (UBL) UBLr2.PNG (410.45 KiB) Viewed 7862 times Design Goals: Distribute items evenly across all staging chests for fastest loading times [success] Handle multiple item types without specifying the type expressly [success] Stage one or more item types per wagon position [success] Stage multiple items in readiness for future trains [success] Compact layout [success] (8x7) Minimal initial technology requirements [success] (filter inserters, circuit network) Optional design requirements: Handle exact item stack sizes [success] Handle multiples of item stacks or any permutation of item stacks to a maximum of forty slots(cargo wagon size) [success] Handle small amounts of items to take one slot [success] Handle outpost construction requirements without additional stations/stops [success] Handle inserter stack size variants for exact distribution [success] I have achieved this by taking advantage of the blacklist filter, where an inserter will load anything that is not currently in the filter. By flipping the logic of the averaged, Madzuri, design, the filter inserters will only operate if the contents of an individual chest contains fewer than the average of all staging chests. ie zero or below == no filter, therefore insert any item type, or above zero to not insert that specific item type. The result is that all items are evenly distributed across the staging chests ready for when the train arrives. The actual loading of the train is then controlled by filter inserters using a whitelist to make sure the right items are loaded from the staging chests for that particular train, or alternatively, standard inserters if filtering isn't required. Also, because the available space across all staging chests is much greater than that of a wagon, several loads of different items can be staged ahead of time. I have achieved all but one of the design goals after some revisions spurred by writing up the original post, and additionally the optional design goals are dealt with by a separate dispensing/metering system for the item stack and individual item counts into the feed of the staging area except for the inserter stack size problem which is not a priority right now. There is one additional caveat, and that regards upgrading to faster splitters and belts. belts. Blue splitters belts are simply too fast for the inserters, so items will be left spinning around the circuit. I recommend using yellow splitters only leaving the last belt (at the turn) yellow. This will simply slow the items down for the inserters to grab, and without a loss of throughput. Any type of belt and splitter can be used otherwise. Updated Blueprint for revision 2 0eNrtWstu4zYU/RVCQIEWsFOT1MP2okCnQDGLdFNgVs0goCXaJkpTKkkl4w78772UnMSxxbFEzaJAspiBJYr3dQ7vPZH9NVrJmldaKBstv0YFN7kWlRWlipbRr8hqJhSSJSu4RnbLLMqZQlumCskRU3tk9xVH5RoJy3dwo0CFMFaLVW05PA/3+ANXco9Yrktj3C1kLNsItUH5lhtrbjRnxR6tS924gYWbO/U7Z7bW3Czv1MfGl2mcNU4aj86TqncrruHpP2ppRQUBPa+bJswVR5Vu/fECPgrwYctjTkxr8cAkbL9t3bosXHjt8nF/2ZSCSchgLaTlmhew47dyt6tYbpFk+7K26CUFy43hkrlN6Mf5l+ynO/Un/6cWkAsiNwna8ULUO1SVj1DPqoTEJgi2MWTqFcTZ7ltzXrjHU/TINnCjKo1wKwasfao2GsBgK8knCKqMHoXdolJxiPgBqnaDbjl8aDKRzFhIQloEuDWp1VqhPZeyfHSFYM0HoQzXkBmAI3bc3QcPq2gSiRxcRsu/vkZGbKAGjh+uuEAMV2h4QrGdu2orM30yFB1gryr4l2iJD5Oru6Hc8mQL6bGFaUh6x63Ip3m5WwnFbHnqlh4+TyKuLFSNtxk0F/v7ljIQ1xVTk+ip5i4GsDgl88Uk2sMHTOKbBFwVgGnePkEmEZTK6lLer/iWPQDP3LYX0/ewXLQQuoW10MbeX+T4ILSt4c5zbO0TU87yrUvOcGfG2QKmuONKJ1FZcc2Op/UH2AlsrOrBtg+HJgPVJtTEiN1/wPbT6gm4IrGr7UZzri6WwIjQeS1sc9lgf7KM6fn6Z3BLnJ9uczN44HBi5Ak8Mga85C2Dh7EXPPxt8NLXy+QKdgsPdPQ5BeiyylSltlPXoDoxy24SP2odxuNA4+48d5hLhphLB8aaBnA4/t9xeJq+JvHP353E3Vy92jouO00XwtkQhJPXhHlV/7jD+DzQeNLH+MI7ezuJ843Q027qPJXvmTchtHngem+3IK2iFt0ja2buAvSTbpi+jH5plo8Od2XB78v1/QmtTlqT4fDPsvxviOJfcGV1zYGXzZ2nNIQaxL+P0SDukctGCNtbFJrgwfJKQjwSdHDUAR2eDcKOXMWu19SmniOAX5SQsZzLaSPKOyOh55H09X1xGD0jKP32CHLKozuHF0HQyusplxCXho7qFPa1sibd7R/TMTKDvmmNmITKDBwP04h47uNEPAY98pbRo3M/evTKEb12hLNh8FJv20oCtR71HPY00B7x2MuGt6T0utV56Ngn72N/3Ng/Z37A3F8ECkLSRxCSWSg16Ds1RlJjLDMIDmQG7cUMEqo3ySi9+brz09T3MoeGhkfDw8Oz88FEfOHFIfqYDtHHuK8+xhfjNPFFnYRETQZFTfuGTeJzLvhEG0nHiDb8pkVb5qfNQE1NvWchGwPP7C3DE6ffDZ7Y92cweVGHppLC+lpo9hqRY+7Nt2NgDnZLvna9op2aJ/e12Gy7B9giUD3jbp1LZ4GvXi9aQNplPXTczvqMW0pChdjsXYiNfDWXjlVilIaCh9/BG6mi49HgxYHnGvc610moTp2F61Sankmn2Kf4aBoaHh6h8sm5svOGl4UI0tmg18xpX0EK+nNyMZ27w56HhI0H6ei4t45Ozqud+cIeNI/nz5HjRa+vWQdN58VQ6zhMSzTWu+yRMC3htUfDusxl9l3aJI4DB1CH+fcBNEw9ZGMHUBw6Inzg9RoRvpYbpwG96xhJ35ab9W65vlYVZ2O+u8Nzd0jBafPzsOXJTxknkWRwKuHepw+3aIo+KQGkNUyiD0wylfMC3bY/atQEHnZrbUua4ziLF1ma4VmapIfDf+O86Ww= Copy blueprint This all works surprisingly well except for... [SOLVED] The problem: There are a few compromises that must be made with this approach to prevent the end of the belt from stacking up with missed items and halting the whole staging process. This involves looping around the belt to the beginning of the staging sequence so those items are loaded into the chests that are under the current threshold. That works well for a single wagon, except problems arise where there multiple cargo wagons. I would like to be able to feed specific items into specific cargo wagons, but due to the single cell interstitial spacing of cargo wagons, there is no room to both feed, and loop back the non inserted items at the end of the run within this single cell spacing. I'm currently working with chaining the wagon locations, but I find this unsatisfactory, and it breaks clause 3 of the design. The Question: Does anyone have a combinator solution for a filter that can satisfy both a blacklist and a whitelist at the same time? Filters that use a blacklist will let everything except those signals that are currently present pass the test. That makes the list of signals that are passed huge (and ironically makes my design workable), so what I'd like is to be able to reduce this to a subset or single signal that I can specify. For example: All raw ores from the potential, total, list of signals, and iron ore alone is loaded into the first wagon's staging chests. Workarounds: There are a few workarounds that I've explored, but none seem satisfactory, and I just know that there must be a solution using combinators that's eluding me. [list] [*]Chain all wagon positions and deal with non items being distributed across multiple wagons at the unloading end. Downsides are the complexity and space requirements for sorting areas being mandated at all unloading stations. old workaround UBL-Passthru.PNG (2.97 MiB) Viewed 7908 times [*]Sacrificing at least two of the six possible loading staging/points to make space for the feed and loopback points to exist in the interstitial zone. The downside is the loss of effectiveness in loading times. [*]??? [/list] The ??? came to me after posting the original I have edited this post to reflect the revisions I have now made and do in fact solve all of the problems that were encountered. I have left the majority of the original post intact, but struck through so the thought process can be read (it may be of help to someone?) Here's the final result which is fully tileable for multiple wagon positions. UBLr2-sans_passthru.PNG (2.56 MiB) Viewed 7862 times Note that now only 2.5 medium power poles per wagon position are needed, or a substation will also cover the power requirements for 2.6 wagon positions. I do hope that my creation is of use to someone else, and that one of you boffins can come up with a solution for that last problem I'm wrangling for a truly Universal Balanced Loader without a catch. I'm now satisfied that this is a truly universal and balanced loader. Next task, use filter stack inserters...
[ { "author": "Optymistyk", "content": "...Why not just use a 1x6 belt balancer? \n \n \nSeems to do everything you want it to do and doesn't require circuits while having higher throughput \n \n Distribute items evenly across all staging chests for fastest loading times [check] \n Handle multiple item types without specifying the type expressly [check] \n Stage one or more item types per wagon position [check] \n Stage multiple items in readiness for future trains [check if you use buffer chests] \n Compact layout [check] \n Minimal initial technology requirements [check check]", "date": "2020-11-23T22:47:31+00:00", "quotes": [] }, { "author": "NotRexButCaesar", "content": "the same reason people use Madzuri loaders", "date": "2020-11-23T23:15:37+00:00", "quotes": [ { "author": "Optymistyk wrote: Mon Nov 23, 2020 10:47 pm", "content": "" } ] }, { "author": "Optymistyk", "content": "TBH i fail to see that reason especially when it comes to loading trains. What does the Madzuri Loader do that the 1-to-6 balancer does not, other than sounding cool?", "date": "2020-11-23T23:24:30+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Mon Nov 23, 2020 11:15 pm", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "I don't know. That is why I never use them.", "date": "2020-11-23T23:33:01+00:00", "quotes": [ { "author": "Optymistyk wrote: Mon Nov 23, 2020 11:24 pm", "content": "" } ] }, { "author": "Squelch", "content": "That works very well, and has its uses in many places. However,\n \nThe whole rationale behind my implementation is that I have direct control over exactly what items, and their count, to be loaded onto a train. \n \nThe Madzuri loader doesn't do anything different to your suggestion, that's true. My system is a generic extension of a balanced loader that also allows for not only an equal distribution of items across the chests, and therefore equal inserter activity, but can be expanded to handle exact amounts of multiple items loaded without dedicated wagon filters or leaving excess items in hand for the inserters. \n \nThis is one small part of a larger, universal, (vanilla) train logistics system that I have been working on. I found it necessary to to have such a loader, and nothing else I tried met the needs. Due to it being portable and universal, I thought I'd share this part as one more solution to balanced loading. Sounding cool was not a motivation, and I resent that remark. You can either use my implementation, or use another. Thanks for the feedback anyhow.", "date": "2020-11-25T15:55:16+00:00", "quotes": [ { "author": "Optymistyk wrote: Mon Nov 23, 2020 10:47 pm", "content": "" }, { "author": "", "content": "" }, { "author": "Optymistyk wrote: Mon Nov 23, 2020 11:24 pm", "content": "" }, { "author": "AmericanPatriot wrote: Mon Nov 23, 2020 11:15 pm", "content": "" } ] } ]
5
2020-10-31T18:22:03-05:00
forum-topic-118918
118918
tiny 90 SPM bootstrap factory
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=118918
__init__
Can be build incrementally while researching, thus a bootstrap factory Self contained, thus no need for intermediate products on a main bus Not included are: Miners, smelters, refineries, labs and a power plant Compact, thus requires less material for logistics and defence walls Requires only basic building materials, thus a less complex mall Split in three blocks, so you can run trains or have roboports in between Science packs 1-4: 0eNrNnd1uI7m2pF+lUbdjN5L/5AbOCwwwV3O5T6PgdqmrheOyPf7ZPT0b/e6T+rGUrhLN+FZLwLmqSkmOjFxJcmWSwVj//vTr3evq8Wl9//LpH//+9GX1fPu0fnxZP9x/+sen4H/26ad/rr99/Y/1y+rbz+unh/vrx7ubl9UvP/2Pn/z087T48vbh8XH1dPy6/VzSu69v7jYfl5+Xnz6/PNyvrn99Wt/+1xby/fmeX1aruyNiyoevf7t7XX/5+XH18vRwt3r9dv315nnzC+e++8Uf858+/TIDu5nr//qf/3n/Hz/5xQluXl8evt1srvb6+Xa9ur9dXT/e7Kksfnb38HX9/LK+/eFH7t3FfFvfrV9unv4c/Oz299W39e3N3fuf/ef9f97/+udPnz+v79cvnz9/uvq0vn24f/70j3/++9Pz+uv9zd3m/tzffFvNN6bD+9Nf81/df1n930//cH9dnfi7kxey+Ct/8q9OXtfir8LJvzp5mYu/in/9cvVpdf+yflmvdpe5Pfjz8/3rt19XT/MlXL1Bre9/20Tlz+vH9eNqjszjw/N610T//WlGuvb153T16c/N//zPaXuK3R98fl69vKzvvz4veL1rNBuw1dPtfOabr6vtKec7NH9y8/L6NB/7Gfbbw5dtyF+u71Y3zy+f/tpc7XdU/YHqhuH1y8P116eH1/svp7jm77h+WT+tbne/cP4EdniHfQqxvEM8ARF1eu4DevEEdBqxc2nELg8h4gii/NhU5uY336wfwcJ0AHP9tvK0+vbwr9Xn1/m7u3kEWX35vOm681e/3dw9r64+7T7eNdu39j4PcPP5bufAzkNpmn5sOYvO+cupq6hXx35682X+5MS9bu+4L2/O3HT/fNz88cPry+Pr3E5/PEE7nODl6eb++fHh6eX619Xdy8eNyintwE0AO0Ps40gwN9rV067xdtHTB+iHIK3vOzFyx7588/y8+vbr3dwmrr/d3P6+njOVO3XCcDjhtD3hfLr1465JbFPi7c2vd5t2vfv88/95vZnH0/n3n+4fnr7NjeYUi4Au2SmX3G8XLoKbN8Gbl3Rs1yB2BtgVYh/HlOf5Jt1dr+7mn88PKtePD3erj0fO6fQo5Sq5qS7/vXYMOruDnd2Dzu4+6I71FLYDySq+wz6F5gHT+F0/HkUhmKKgYUfUVPzf6/+e9NEAryQbr2QyNHpfwIU42OgrwIaDpG8oSJMSpP7tDhMd2txoaAtODw4ciAPowjB/hGCBlpp9iJaAaNCgtxYIDRLqMN2FYgHTbhzoixFCg7yZGHScLKwn6S0xOgvtScnIEXRADyMCOmCA0NECLQY7WSIi9cAIeiBMMpEkRwhdLay1gDQLawk66f0RxiPpvRHexOQNyFo0giEaGrLeFWEnT3pHhCNTygZkLRrFEA0NWe+FMHOlZkCWOGe9D8JEnp0BWeOs90H4Yp2DAVnjrPdB+CyWkwFZ46z3Qfjgn4sBWeOs90H4HpSbAVniXEAehImwOAu0xlrvhfR1vAQLtMZa74cOJsOSLNAaa70nOphoS7FAa6z1vuhgQizNAi2xrqA3wpRYnQVaYw16I0yKNVigNdagN8K0WJMFWmMNeiNMjLVYoDXWoDfC1FibBVpi3fTe6GFubM4CrbHWeyNdz2vBAq2x1nujh7mxJQu0xhq8KcLc2IoFWmOt90YPc2NrFuhJUxmA7hipgsFZsEXeoENi5UWwYIu8QZekqo4pWbBF3qBTUtHBVCzYIm/QLamgYWoWbI03kP8ER9U/zoIt8tb7ZaDCFxcs2CJvMKUaKO9kwRZ56/0yeMq7WLBF3nq/DInybhZsjTdQ6gSaL72zYIu8Qb+k+RLodgLNlx70S5ovgUon0HzpQb+k+RKIcgLNl0CUE2i+9M2CrfEOYNmD5kugxYk0XwIxTqT5EqhxIs2XQI4Tab4EepxI8yUQ5ESaL4E+J9J8CQQ6keZLoNCJNF8CiU6k+RJIdCLNl0CjE2m+BCKdSPMlUOlEmi+BSifSfAlkOpHmS6DTiTRfAqFOpPkSKHUizZdAqpNovgRinUTzJZDrJLyxIliwRd56v0w0XwLRTqL5Esh2Es2XQLiTaL4k0h2aL4l4h+ZLIN9JNF8CAU+i+RJIeBLNOwsRD9iNuFlOO+tuxONu7OOuxO38Od2W6BbaoeHGxP1l0A1oOVm2Jp442UnwbNmbuFkpHIujHZASLcGbBl4XTel59fRyOvapz/mkftkttEQabtNwF0qij3AdxnUQV4xDwZs9j6vee+6HzZ67TTQP9+vb69v10+3r+gVu+SxkP9kHzfT0bsaoRPCon5AjmCCu1mVLtm2V3MOPB5xSLJv3tvAn4aoJrvbgpP551OiIw0mVuudRHKbCukV+mPvP7zfzLfty/dEp/DCiC0GRCurGoEEKwEQDIHWuRlETjUAdByDDrX95DFmUiy/04iskOu5UVepUtE8tBELCSPVBRpX2dEt5kPbfhVpIMRtQLuGDkbdJfZB2QaAduh6PE03Japgi7HsCTaXreUpTeebETUzpe8M06xfyH21IjGNIpUuVMYxnNzePEQO81jqGVPLUOI36iWam7zLqScyscAtjHOjbMX4U8VOllys0O6VDuHG7c7RHuHHLc0qX+O5F6CQO7BNu3IId7RR+3PKc0iv8uOU52iv8uOk5pVf48cBJ3Wz8uAU72iu80PKUXuHHLc/TXuHHTc8rvSKMB08Pe0UYt2BPe0UYtzyv9Iowbnme9oowbnpe6RVhPHh62CvCuAV72iuC0PKUXhHHLS/gp6dx0wtKr4jjwTPAXhHHLTjQXhHHLS8ovSKOW16gvSKOm15QekUcD54B9oo4bsGB9ooktDzplWLc8iLtFWnc9KLSK9J48IywV6RxC460V6RxyyNeK4ungCz5wSGzlSN40cDpfNjiWav0olHsDpJ72mdwkPSxwjWTLM34+4XMQ3QPa8OQpcm09JElb7Xk4BKFGIjkTXP+3RiY7AS3ZE/CHfvkwYn58e7m/mNPvxPdZtEa57/fukf/evMEG+NC8zFmM12cTdbZlIuT+XC48B/O755vtFgIUEQW0yVYNMjCX4DEQtOikUg9Ejdf/nVzfztnV9OCsF8IYDQi9VJEPCSymEM8M5NAmcRLMYmUSbkUk0Q7zXQpJpkyCZdiQgfVH54cz8aEDqy+XYoJHVyDvxCTQkfYcKkhttAhNlxqjC10jI2XGmMLHWPjpcbYQsfYeKkxttAxNl1qjC10jE2XGmMLHWPTpcZYor5aDPRJmiIoVCuZtNfHhRjr+XG+xg5u3qNGiWx1f2PuIZ7tEXoh3tLmHtSYhb+h10zn1Wv6SiWVSbOZT0bpY1pKH/sW+TWb5lpiZ55hIf9S6KbvWtu4NsFCCQYKQqj9pZkmXVInGAsx2LCWUR/EDUHC8LY0PwTxYyYBMOmCREvdhB/v3+m6CeP6U9OY4bgClRuDlBFIHWNUQz0CNVLNUJBAww7TsNm30bUH4L60mJMT+XlDJQIVOxiM91XsaCgYoGIngz++ip0N/vgqtiQ39uwhL0zSYomjqBbvejEOpODaNEoXAXgsXU/sgSY4g2W9GgRSJu2jCI+fmwKwXMIRStx6X4U2+NiLrRv4LdFOTuyWKHRD8mYtFH5CIuJeDgSOSjQFeuWNLI8Zkg6XlQ73QZkqYKbUaDgSW8Su48hkbs+uki0GE3UVW0l842foAMyS6EN+AGZJjg4HwCzJ0VEsKH1u/FYZgDGSo4+YwBjJ0UfMADuZG4+QwA/J0SEyKE+WbjxGAu8jR982JNGbG79tAZ8jR8dW4HPk6FAIfI48HQqjxdlaxbZYW6vYyeASrWLD/Qfd9lYMntAqRyWF+Tjm2Az+zyJHIHDzdNxa6Nu0vR3jIQxI2zwdwoDOzdOhJ0lbecYPc6SuGB3CgEVRoEMYqS1Gh7Ak7QsN49g2g72wyBHYEQU6FGbYzcJ4VAQuRIGOilnZZh3GoyIoHBboqJgT28fT5ZgNjr4qx2Jw3VWxq8EZV8W2uNeK2MXiXqtiO4MLrIrt2WalXnsDTj2RDmGSUU/0Y47J4O6qcswGB1YVm+4+Gg9hQB4S6RAGCoFFOvRIdj1x/DQHyn5FOoSBul+RDmGg8FekQ5gk3khuHNtkMA9VOWaDwaeKDbtZGo+KoMBXoqOi5N2TxqMiKOeV6KjY4Ka/Lkdv8OtUOQaDp6aKDTxj6VAI6nclOoSBAl6pMn1RaDZ3SK+B22SPQQOnskcvSfjihPyyFvjBsGgbF6oS5WxOOVt/xSoSocliDjEo7TQSpcli0la63ZFITRbgXmMOtCaLKWF/eoCMRF6ygBOjXEzyyNDjWk1w3UtvSG1Z/l7vIRqTxbnEkcA5IJbsxdd5ANKLqiM6xy6TiG6N/5tDjSN9ysFO4LJJs9kNTWH+mF0cSaVVxzhSbht37oXsQ9sKX8aQjsnbujjQOeJ63MC9MqPoYN6RbIYmCgoXnoVwZiTwEWkWpMkRQaGgQ0RtTMqgoYaJrbiLqNC+TkT1bCVURA1s7VJEhctgImpiC0AiambrFCJqYSsLImpl88ciamMzvhpqhJOHIqpj02YiqmezOyJqYPMxImq0zBaI2MmC7TXs/GNVks7D7mJkmPpFSfZgf9zs47p6up3PefN1/nBuJC+rb/MnNy+vT5vj9GPVkZNpNg430SzUEVMnV8c6BMljEPSitQB0J1xihi9aadL3uC1yzKS9aFGByPIUrhOf5P/GRlN3ro2mMQW40VQNGd15vpwUmc670TQmWmNDqoEUk7XGxqTt3IwLNcoHO5w3L4cfN7UKXvF7/XmhOhnvIk0wkgvZydjdyveHis1kxqHZPL/e/fYKzaQitgxavHV/1yvXc5O9/rq6ebr+4/fV6o4SoXYW17lHZH/T0dmD3VPrDGePdi+t786+uv+6+ZvXezxocFegC3DIZiet83EoZhOt83Godv+s85Foduuss5HAzj+LrHY+Es5umHU+Et7ulXU+EsFuk3U+EtHukHU+EslujnU+Etnui3U+EsVuiXU+EtXuhnU+Es1uhHU2EnWye2Cdj4Sz21+dj4S3O1+dj0Swm16dj4RpDspJ80TVNAc1adjZNqnS+nMqH7x+VpP2pmpXAguzatU0Y4WiG618amx0DFlM1tSzzdU0WMRVvThv9iPvVAqMzVSJVSrEGpEd0gc94CQ2nChSI5xtFl9NMiSLzVSKtXvvKq4bGoaY2PL+XSM+AZmmCUkZujDO4BglNdREtGwVQgdrFdJuHKLBPUoa6hMRr0UYh2zwjhKhJclNGsa1opqpXZhmMITSLpRo1AKEdqhSqTRGJ+CGdIQW+QY89EHuliKrIvdExEUi3cxtlUS2cPfENOogwPCINorGrZQ0ZF5kj90+4IYExwzJDClBtmBnBWQbrUVvReZgpyBkjlRzItvCPbJEttVYwrfXqYEnEnuJSMARCT71LcRzsOqwdvuC5zZZIvOAihuLdKPBekvkay+iLHLPBksukXtBxZpFvtVg8yXybdai0L2+TQyUYHYi/kkwlSyEdrSStXYPgYeSg8kkRlQxW+SbDH5iIt9srswtci8GnzGRe0USapFvM3iOaXzTZK003uvfyWJiJpK1eJiJ0Pby6No9TNHgkSZyT6gMu8g3G3zXRL7FXO5d5F4Nvm4i94Y2M2h8gfmSh3mLei/54YwUsF7yMFHlYPB6E6Hpq6CHOSUng/GbyF2yEoQ5BbgzeZhTMl1I8PBVCDg0eZhiirK6EOC7EHBmCjBvFbiGF4YTasCiKcBEVaLBwE6Epu+EAeYU4NwUYE4p0pYrmFOAdVOAOWWh7hFjDd+F6mRwztO4V4e2t4l8vcFFT+QLF/zCcG4NSGACTFRAARNgTqn0nTDAnAI0LwHmFEnyEmFOAfW3IswpjS5PRPgu1CxOhSJ3ZlQo8rW4Fop8IzTtG86vNYt9oUjW4l4oQtN3wghzSrNYGYrcpW3ILKfkaTLYI0p880RXKmKG3L3BNlHkrqxVxAb5RoMVo8gXGmrE0fxaBtKXWCHZYrBkFKHpO2Ga4D1sBstHjbtT3gkTyykZ1A1LAfKlaxXJQ+7B4AUpco/IekDkmwy+kCLfDN1AR/NrGRQHSxGSxZ0QDvxAMpPY83n2kwG6atDOInfPGra3YBcNOzDNe5ZEy9lHs+lB6bRpn5iAXWWaGWwRYYvdwiCf18Eg+8qE6VkaCHyzGRhkSZeeJXeqBWnxvoCKYwvOvTYJ9DQLm4QixTcEizA/95hGC5rIlJghBtbKQrZgi7zJ1gcPeVcLtsi7WfwhNd5xshhbitjOgq3FJHpLTETsYNiLIYYkGnaQiNDJwFocRWM20O4NokBJc53hnasGaDG8zbDnRWMNypVdw6QNhDXXMF8BYc0RWmRtqfIuso4GaJF1Mmy7EVlbSryLrIthR4/IuhqgRdbNsK9HY50tpd411tkZdvSIrL0BWmQd+MYekXTkyCLnxHf4iJwzRxY5F753SORsKPAucm5815DGGVQ9gyMeUNbA5FI8RxY5B75rSOQcObLIOfG9QyLnzJFFzoVvIhI5V44scm58e5LGuRo2PmmcQZG0CjkbtjyJnINhd5JI2rLxSWSdDPuSRNaWLU8i62LYnSSytmx8Elk3wzYljXWz7IDSWDfLDiiRtTdAi6wte59E1tEALbK27IASWWcDtMjasvdJZF0N0CJryw4oiXUBQhvHMmOZLFuhRNbeAC2yDoZdViLraIAWWSfD/iqRdTZAi6yLYZeVyLoaoEXWzbC/SmMNTGk8y40FKG58gqy9AVpkHQzbrUTW0QAtsk6GnVwi62yAFlkXwx4ukXU1QIusm2Enl8YaiG48zI3EowbmRqC58TA3Aq+aAHOjjwZokXUybOkSWWcDtMi6GHaLiayrAVpk3Qz7xDTWwLsmwNwIpDUB5kagswkwNwKZTYC5EWhuAsyNQHITYG4EipsAcyMQ3ASYG4HeJsDcCOQ2AeZGoLYJMDcCsU2AuRFobQLMjUBqE2FuBFKbCHMjkNpEmBuB0ibC3Ah0NxHmRqC7iTA3At1NhLkR6G4izI1AdxNhbgS6mwhzI9DdRJgbge4mwtwIdDcR5kagu4kwNwLdTYS5EehuIsyNQHcTYW4EupsIcyPQ3USYG4HuJsLcCHQ3CeZGILxJMDcC5U2CuRFIbxLMjUB7k2BuBOKbBHMjUN8kmBuB/CbB3Ej0NzA3EgEOzI1AgZNgbgQSnARzI9DgJJhlgAgnwSwDVDipov1vBchwUkXb9koxFjFOhhrGpU5sH1+ShP4Fl55a1K5J56pdU6q3bNpKp/cblGqqLxN7aKaNVV20ZEHrXqm0t/GoD+myKvaqLl1M0wYptdmadkiJ4E3bmTiNItBM26FUkt5cNKfL17INSqVr2QelYlNbt+MZuqHIhn1FKl2pdsxwXAJCmuMmIpUiNW87nqFDtwIFzXH3kEa3Tg6V0elS9IatQipFWpMpDdlGwxYhlW0ybORRsalJ23UYhqIYdvCodCuqUtSl2AzbdUSKbjIXJurRBTIYzNaTUkRdgoHvylEJRmP1oS7XxHfjqFwz3zSjQhdr/aFuHCrfLaOSbaTkUI8gULLQFOWdtcpQl6zne2JUsoEUFuoSjHwDjEowGWsJdblmvvFF5Vr4/hQVulqrCXXj0Az7UkS2kuHL8C2lAhUKffOrwZuLBnXpBsPuE5VuRHWCuhSTYauJSjFbSwN12RbDFhOVbTVsBFGxm7k4UC8UpEoSzQHRoXpAXYresN1DpRjMJYC6dKNhn4dKN6GqP12K2bCpQ6VYrIV+umyrYTOHyrYZtlyI2Gkyl/rphQJIRDzNBMmj6j5disGwsUKlGM0Ffbp0k2FHhUo3oxo+XYrFsH1CpVitZXu6bJth24TIltQvopkgO3Phnl4oSAUjmglyQLV6uhSjYQuDSjGZy/N06WbD3gWVbkEVeboUq2GjgkqxWYvw9NgCyUagCYVUI6KZoHhzGZ5uKIJh/4BKN6LKO12KybBZQKWYzcV2unSLYZeASrei+jpdis2wJUCkWCdrSZ0eW+CAEmhCqRbBvoodzEV1uqGwKPVVugnV0elStMjyVYrFXDqnS9eix1fpNlQtp0exWcT3IsXmrAVyumwtonuVrUV1r2JHc4mcbigscnuVbkZVcboULdp6lWI1F8Lp0rWI6jW6bZpQ7ZsOxTZZFPQqRW8td9Nla1HOq2yjQYSuYidzwZtuKLJBfa7SLajGTZdiNUjNVYrNXNamRxe4jSSYCppzqJJNl6I3CMpVisFavKbLFvSoQtla9O8qdjZXxumGwiJ8V+ku37J+W9/PX17f/r56PiniOowrYQv+9gefn1cvL+v7r8+bHz6tvj38a/X5df7ubr7e1ZfP65fVt/mr327unldXn3Yfz8f//PfhxE8P99ePdzcvm4Zy+/B6/7JZM5071LeHL1vN+cv13epmS2k9B3OzpPDXL6cjtezYN19Oq9/b8hqWmw4OAvuH15eOwr4B9cf1cfYzKBscmq16kIhNqgcliA0kwcfpZRGbCBgDxCbW7B5iE2/2CWIDJeNxvUzEJoL8CrGJvLEx7EAqlsB+aasWFDqjOaoWdOiJvodmqg/U5RZxvSq/ZLjc6PP76tv69ubu+vl2vbq/XV0/3tz+F9vx0xaaE5FOuySbTNnkS7LBpcXCJdlUyma6JJsG2VyyES/0NxqZdEkydCdfvSQZD8kcdX+XYBMom3hJNnQkPia1S7ChA7G/ZPeOdCD2lxz6Ih2I/SXTQqQDsb9kyox0IA6XHIkTHYnDJYfiRIficMmxONGxOF5yLE50LI6XHIsTHYvjJcfiRMfidMmxONGxOF1yLE50LE6XHIuTaW7NnXVu7flltbo7z+RaApNrzjS5tlD/Ia+Mqe+V8dHZTNNtTpoyIIXXjtOEIrZpuk3EjpZpQhHbNN0mYmfLNKGIXSxTeSJ2tUzlidjNMpWnYZfJMpUnYjvLVJ6IvVhVfpxH8M7O52NWUDBNU3CTxjdaSotPijNRKyaXGadhZ+aOMnUmJItkg3GcF+jiQBX8cSKxi6gIno6OFz0Y0bFpCAO1TdfDyFcvRX4IE8hG/i5KJHuNuyiK6i8PUeBmxToEVNr4uKtURS/7fvw5CQMV6G4YdskpyQ3j3hzaGdeF8Ya9Ztpg3Swbo0ToaNgWpqWBltAepm5cpa1QcQgDNxf6cbtR+oUf9tKmjPchDGDmNy+qGU9jSKVnhDjG8Uhx38cJSAvcx1FG/ejHONAIIgqhkiSpeYwjieXcGAc+3yQh+pJbyjj6bkLqtT6O5XVdGl1nbIs6RsW2vK6r2BZ1jIpteV1XsbPhtVfFtryuq9jV8NqrYlte10Vsolo7PIk5Edvyuq7ytli+qtjB8GqtxsRiB6tiJzJJ6rojiuAnPJ8sGy6kO4QT4dpBWKSGhXTNALEtRrJiM0TCNTgUIuHaxGKCZGwOYhs8ZtWQGCxmVejEWasByZy1Cl24ia0aEIP5rArdOGsxIMAv6cBahXbc3lYMSDTY0qrQgbNWAxI5axU6cedbNSCZG9+q0IWzVgNSOWsVunFrXTEgaeKWuCq046zFgCTPWavQAZvuqvGI2C1XRU6YsxqNjDmryAX78arRqNiOV0VumLMYDeLLBJEd9vsVo0GKcEHkgDmr0YiYs4qcsBOwGo2MLXxV5II5q9GomLOK3LBJsBgNoLmAL0VAcQHfLkDpLfhKBFQX9LUZiC7o2z7QXNCXZlB5i77rA5snB5MhqLzlYDYEzk90sqlOPCAqtOPOxWJAgAGUgxkRVNOic6nAB4pOpYI6W3TmGlhD0YnrWji0GpDKA6JCN+5ILAYEmEY5mGVAdS4HU+NCiDKex/9gMUmZxifKlGXaOQ0WOVh3SQD4RtEFzIUiZRzgD1YwBS35fLLCXYbV66jcHViFNlj5atBuMjj5qtCOu+6q0J675arQgTvbqtCRO9Kq0Inbx6rQmbvHqtCFO72q0JU7tKrQjbPWko0D9lQBdnSgywmwowNZTsgwIIEHRIWO3MNVDUjiFq4qdObQakAKD4i0zWCGrtwkVg1I4+auIjQpIQYHVaDGiXBQ9Qa3UxXaYHaqQkduTKpCJ24oqkJnbv6pQhdu2qlCV+6wqUI3brApQgMFToK9EQhwEuyNQH+TYG8E8psEe2MwuDqq0AZTRxU6cwNGFbrIe8Tz+y7Ddoi/PL2u/jrNoA63dW9W/6xzDy40wy54f+ZN8A/3q+tfn9bbLfx/ZxP8/HA3ybvgvWkqwUWL0N1rzS1a9qWr2Bahu4pt2ZeuYluE7iq2ZV+6im0RuqvYln3pKrbFBtJr7wPJsi89iNhSAXmXIWNtn22CqBZxe8djckaDxa6PkKELyVTs3a6xmSIQxlRsU3PULIf3xjCP69XT7eaPt4SfZ4yvN/9vBmHeMDMjaWd7t4medHOeUSsJaxWi+kFmB3Kjw6m6DSLDfZHXZdRqs9Rf8xDGkx36fZhg3KHfR1S2R45REtig30fJYGt9H6XYttb3AZW9v22I0sgG/S5MmcgG/T6MM27Q7yMqLdwNg10C2aDfh4lk2e79s4eQCcqH9mnugyWk7xzCtq71X1c3T9d//L5a3dHxX3JICfDRqhRr0Tw1wRSSYILHd6cR+EThJbeVw3y/+FxIarbBV6rqjQXmur0LCHVC6z8enMaOfAlBfJ6thoWPIMY484ioLaPAsSa602PN3cPX9fPLfNvtboQzm0rZxEuyaZRNuSCbNkE2abokG0fZhEuy8ZRNviSbYJhOjGedTrx9uLk7ziMm0zTiuxJ8H08jRts0YkuGacSkjZktG7CjNmi2YpiijCLvapiiVGPSDFOUGrafJsMUpYrtDFOUKrY3TFEmqZ34KRimKFXeUZqUqz3U0w9IfkoINqqw2TDpGcUoFwO2egdx0RD3fiw5ZJbdAs8f8xMyTCd+aoaJUvH63GRy6ogWN+P5bNr0dICNy3kyT6mNw94ZDB5S55XGExOkZdc6DZasRX6+a5Lf1nPru3n68+887HiXrUV+LsKmWIv8XIRNNRb5uQiZZizycwkyfjIW+bkIGWct8nMRNt5a5OcibIK1yM9F2ERrkZ+LsEncTLU7qgM53bvH59Ng1KI0DBEli1KauT2dYfGdQen24fFx9XR9e/PrHV3m9AEu6x3e6LrBCspzTv/FsBOs4K3LAul9sHbX93A/X+Ht+un2df2CQwZXCoMbNf8QyVqD+I4UknWtQb4n2bLWkJaLAf3Vax/o5GzopILFFbP7TOdjQznd5H4Y0hiNxue/xZfHd1o5pYlEB0/guPxfbN5RqRQRJ/I+GAPxM+725gjVODEMERPfNKCGMfOtDio0XeyMCbYuJS3HOIxu45sbxBAAuVuEU44LtZsY3cKiCzyyYobcA9/zoUJLnuTDaYZELcnbEDHzbR3qNRe+GUWFrrCVJZghkuRiPo2iC/yv0sRCQAywYA5bSNfE6AYWXWKEBRMHcMJKMHFIkrc0HNczLAST0hCx8I036jVXvl1IhW60lcFMIQnnUh5FF7hcJZgVgM1VgrkM+FylytYnSjQspeezLqVvRXTnqE45X02SV9SzaUXdF8uqd+42R8s6dxYbjWX7RhFbTTOs6YrYdTJgZxHbGeorFC3e1RtWSVXewYCt8sYbO+qoWddkKAeh0tWqChYY4GIoMqEyrmjPkMq40duWFrRPQrbJsA4u0m3OgC2OGM2jVe8iTj22YN4vlC+yX8i3SNbhxeYp1X677g5YveBlviDfb5iFg3UHJ6L/gj1dqg93zTp6ILqvhPgGqWjcAbQX0UAUXhEypDum4pBs5Bb4KlmpJwV4+zOvBqDyLWRXWz+ilRvdqwwNRQVEaKkk3TV7vgzAB4vS9WCjX/dWOV44QOUHnyLdkGrCbvMqValKKbzxvFKAylZ5egzDaDbsKS/yAz5WMDt5JTsldp+Af1WGbAPY/dq9T8CpqkB+cLWhDKlmbOuuUlXyUoU3vmJ7e5VtA/uLu9EEBlQOpg5gQOXgqB+kXcOO3SpgPeXg0C+JYNzwiQfYTDk43Ae4oOCGQz8o7ubg2B+kcvMR3v7Gvd5FvhHtvu9GFChO4FxRAN5McOIsSMoTOG8WgCcTnE8NMRFHgv7Nyty9XWUIRaBumAWA5ZKHWSAqaQrOp4c0WXwaiqbOC5LZkh++SQCRiR8O/UBW4v1gXitIQhIP5y1DSlbNbzmb5jekTBS6Wb20IgjyNs8PH0a9cs/xfntQulWAcz6ZaiZDhIGUfJHCMBNmb7HqUPs/tUsKedThJLukUNDyQwBV1UKD0AZfCrWNFS6b1VaeA9CZxAlCN6uaWIx4Mdhyi9yLwZZbhfZEVdztHiUYVcV9xMjFqeo1Jy6pVaGzVVWstrJCVMX96FaucVVD0LgyV4Suk1VVLEYXqDxig9w9V9iq0IGoirttgso5YhsiJi5OVa85c0mtCl2sqmK1lVWiKu5Ht3GNqxgCoOdIMOE0Z1UVi9FtBmt7lbvB2l6FjkRV3G0TLRlVxX3EzHWv4oMkEGckmClataqK1VbWiKq4F90IJBqJrVtE4MyTKrr4OHmD9Lee2UVrO8NwFvFvXGhFRuLfahL/RqIdOYh/q9TW45QMUmAVOxssr1TsYrC8UrGrwZZKxW4GOy0R21kkzE3rtc4ZZN1N5G2x6lJjYrHqqmJMokEercY7GbBV3tkgilWxCxLFVm3iMLpqFsW2i4hio2tEv9rE6wSyloPktPWeD0BBtgNY7YJ5o0l+HzEQ2arY/nwkYkgVNBHRngpK9GAqZgHaJRWzAlmMitmIgEMEDRORBaigji+8dVt8MCwJdns39Wo5PKn0EaPRMKePmMhynJoMQrYa5rQzG+bEUIi9jfg8FExG9010oo/EdWXYpCVtSwhDGGddelQbTfRk6VEcHWKw+ui0c1Z0iNFQ91d8EI2GZUY1etnqUd/O7+4dY7F61F+ETbV61F+ETbN61F+CTZqsHvUXYeOsHvUXYeP5xJ3YXZPBDkAcZJLFDsBN/039AGLS/QDcZJsTTNkwb+e0yrAxFcOEo3Piva4W8EkEl97KDxOCP3LuPD1ky9SaGpHsLOBiRLLFH0BmbjEIkJlHPOcT35/iMLT+Np/r5umbebIna+75HjcrMhPnuuine3Em5gITBa9k+ksdeDKYHW+QcTFMrW2xT6MZ5ta2UTiN5q3W79+39K9Pq/s549AGXoLV7f1cBKLV4P1cBJLR0/1c589GG/dznb8YndvPdf5qNWs/F4Fm9Wc/EwHgQOT9cEipjoj8fxygOxmrGqYw+6NoDdY9A9/H/G9sGog1kllKPVTJaKb9wU3NVuNr+ZGkmut46oGpVvvr7++60f86VoPxtPpMDORvgT4SN4MsR332aoaZg37PBrXysvs7L/QvT6+rDoVxnbs8DV/C+xtFoqnMnQvirbY4/jkvgsMthIs35tC945W9eoulXWOjc49HTY47a93kNNE68QdBiesVxU2aF9IRSCyWnEzl78S2mVD9u4m1zUTUbod9uE6ruJsmi6xGBrcUw5PDUgzmhjLzavAhlMFJnbsEwZ3FPFAG1+raRXgrid7toJSSOZMpOU/BsWmnH46ALiHFmBxk09SaGgfT1JoKXg2TYCp2M0xbdW+dRa2mMiXiNTrcATumazraaaq2BFszMGi6pkOopm6jgxzwabqm4zItg3Ydxk25cn9GmW7jXooqtiR6u3bw5gXHvRVlxp6bK8rYARshytARexjK0NxzUIbOwMZPbh3cdVDmK9U9ony5C6HKN8JXwjQciIDLEx3oI3chlKGVrFfgfYvclVDmm7CLoAydseWfDF24W5+MXbldn4zdiP+d2jxABTL8oiN5QOF3EiDOwu99CcrB37+1noaMhrWePpqhqm53tjElswb8zJOCCSnAf2wpnbtpkoDv0Ycz1ykZJOD9ewHEUSHQiUwgjgoJg+sdMkQMrj+MhoLBgeI7Y3CD5ludO7Z4S6njK1A8hYqDUq1q9e9HnHMIfVNuVrn6ReiUyapXvwwdZxWsX4aOtyrWL0MnWCXrl6ETDSvP3ecMYNCV6jC3mQqvOa0KXiomnXUUweF6rFgaPRUosU4ibp3s67zprI90Fa7JqpGrpjVZrVhjqhajAxk8WphHETxZFnxV5qY1WRW8WMDVsFRLWFTwZlnwFcOCCroVCu4s4GJYmreERQUPlqVqNSzRssiugicLuBoWixuJDF4sq+FqWKplHV8FbxZwLSyZFHc7hkUFd5bF8SSCe8uyvgoeLOBqWKIlLCp4MqzEq1HJBj2Cil0M2GpMqiEmKnYzKAjEmBBJU6HYFlWFGBNnUVWo2MGgJlBjYtFWqNjJgK3GxKKwULGLQbKgxsQitVCxmwFbjAlRO9GcSdRONGUStRPNmD4YsNWYRENMVOzE1RxqSDLXoKjQhUOrAak8ICp043IRMSCgfB0dpYjxFwwIUEDRMQoIoGgqAwIomoGBAIomspB5QFTowuUpakAqV+qo0I1DiwGJEw+ICu24qEYMCFBF0TenGDi0GpDIA6JCJ4MSSI1INiiYVGyLOkqNiUUdpWI3gypIjIlJI6ViOwO2GBOTUkrFDrzSpxyTyKueytjJgK3GJBtiomIXXlxUjknlNVFl7GbAFmMCJFN0ESMDxRRd8cpAMEWX6jLQS9H1rgzkUnShLgO1FF14zUAtRVeMM1BL0TXdvBBL9StmLlbQJUy9P3qaJ4vFe0XFNlhIq3Eu3hATFRvUnKV5Ekh+PM2TQADkaZ4EciBP8yRQA3maJ0HJPk/zJKjZ52meJJ5INE+Cen2e5klik0TzJFD6eJongdDH0zwJdD6B5kkg8wk0TwKVT6B5Eoh8An2vJCZHNF8SkyOaL4HCJ9B8CQQ+geZLoO8JNF8CeU+g+RKoewLNl0DcE2i+XGh7hD0yH2hzhR0zGWh9Ak1yQOoT3iWLU2hlsviPaYLlAqQ9oTG9cgHKnvAurZ1GC9aK3TLfyCuZi12yTIkU1v4gCtlYWfsDyMIrlcuXXXmpchm7WYtrqw3CTaS6dj/CQKMTYR4pQKMTI8UO1gLbcoQjLzwus0+88riMnUmN7Q9aRjEW2f4AsvKi5fJlN161XMX2k7XOttrYvCOFtvsRBvKbRPMEkN+kiWJHa61tOcKJ1yCX2WdehFzGLqTc9gctoxrrbX8A2Xj9cvWygdgm0dwRnLXkttrYgic1t/sRJgobmoOAxCbRHBQs2yL7UcgGtO4rSzDtgyzijTfVm8kiOH2qXGyPy71wSDX1Fpv4RK64xt5iW1mfKy0Le1xe62NKFnrHdVH1+iO+/jjmqrlXJso1Y65+zJXa5h2lFX1MaZexw20V96txU00TKlkjMk24V+UxU2ut5Q8gmS2levG4S41baUqkgrPMFHeo8TidcH8aQyrdaaLXTjvTuNvnCRSvVnlm/BA45gl70njAz0pHoo8RmfajcRKVSpZVypP2Ijdu8hn2IjfumFJxMoebJ+1Gbtw+C6pZrjIttCO5cQIpsCe5cZorSldytI0W2pf8uI0WqY45HZcL7U1+PDAX2Jv8OCFLRjIet1Ham/y4jVYpK9HBudLe5Mejc4W9yY8fb6vSmwJto5X2pjBuo1XpTYEOz7w21nh4rrA3hfHzQ1V6U8Bt1LKE3OVI1B11OR1zGs2yaJy1WS2g54iOYuszfXGi2NG8PC1OewFVRwyUfTas06rYBS1991tdtS599yGbYWFWu+wKVBsxUmxnXvrWGludPFr67kW4AgOWWGgUomGBV8VO5qVvNcLZsE6rsi+GdVoVu6Kl737LaNal7y4k8FlJMHdUoOFIE8X25qVvsbG5gJa++xGOhgVeNQrJsMCrYmfz0rca4WJYp1XZV8M6rYrd0NJ3t2X4ybr03Yd0hsVT8bK9Ny9Piw1CKhuV8jgK0bA8rUbBVO+0iQEwGe1WEbxgb9np/SkO3rI3ry8P3242P/07nsfVUzfxxXrnhRjhOqvHecnLMArYEfg43XwhRtRW/LgseSFC1Fj8uMR3IUIB97QLE4qQ0IU7/kKHIxY/vzAfWkglX5gPHarbhfnQgdpdukHTcdpduMtHOky7Cw+KkY7S/sJpI9JR2l84s0Y6SvsLP3xEOkqHCw/TEQ/TFx6nIx2nw4UH6mgptlN77y3AYOmI1rpozVyrp52/wElNk7lWz0XoOHOtnovQ8eZaPRehE8y1ei5CJ5pr9VyEjmUOYPMyrUwwJDIHECk4EZknCk5E5p6Ck/rRAYLnyVDaRQZ3hqI0Mrg3FEiRwYOhtIsMHg1lRmTwZCiQIoNbinXI4MVQZkQGr4aSFzK4pViHCl4mQ+EIGdwZSl7I4J5XYJCxA68cIWNHXslAxk68AoOMbagIIGMXXslAxq7cWV/GNlQEULGBO9U17ZjVcWd9Gdtjs3cZOmCLehk6Ytt0GTphs3cZmhuQy9AF26bL0BVbecvQ3IBchQa6RZoSgIiRZjKgYcQZGGgY8aMD8KTCzzxAvYgf1prB61jGLtyjWcau3DNYxjZ4HYvYDUgb6ZtUA4ZU9BWwAUMq+u7agNCRvnQ3IHSkswUN1Jmj0xxtMnirytiFe8LK2AZvVRm7cf9TFRvoHz3tO87grSpje+7HKWMH7scpY0fuPSljJ+6ZKWNn4rP4Qc8UfBYbEEYG2lEXwkjhQopwIQ+vL/0raRZ7yh/PVqWzecOWne25TqMtva9+W9/P317f/r56/pB52DJ/+/3n59XLy/r+6/Pmd0+rbw//Wn1+nb+7e1k9rb58Xr+svs1fvTy9rjoUlpLLmy8f7pLyfuDo+cvVpz/mr+cT/vOfcwtLV2G6Sr9c7f7vY9sebD67cvP72vabzb/zUV0cRb//q82nV67lxVGc+W6PNp9e+Wl5FH3aHm0/vQqHo+3JnV8cvf8uhP3R5jfzL8v+aPt3+/PtjkJyuyO//aXf/9Jvfxn84ijk/S/DlkvZ/zLsAuEXR++/C3V/FPMiZLujuD/7lv3handHKeyDG7ZHaRfBLd+rtOey5XS1qWC/Pdqc92pT0XZ7VLdHbhfr7R04xHp3lKawP9pcUdpHKe7O/na0Pd+mouD2qPl3R22Jsj3a7CvbHG0/PaDsjur+l9tPr5Kvi6ON4n17tPn0cO27o7qPy/bTQyR2RxsV1vYoTYu47I42C+3bo12Uil8cbdadtkfFLyK4O9pMSm+P6vYaWlwcbWautkebTw+x3h1tXnU3R9tPD5HfHbV9u95+erXJlpujbbQOcdkdtbJjVncx28dld+Rc3p1++/EhMLujVnen3356CMzuqO075/bT+Wh3gdsAHUKxOzp8l+oiFLuj1nYB3X56CMX238PF747cNO2/3Hy8Odwx3YbhcPm7o+OXLuwOd3y2gZgvOcV3h/sIbK92c7iH2o06Lpf9Ydselh2pLfEr99a93w7D7m93ZOdfV//uePF92h7H+Ha8peLTjveO4nxc999vOR65vR2H6XC8vdDgDr/f8nkbw3a0j3TfjsP+lh6O49v31b/jtz8Ob+ffDWDz9UzvjuPb9fnw/nr3xzHEt+Mt31j3/LYnWlz//jiUt79Pu3jl/O44vMVn+8V83N7+vu7j194dp+mN7+5uprd4hel9/PbHh0yyP05v8dv+cBHf/XGKe/zdgHuM7/Y/8/dpfz3bQC/iFfb3r7w/PsRn+8XievfHG1Ph3fHu+g7Xvz8u7o1v2/Ip+xFyd2GL64/7+xHeH5d93tl9seCz/c/Vdu/87njX/g/xTbv2XvZZbHeiq63t1e5411427kq747j7fX47Trvz7zvf7kIX1/N23PbXs/1icX37481Wtd3xdtjf7nXZHUf/jk+J7/ls/3O1tRXaH5d3/Lb/WfLb9bdS3r4v/l38tv9ZxKvs+lOpb9+3+o7v9j9vfOcnps0j2vwI9evd6+rxaX2/efa7u5kfKefP/vft+id3HedP/rV6et4+c6Xs25w805yUS4n5r7/+Pw3feVs= Copy blueprint Science pack 5: 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 Copy blueprint Science pack 6: 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 Copy blueprint
[ { "author": "chaseydogOne", "content": "Nive work. I prefer these types of bases to the Main Bus/City Block types. My science pack 1 - 4 is not as compact as your but I still had fun creating it.", "date": "2024-11-03T21:08:42+00:00", "quotes": [] }, { "author": "Executer", "content": "I think this is great. Small science setups are fun to build, but I know some players get tired of re-making them each time they start a world, or get stuck on trying to build an even amount of all the sciences. Something they can just plug into their main bus is super handy to have. \n \nBeing able to build it in stages is also an excellent bonus, and I appreciate that it's all similarly sized for all 3 stages. \nNow you just need a modular bootstrap mall to go with it!", "date": "2024-11-05T04:25:43+00:00", "quotes": [] }, { "author": "herra", "content": "are you looking for feedback on how this can be aproved? or are you just wanting to show it off. i have designs for blue science that are denser than what you have (blue science 39x22 = 858. 45 spm using assembler 2 and no moduels) \nare you trying to keep it really simple by having only straight belts?", "date": "2025-03-16T23:13:18+00:00", "quotes": [] } ]
3
2024-10-31T16:02:26-05:00
forum-topic-18357
18357
Yuoki Industries - Railways Additions (Locomotives, Cargo-Wagon) - Latest Update 217-Dec17
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=18357
YuokiTani
Download-Links for more Locomotives and Cargo-Wagons. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ factorio version 0.16.0 + mods.factorio.com or 17.12.2017 - 75.0 MB YI-Railways 0.6.20 - 0.16 Initial 18.12.2017 - 44.5 MB YIR-Yuoki Theme 0.6.12 - error fix 17.12.2017 - 31.0 MB YIR-Americans 0.6.8 - 0.16 Initial 17.12.2017 - 36.0 MB YIR-UP 0.6.10 - 0.16 Initial ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ factorio version 0.14.4 + 17.02.2016 - 51 MB YI-Railways 0.4.16 25.02.2017 - 16.5 MB YIR-Yuoki Theme 0.4.7 11.09.2016 YIR-Americans 0.4.6 <- error-fixed 22.09.2016 - 32 MB YIR-UP 0.4.6 <- +4 long sized cargo-wagons, locomotive-header changed ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ factorio 0.13.1 version - download Notice: factorio 0.12 - behavior -> no locomotive color-codeing, no stretching effect, current possible not connect in manual drive-mode American-Continent-Theme-Addon download AC 0.3.4 30.3 MB 216Jun30 Uraninum-Power-Theme-Addon download UP 0.3.3 16.4 MB 216Jun30 Yuoki-Industries-Theme-Addon (absorbed all other single downloads for now) download YI 0.3.3 26.7 MB 216Jun30 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ factorio 0.12 version - download Click the Icon for a Ingame-View max. speed = speed without any load - locomotive itself @20K = max. speed after a good acceleration time with 20.000 factorio-weight units exlude the locomotive itself (value is rounded) - vanilla 49@20K Locomotive: DE-LSW-790 (similar to DR-BR-110-red) Version: download 0.0.1 4.9 MB 215Dec12 max.Speed: 108 km/h - 52@20K Type: Standard Locomotive, 2 Fuel-Slots Description: red diesel-locomotive with a cream-white stripe. low breaking force. Locomotive: DE-LSW-750-O Version: download 0.0.1 4.8 MB 215Dec13 max.Speed: 103 km/h - 49@20K Type: Standard Locomotive, 2 Fuel-Slots Description: orange Locomotive. low breaking force. Locomotive: DE-LSW-840-G (similar to V-100) Version: download 0.0.1 4.2 MB 215Dec13 max.Speed: 103 km/h - 61@20K Type: Standard Locomotive, 2 Fuel-Slots Description: green Locomotive. low breaking force. Cargo-Wagon: Cargo-Test-Waggon (Dummy-Weight) Version: download 0.0.1 2.0 MB 215Dec13 Inventory: 5 Slots Weight: 10.000 Units Type: Cargo-Wagon - Ultra-Short Description: for testing & measurement different locomotives (max.speed with load and breaking force) Locomotive: SE-MR EC 044 (similar to Metropolitan Railway E Class 0-4-4T) Version: download 0.0.1 3.8 MB 215Dec15 max.Speed: 81 km/h - 32@20K Type: Steam Locomotive, 1 Fuel-Slot Description: Red Standard Locomotive. low speed, medium power. Cargo-Wagon: Steel Cargo Waggon Version: download 0.0.1 2.2 MB 215Dec26 Inventory: 20 Slots Weight: 2.000 Units Type: Cargo-Wagon - Standard Description: open cargo-wagon with loaded steel Cargo-Wagon: Special Cargo Wagon (Maai) Version: download 0.0.1 2.1 MB 215Dec26 Inventory: 30 Slots Weight: 3.000 Units Type: Cargo-Wagon - Standard Description: special cargo-wagon from forum suggestion - 6 wheel-sets American-Continent-Theme-Addon !!! Important remove previous z_yira_emdf7 !!! - if you want to use this. Video: Youtube Locomotives: EMD F-7's (Cendric Re F7A, F7B + Miturion Northern F7A, F7B) + ES44AC + Cargo-Wagons Version: download 0.0.2 ~30.3 MB 216Mrz12 Description: special decals, high prize, long-cargo Screenshot + Uraninum-Power-Theme-Addon Video: Youtube -> skip to 3:30 Locomotives: Nuclear-Header, Nuclear-Reactor + 4 Cargo-Wagons Version: download 0.0.1 ~16.4 MB 216Feb28 Description: special decals, high prize, long-cargo Screenshot + Yuoki-Industries-Theme-Addon Video: Youtube -> skip to 3:40 Locomotives: +2 Cargo-Wagons with Yuoki-Industries Ore Version: download 0.0.1 ~3.52 MB 216FMrz31 Description: short-wagon Screenshot +
[ { "author": "miturion", "content": "OW! More trains \nI like that we are able to download train individually.", "date": "2015-12-17T14:03:03+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "i will change on updates the header, so everyone can better see the last changes - date.", "date": "2015-12-26T19:04:19+00:00", "quotes": [] }, { "author": "Maai", "content": "It is wonderful Thank you You are great master! \n...I use it immediately...", "date": "2015-12-29T11:26:59+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "I have switched to THEME-Based Addon's \n \n American-Continent-Theme \nthe previous EMD-F7-Addon is now the Americans, you can delete the old addon-file and use the newer one. it contains 1 additional locomotive and 3 cargo-wagons. \nthis package also contains the 4 prevoius EMD-F7 locomotives. (5 locomotives + 2 long-cargo[30] + 1 short-cargo[5]) \n \n \n \n Uranium-Power-Theme \nFatmice will later provide some code, so it will work shortly as a true reactor-locomotive. at the moment, you know already its only visual - but hey it's not ugly thing.", "date": "2016-03-12T14:46:22+00:00", "quotes": [] }, { "author": "Arch666Angel", "content": "Atomic trains, never ever will a train run out of fuel", "date": "2016-03-12T15:05:37+00:00", "quotes": [] }, { "author": "tigar", "content": "Cant seem to download the uranium power one link broken(file not found)", "date": "2016-03-12T15:42:16+00:00", "quotes": [] }, { "author": "Arch666Angel", "content": "He missed a / in the link: http://johnsmith.ktec.de/factorio/mods/ ... _0.0.1.zip", "date": "2016-03-12T15:58:15+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "both fixed - sry guys", "date": "2016-03-12T16:30:43+00:00", "quotes": [] }, { "author": "HellNeko", "content": "The EMD-F7 locomotives will they stay at needing Tickets only to make or are you going to add a new recipes for them later that uses the parts form the rail parts factory?", "date": "2016-03-21T19:36:23+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "will get a standard-recipe but will also use high amount of coins. [but still cheap compare to a rocket silo and a rocket-launch that do nothing for you ]", "date": "2016-03-22T15:41:53+00:00", "quotes": [ { "author": "HellNeko wrote:", "content": "" } ] }, { "author": "YuokiTani", "content": "- added the 2 Yuoki-Rails-Wagons \n- no other changes\n Screenshot +", "date": "2016-03-31T15:48:09+00:00", "quotes": [] }, { "author": "Factorio2016", "content": "You can put all in one archive? \nSo not convenient!", "date": "2016-03-31T16:25:01+00:00", "quotes": [] }, { "author": "theRustyKnife", "content": "All these trains are really amazing (the F7s are sweet) but I'm still missing some kind of a passenger car in the set. It's not very comfortable to ride in a box car all the time...", "date": "2016-04-04T08:24:56+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "its splitted to give you the choice for single addons only, but after 0.13 is will sorted & combined new (and maybe a all-in-zip too) \n \nyeah, maybe after i know how 0.13 changes - affect the gfx.", "date": "2016-04-04T14:44:05+00:00", "quotes": [ { "author": "Factorio2016 wrote:", "content": "" }, { "author": "theRustyKnife wrote:", "content": "" } ] }, { "author": "Neotix", "content": "I installed Uraninum-Power-Theme-Addon and it'a AWESOME. I like that theme a lot and not only because train are soooooooo fast \nI know that v0.13 will force some changes and you won't have time to add anything before that changes BUT it would be great if you could expand that theme. I'm speaking about wagons for basic resources (right now i'm using support wagon as universal). Also I think that it lacks of proper rails for that futuristic train (witch concrete railroad ties https://upload.wikimedia.org/wikipedia/ ... 3%B6gl.jpg ). \n \nAlso I have a question about reactor. I saw that it's locomotive not real power source and \" curious if it have some code behind like two way engine (working in both ways) or something. I'm asking because on screen you placed only one reactor so it become train with 3 locomotives (2 in one way and 1 in another).", "date": "2016-06-13T07:34:06+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "for basic resources are cargo-wagons (coal, stone, copper, iron) aviable ... also raw-wood, steel, corn as addon and some more (YI-Theme, AC-Theme). \n- ahh now i understand more basic ressources in this futuristic style ... it's not a huge problem - \ntime is not the main-problem, more if the gfx-requirements changes ... in worst case gfx can't longer used. if i have added more - i need maybe change or trashcan more ^^ - from my perspektive. \nfor the reactor, i'am not sure if fatmice working on code for this now or also waiting for 0.13. if it's possible, i think he will code this and yes this locomotive runs then with uranium-cells and placing of head and reactor matters. \n \nfor the rest i also waiting for 0.13 to see whats possible or not. \n(i reply a month ago to a video comment - he should play as much as he can with YI-Rails because nobody knows what the update change)", "date": "2016-06-13T18:52:56+00:00", "quotes": [ { "author": "Neotix wrote:", "content": "" } ] }, { "author": "Fatmice", "content": "Now that 0.13 is out I will be working on the code for the UP train set. But first, I need to fix code for Yuoki's other mod.", "date": "2016-06-29T06:14:00+00:00", "quotes": [] }, { "author": "shikashi18", "content": "The nuke steam engine......INSTANT LOVE MAN!!!! <3", "date": "2016-08-30T02:06:56+00:00", "quotes": [] }, { "author": "Lapomita", "content": "Hey Yuoki. \nJust wanted to say, that I love your work. But now I'm in trouble with the Yuoki Industries Railroads mod. I'm playing no yuoki core atm - i normally always do - and just wanted to have some nice trains, so I added YIR base, americans, uranium and industires railroads, everything is working out fine, but the industries railroads need yuoki base. So if i want these few trains I have to install the whole yuoki mod? Is it on purpose that the depencies are in yuoki base or a mistake / something forgotten? \n \nKeep up the great work!", "date": "2017-02-14T22:53:21+00:00", "quotes": [] } ]
19
2015-12-12T15:06:58-06:00
forum-topic-91655
91655
Factorio Steam Locomotive
Fan Art
https://forums.factorio.com/viewtopic.php?t=91655
AlveKatt
I guess this is still just fanart since it isn't a real mod yet. (I just replaced the original sprite sheets with my own.) I am hoping I will find someone to help me code it in. I have been poring over the tutorials, but I have never used LUA and it's daunting. And the dependency structure between files is a bit of a maze.
[ { "author": "AlveKatt", "content": "It IS a mod now! \n \n https://mods.factorio.com/mod/Steam-Locomotive", "date": "2020-12-03T07:22:12+00:00", "quotes": [] } ]
1
2020-11-23T12:42:19-06:00
forum-topic-119209
119209
[raiguard] [2.0.11] Large in-game downloads could be much faster
Minor issues
https://forums.factorio.com/viewtopic.php?t=119209
DeHackEd
For context, I have fiber to the home at high speed (gigabit or so). But while inside factorio, downloads (eg: large mods, or game updates) are often self-throttling to about 3 megabytes/second. I know it could go faster because the TCP receive buffers are highly full when I check them: Code: Select all tcp 2357492 0 192.168.0.14:54156 138.199.57.66:443 ESTABLISHED 3985/bin/x64/factor I also tried direct downloading the same content from a linux shell (factorio logs contain the URL, and I have my own authentication token). I can hit full speed consistently. However the game itself throttles. My speculation as to a reason is that the menu screen still runs at 60 fps and as a result the network buffers are only checked periodically, resulting in a lot of available bandwidth being left on the table.
[ { "author": "", "content": "I am not able to reproduce any such issue when downloading huge mods in-game. I suspect this might be operating system socket specific (I'm on windows)?", "date": "2024-12-15T17:42:28+00:00", "quotes": [] }, { "author": "", "content": "I also cannot reproduce because Factorio is able to saturate my 200 Mbit/s internet connection. Your conjecture might be correct - we update libcurl on the main loop which only runs 60 times per second. Perhaps moving it to a dedicated thread would help things, but that is a fairly invasive change to fix a relatively minor issue.", "date": "2025-01-27T20:28:39+00:00", "quotes": [] } ]
2
2024-11-01T23:05:12-05:00
forum-topic-55310
55310
0.16+ Versions
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=55310
YuokiTani
you can also use the ingame-mod installer https://mods.factorio.com/mods/YuokiTani/Yuoki https://mods.factorio.com/mods/YuokiTani/yi_engines https://mods.factorio.com/mods/YuokiTani/yi_railway https://mods.factorio.com/mods/YuokiTan ... a_american https://mods.factorio.com/mods/YuokiTani/z_yira_UP https://mods.factorio.com/mods/YuokiTan ... yuokirails if mods.factorio.com is down or slow - you can use this following links. but i prefer the traffic goes to mods.factorio.com. Yuoki Industries 0.6.74 - 30.12.2017 (Happy New Year) Addon YI-Engines 0.6.28 - 04.02.2018 Yuoki-Railways 0.6.21 - 23.12.2017 (0.16.7 fix) Addon YIR-Yuokirails 0.6.12 - 18.12.2017 Addon YIR-Uranium Power 0.6.10 - 17.12.2017 Addon YIR-Americans 0.6.8 - 17.12.2017 Please consider first 0.16 versions (18.Dec.2017) are only to contine playing ! (1:1) - No balance tweaks or changes are made. Some things may not functional ! Please report bugs, and give me a little time to fix these.
[ { "author": "YuokiTani", "content": "Yuoki Industries Version 0.6.73 - Notes \n \nAlways Backup your Savegame before Update ! \n \nchanges/fixes: \n- MC Boiler now working and outputs 270°C steam \n- Boiler 3M6/4 outputs 250°C steam \n- Turbines consume 250°C, MC-Turbine 270°C -> result = higher MW-outputs \n- Generators fixed MF-Temperatures 200°C-400°C -> result = lower MW-output but still strong \n \nnew: \n- Steam-Overheater - overheats steam up to 1000°C (input steam any temperature)", "date": "2017-12-28T15:25:52+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "Yuoki Industries Version 0.6.74 - Notes \n \nAlways Backup your Savegame before Update ! \n \nchanges/fixes: \n- graphics compressed \n \nnew: \n- new year 2018 entitys \n \n(mod.factorio.com upload -> Network Error CET13:00 - i try later again)", "date": "2017-12-30T12:06:42+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "Yuoki Industries Engines Addon 0.6.28 \n \nnew: \n- medium electric motor \n- medium mf-water pump \n- high performance gearbox \n- slurry recipe \n \nchanges & fix: \n- blood canisters are back \n- 50 MW Generator - fluid consumption 80MW->50MW - fixes too much mf taken \n- gearbox input MF needs 100°C + \n \nmechanics: \n- medium water pump can be used for water-generation or mf-generation \n- slurry generation from blood, water in a hydrofarm", "date": "2018-02-04T09:58:36+00:00", "quotes": [] } ]
3
2017-12-18T12:07:57-06:00
forum-topic-104293
104293
Version 1.1.73
Releases
https://forums.factorio.com/viewtopic.php?t=104293
Bugfixes Fixed items dropped on underground belts could be inserted at a wrong position when transport lines were facing east or south. ( 104104 ) Fixed DNS CNAME records confusing the SRV lookup on Windows ( viewtopic.php?f=7&t=104089 ) Fixed a crash when hovering over some rich text tags and destroying the object they refer to. ( 104149 ) Fixed that "request from buffer chests" option wasn't copied between spidertrons. ( 104046 ) Fixed that "request from buffer chests" option in spidertrons reset to default when prototypes changed. ( 104124 ) Fixed directories in file dialogues not being sorted alphabetically on some systems. ( 104053 ) Fixed dropdown button font color when clicked. ( 104249 ) Fixed a crash when switching preferred audio device failed. Fixed not being able to remove script areas in the map editor. ( 104291 ) Modding Added fallback groups format for localised string which picks the first correct translation. ( 71553 ) Transparent black in RecipePrototype::crafting_machine_tint won't cause the tint to fallback to value of default_recipe_tint. ( 104272 ) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
[ { "author": "_CodeGreen", "content": "Well, this is rather unfortunate news. \n \nThe unloader pictured below was really nice to have, even if it didn't work in all directions. Now, it doesn't work in any direction. \nIt's borderline impossible to get a full 3 blue belts out of a wagon on one side when you have the buffer chests between the inserters. \nI'm not complaining, since the design only existed because of a bug, but still sad to see it go. \n \n \n \n broken-unloader.png (467.23 KiB) Viewed 12692 times", "date": "2022-12-01T20:42:08+00:00", "quotes": [] }, { "author": "", "content": "", "date": "2022-12-02T04:50:51+00:00", "quotes": [] }, { "author": "DaleStan", "content": "The win64 incremental update for this release is larger (by less than 1MB, but still larger) than the complete portable win64 download. Is this just an unlucky coincidence, or did the incremental update accidentally include things it doesn't need?", "date": "2022-12-02T04:57:53+00:00", "quotes": [] }, { "author": "", "content": "That's not intended and was caused by an update of the compression tool we're using. It might have to stay like this for the weekend, will look into fixing the update file.", "date": "2022-12-02T07:55:52+00:00", "quotes": [ { "author": "DaleStan wrote: Fri Dec 02, 2022 4:57 am", "content": "" } ] }, { "author": "Zavian", "content": "I thought that design was no longer able to supply a full express belt when they switched express belts from 40 to 45 items per second. (Although I probably didn't test multiple orientations, so I probably missed any orientations where it continued to fill a blue belt). \n \nPersonally I have just accepted that that design maxed out at about 42-42.5 items/second, and just made sure to design for maximum average throughput of less than 42. (That is still better than the old limit of 40 items/second, and I never pushed the old limit over about 38). \n \n(Note those figures were for my last vanilla game, which was probably when 1.1 was released. So I would have easily missed any changes since then).", "date": "2022-12-02T08:04:42+00:00", "quotes": [ { "author": "_CodeGreen wrote: Thu Dec 01, 2022 8:42 pm", "content": "" } ] }, { "author": "DaleStan", "content": "I always clocked that unloader when I wanted maximum throughput; with clocked box-to-belt inserters it can still do three full belts. As a bonus, it'll do a much better job of unloading the buffer chests evenly. If 43.8 per second is close enough, you can set the hand limits on the far/near inserter pairs to 19 total. I used 12+7 here.", "date": "2022-12-02T19:45:41+00:00", "quotes": [ { "author": "_CodeGreen wrote: Thu Dec 01, 2022 8:42 pm", "content": "" } ] }, { "author": "squiddog", "content": "Seems that in my case I cannot update to 1.1.73 from 1.1.72 (macOS). I have experimental releases checked, but even if I have it check for upgrades, it says it's up to date. \n \nDownload of the full release is going to take an hour even on my 1Gbit home line. The CDN is sloooooooow.", "date": "2022-12-02T21:07:10+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "Maybe try the steam version?", "date": "2022-12-04T04:36:53+00:00", "quotes": [ { "author": "squiddog wrote: Fri Dec 02, 2022 9:07 pm", "content": "" } ] }, { "author": "Zavian", "content": "I thought I had tried clocking those inserters (probably back when 1.1 first released). Even with that I was unable to get 3 full belts. Can you shared a blueprint, or let me know what timing you are using for that?", "date": "2022-12-04T22:55:35+00:00", "quotes": [ { "author": "DaleStan wrote: Fri Dec 02, 2022 7:45 pm", "content": "" }, { "author": "_CodeGreen wrote: Thu Dec 01, 2022 8:42 pm", "content": "" } ] }, { "author": "DaleStan", "content": "Each inserter swings once every 64 ticks, and each near/far pair starts their swings (much to my surprise) on the same tick. The near inserters could be delayed a few ticks, but I didn't worry about that. \n \n \n 0eNrVWdtuozAU/Bc/QwXGNhDtPux3rKKIELe1NgFkTNSo4t/XhmyTQlx8qaLsSysgzLmNx8eHd7Ddd7ThrBJg9Q5YWVctWP1+By17qYq9uidODQUrwAQ9gABUxUFd0beG07YNu2pH+Quv5f9wS/cC9AFg8t4bWMV9sAjTCkr3YflK2+s3Yb8OAK0EE4yO3gwXp03VHbaUS+iZH4IXVdvUXIxeBKCpW/l6XSnTypnkCQfgBFYhjJ5wr1ybYEJ7TPgJMwA7xmk5/gDesJDYW8BLXiN7TGTnNba3kC55TewxiZ3X6TJTv+BInA82zpStO9F0ip8zK5mLFWhrJb9aLkX5J2RVS7mQT76KIJtmSTJFLm7B6/1mS1+LI6u5eqtkvOyY2Mhnuw+oZ8ZbsZmt3SPjopN3Lv4Mvwh/qbWrlEMUSkaIujg0BS+EsgF+gn58Xo2+tAoyVn843V0vbyav4ugqA8MN1K/7WySKI/O8wEfIS+yTl1yXhdiFg9iWgzF0MYOszSTmNcUPUVM/sqMp2TNdmZF5YtBDJMaT7ZO8JLq8YBdepta8JC5miLWZ1LzK6SNUGfrRP5uUOVGkOXs5/EBX9cw8T+Qh8uS1GiT7J8sh1SUmv9laf9UopJp2ODJEgotIsUv/QmbFugUNXVoAM+jEMH68GD8yREKLSNhldzQLl7jsL2bQqWH86WL8mSESWUTKXYTWKNwkctEmM+jLStrRksn9J5SismXVICpz+OySBiPhO4NehK/9hsMAmijfD/nGuANaYzYn6VpXic0zrw8bVqlddCV4R220NF3Yc6CU1gBAzevzHeozGtKdVhJorafwNneTxFrjdUjIRZkTDRh20WIdGLHWTF2MqbWO65AyF/XVBZi76K0GDEXWuqiJEcXWWq1Dgi4KqwswcdFUHdiF9f9kylRGE8MO8pntpXOaQeqCyHXnUcHHFHVtLm5zLfusThhr1Alhv3lZdH2+GYX5lhXiNy8ztJK6qFo8YP8PEzI0PTVhqKtq5iLJd82E17kI6Y5BKPcbipkRDUd+MzFDK7HLtnPfInrxGc9UimjKiqHLpnnfVHgRGs/aSR3DceI39zLkHvIbexlawS6twl3L6jfnQsiY4cSl0blvKr6X4eeWZB2MX4ZXV9+jA3CUTdT4iS+LUZrDlCACoyzq+7/mnjoY Copy blueprint", "date": "2022-12-05T05:21:56+00:00", "quotes": [ { "author": "Zavian wrote: Sun Dec 04, 2022 10:55 pm", "content": "" } ] } ]
10
2022-12-01T12:43:41-06:00
forum-topic-110096
110096
Friday Facts #388 - Smaller things for 2.0
News
https://forums.factorio.com/viewtopic.php?t=110096
Here it is! (beep boop) https://factorio.com/blog/post/fff-388
[ { "author": "Qon", "content": "I've always wanted an always running background Factorio world, now it will be possible", "date": "2023-12-08T12:06:09+00:00", "quotes": [] }, { "author": "astroshak", "content": "Nice!", "date": "2023-12-08T12:07:17+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "So many neat changes, keep on polishing!", "date": "2023-12-08T12:12:05+00:00", "quotes": [] }, { "author": "studix2002", "content": "Train stop names ticked by default would be a nice change as well…the whole point of a blueprint is to save and stamp else where on the map or save for a different map keeping the stop names…please put train stop names on by default", "date": "2023-12-08T12:12:21+00:00", "quotes": [] }, { "author": "DDRJake", "content": "It is your first time playing Factorio, you have just unlocked a new item, let's say cliff explosives. You want to create five stacks of them to play around with. How many cliff explosives is that?", "date": "2023-12-08T12:16:25+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "IForgotMyName", "content": "It's interesting to know about the new lamp color system: how is the color adjusted and has the ability to create massive lamp circuits been compromised for the sake of increased color customization?", "date": "2023-12-08T12:17:07+00:00", "quotes": [] }, { "author": "sorahn", "content": "The train stop name being ticked by default happens if you don't hold shift while copying. Copy -> drop on your inventory, then right click the blue print to edit it. The train stop name will be checked by default. \n \nIf you hold shift to edit the blueprint as you create it, it's unchecked.", "date": "2023-12-08T12:19:46+00:00", "quotes": [ { "author": "studix2002 wrote: Fri Dec 08, 2023 12:12 pm", "content": "" } ] }, { "author": "IForgotMyName", "content": "We have already been shown so many changes in Factorio 2.0 that I doubt the compatibility of the new version with saves 1.1 and other older ones", "date": "2023-12-08T12:20:52+00:00", "quotes": [] }, { "author": "tsjost", "content": "Awesome being able to move tags around easily! https://cdn.factorio.com/assets/blog-sy ... diting.mp4 \nBut the code should probably take into account the offset between the cursor and the middle of the icon, to avoid the snap-to-center teleportation, which would make small adjustments easier and less annoying.", "date": "2023-12-08T12:21:46+00:00", "quotes": [] }, { "author": "aka13", "content": "The e-mail link is broken, leads to wrong fff, 387 instead of 388.", "date": "2023-12-08T12:21:50+00:00", "quotes": [] }, { "author": "madpav3l", "content": "Looking at the last screen another QOL improvement for Deconstruction Planner would be to allow a free shape to be dragged, similar to Autocad where when selecting you can click and select a rectangular area or click and hold the button to draw a free shape with your mouse for selection.", "date": "2023-12-08T12:22:25+00:00", "quotes": [] }, { "author": "picklock", "content": "This are nice quality of life features.", "date": "2023-12-08T12:25:10+00:00", "quotes": [] }, { "author": "", "content": "Yep you're part of todays lucky 5000 which got the wrong link.", "date": "2023-12-08T12:26:25+00:00", "quotes": [ { "author": "aka13 wrote: Fri Dec 08, 2023 12:21 pm", "content": "" } ] }, { "author": "cybersteel8", "content": "Can I actually do this? Instead of just doing math (10*100), or typing 10k, can I do like \"10s\" and get 10 stacks? S for Stacks?", "date": "2023-12-08T12:31:26+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Dimava", "content": "No, you can't make Disco Lamps \n \nLamps don't have \"color from RGB values\" \n \nModding it in would be pretty simple though", "date": "2023-12-08T12:32:13+00:00", "quotes": [] }, { "author": "GregoriusT", "content": "I feel like cliff removal should be super force building only, and no longer in regular force building. It is quite annoying to have to unmark cliffs from decon when building defenses that incorporate cliffs. Not to mention you need to be mindful enough to disable your roboport or remove Cliff Explosives from your Inventory BEFORE building, or the Cliffs are gone forever.", "date": "2023-12-08T12:36:01+00:00", "quotes": [] }, { "author": "SuperSandro2000", "content": "For map colors it would awesome if https://mods.factorio.com/mod/Enhanced_Map_Colors would be copied to the game itself.", "date": "2023-12-08T12:37:46+00:00", "quotes": [] }, { "author": "Draxinusom", "content": "I'd like to request a \"factorio as screensaver\" mode, please", "date": "2023-12-08T12:41:24+00:00", "quotes": [ { "author": "Qon wrote: Fri Dec 08, 2023 12:06 pm", "content": "" } ] }, { "author": "Dimava", "content": "Can you Allow directory slash in save name when saving? (I've made a feature request for that) \n \nOr will there be a proper save directory support in 2.0? (like a create directory button)", "date": "2023-12-08T12:42:11+00:00", "quotes": [] } ]
19
2023-12-08T06:00:08-06:00
forum-topic-18285
18285
(0.13.4) MoPack -MoMod Pack
MoMods
https://forums.factorio.com/viewtopic.php?t=18285
ludsoe
The MoPack is a easy to download package including the core MoMods. It is THE Momod Experience. Download: http://www.mediafire.com/download/xdn48 ... MoPack.zip Installation To install the MoPack Simply download the mod like normal, and extract its contents into your mods folder. And if you don't like the features any of the mods provides, you can simply remove it without errors. Pack Includes MoSkin Mocombat MoPower MoWeather MoIndustry MoTransport MoMining
[ { "author": "Pohybel", "content": "error 2.png (330.9 KiB) Viewed 17742 times", "date": "2015-12-10T01:56:38+00:00", "quotes": [] }, { "author": "ludsoe", "content": "I distribute all my mods double zipped. (Limit of my mod upload script) Make sure you extract the zip to get the working mod files. \nI forgot to include this information on the threads. Sorry for the inconvenience.", "date": "2015-12-10T03:54:12+00:00", "quotes": [] }, { "author": "spaz_marine", "content": "I cant launch factorio with motrans or mocombat anything that can remedy this or am i gona have to remove them? https://gyazo.com/a8357968748b1e8353d691afe414bfd1", "date": "2016-03-11T02:27:15+00:00", "quotes": [] }, { "author": "spaz_marine", "content": "I had a messed up copy that for some reason contained both motrans and mocombat, I've deleted it and now it works.", "date": "2016-03-11T02:31:29+00:00", "quotes": [] }, { "author": "DRY411S", "content": "I've downloaded today and the zip appears to include only motrans, mopower and mocombat. There are no version numbers on the mod folders.", "date": "2016-06-11T16:18:53+00:00", "quotes": [] }, { "author": "ludsoe", "content": "Just checked, seems mediafire decided to swap some links around and the link in the post was set to an archived version. Its fixed now.", "date": "2016-06-12T14:33:24+00:00", "quotes": [ { "author": "DRY411S wrote:", "content": "" } ] } ]
6
2015-12-09T17:25:53-06:00
forum-topic-64806
64806
Friday Facts #281 - For a Few Frames More
News
https://forums.factorio.com/viewtopic.php?t=64806
https://factorio.com/blog/post/fff-281
[ { "author": "Gergely", "content": "Where did the rail sleepers go?", "date": "2019-02-08T15:08:05+00:00", "quotes": [] }, { "author": "", "content": "Under my decorative carpet", "date": "2019-02-08T15:11:45+00:00", "quotes": [ { "author": "Gergely wrote: Fri Feb 08, 2019 3:08 pm", "content": "" } ] }, { "author": "CakeDog", "content": "Am I weird for liking the 'noisy' look of low quality compression? \n \nEither way, it's getting a bit wild how much you guys are optimizing this game. 0.17 is definitely going to be running SMOOTH.", "date": "2019-02-08T15:24:42+00:00", "quotes": [] }, { "author": "Leopard1800", "content": "Would it be possible to cache the sprite atlases to disk (in some GPU friendly format) after they have been made so that they can be loaded directly the next startup? \n \nThat way you can keep the .png files but also have the speed increase of not having to re-create atlases and transcode etc.", "date": "2019-02-08T15:25:39+00:00", "quotes": [] }, { "author": "", "content": "Oh my gosh, you can't even understand how happy I am for these optimizations. I have been wanting to be able to play Factorio in hi-res ever since I found the option, but my GPU was too weak to do it (GTX 660Ti 3GB). I have still been playing on hi-res, but have simply accustomed myself to the large lag spikes when I am going through my furnace array, or scouting out biters in areas with lots of trees, because I consider the sharper graphical quality to be worth the FPS drops. Now I won't have to worry anymore! \n \nMy birthday came early. Thank you so much for putting so much effort into optimizations, I (and many others) really appreciate it.", "date": "2019-02-08T15:28:55+00:00", "quotes": [] }, { "author": "", "content": "Go into the config and change Code: Select all ; Options: true, false\n; cache-sprite-atlas=false \n\nto \n Code: Select all ; Options: true, false\ncache-sprite-atlas=true", "date": "2019-02-08T15:30:07+00:00", "quotes": [ { "author": "Leopard1800 wrote: Fri Feb 08, 2019 3:25 pm", "content": "" } ] }, { "author": "smew", "content": "Any word on the release date? Also maybe graphics updates and such can go in minor version releases since they're unlikely to affect mods.", "date": "2019-02-08T15:32:29+00:00", "quotes": [] }, { "author": "JCav", "content": "Well, you JUST read the latest blog. \n \nDo you think they just forgot to mention a release date for .17? Or is it more likely that it isn't ready yet, and we'll have to wait and see what next week brings?", "date": "2019-02-08T15:40:02+00:00", "quotes": [ { "author": "smew wrote: Fri Feb 08, 2019 3:32 pm", "content": "" } ] }, { "author": "Polman", "content": "For years i thought you can play factorio with any gpu. I was kinda suprised when i noticed i had 30fps on a laptop with 940M...", "date": "2019-02-08T15:41:47+00:00", "quotes": [] }, { "author": "98coolmen", "content": "Oh I love the way the rails look underneeth the grass, maybe this could be a thing in forrest areas.", "date": "2019-02-08T15:45:05+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Seeing optimization work brings a smile to my face. Thank you!", "date": "2019-02-08T15:51:38+00:00", "quotes": [] }, { "author": "bman212121", "content": "I was going to point out that it would be helpful on the graphs to show a line at 16.66ms, but the last line kind of covers it. Basically the most important take away from those graphs are that the GTX 660 and R7 250 went from having slow downs to should run at a steady frame rate. The Intel HD 5500 gets a solid boost and is going from say 25fps to 50+, so that also is going to make a huge difference in play-ability. It won't be butter smooth, but it will probably feel that way compared to what those players are used to. \n \n\nThis is very relevant to me, and I do hope that low resolution still plays an important role in the graphics department going forward. When we have lan parties several of the machines have one of these cards in them, desktops will either have the GT 710, an HD6450 or some type of low to mid HD 7xxx card. I've played Factorio with as little as an HD3000 with only 32MB of dedicated VRAM. It's functional, but that's about it. I'm curious how much of an impact these changes have done for the low end configurations, and if they are also seeing a decent boost or not. (Obviously the texture compression part doesn't affect these, but hopefully the other tweaks have helped a bit) \n \n \n \n\nIt kind of can be run on most gpus. The biggest change was when they added High resolution textures. Your device might be reporting enough VRAM that Factorio switches from the old low res, to the newer high res. If that's the case then you might have had a higher frame rate in one of the old versions, where the newer graphics are more demanding now. Not saying that's a bad thing, but you definitely want to be aware you might need to make some changes to settings or see about getting a faster GPU to keep up with the changes.", "date": "2019-02-08T15:52:55+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "Polman wrote: Fri Feb 08, 2019 3:41 pm", "content": "" } ] }, { "author": "adam_bise", "content": "I think they put oddities in their pictures just to watch every OCD squirm. \n \nFor example, there are rail signals in the middle of nowhere, and they are using a 2-way train on what is clearly a one-way track. \n \n \n \n heresy.png (361.48 KiB) Viewed 17840 times \n \n \n\nHERESY!", "date": "2019-02-08T16:08:31+00:00", "quotes": [] }, { "author": "cpy", "content": "Dayum boy! That's one hellova FPS boost.", "date": "2019-02-08T16:35:07+00:00", "quotes": [] }, { "author": "MarvinCZ", "content": "In general I am really looking forward for 0.17. \n \nMy only concern is that if due to this rendering system overhaul I will still be able to run Factorio on High textures at 60 FPS on my MBP with integrated Intel Iris Plus graphics like I am now with 0.16. \n \nHopefully the game won't get optimizations only for desktop computers with dedicated graphics cards.", "date": "2019-02-08T16:42:45+00:00", "quotes": [] }, { "author": "adam_bise", "content": "According to benchmarks, the Iris plus is much faster than the HD5500 and is more on par with the R7 250. I think you will be fine.", "date": "2019-02-08T16:54:31+00:00", "quotes": [ { "author": "MarvinCZ wrote: Fri Feb 08, 2019 4:42 pm", "content": "" } ] }, { "author": "Quantum_mechanic", "content": "Rail signals in the \"middle of nowhere\" allow multiple trains to follow each other along that length of track. Since only one train is allowed in a block of track at a time if you don't have those extra signals other trains would be stopped back wherever the last signal partitioned the track into another section. \n \nIt's a technique required when you have many trains passing along the same stretch of rail if you want to keep up throughput. \nSignals on the outside indicate they're using a Right hand drive setup, if they're on the inside then they're Left hand drive. \n \nAlso to address the two-way train on a one-way track could be addressed by the possibility that stations or other sections of the track that this particular trains service are built to be two-way, it is simpler to set it up to be reversible rather than looping it around to connect to the \"highway trunk-line\" that is in the screenshot. I have used this exact described set up on my last major play-through. \n \nThe more you know!", "date": "2019-02-08T16:54:56+00:00", "quotes": [ { "author": "adam_bise wrote: Fri Feb 08, 2019 4:08 pm", "content": "" } ] }, { "author": "bman212121", "content": "The optimizations aren't desktop or laptop specific, so they will help any GPU. The main focus of these updates are aimed squarely at high resolution textures, so in your case it will only run better. The graphs are labeled well enough for the average person to understand, but in this case they need a label that \"lower is better\". There's a good chance that in edge case scenarios like the ones in this test that your GPU could be up to twice as fast at the same task. So if you were experience dips down to as low as 30fps right now on .16, these changes will make it so that those dips would only go down to 60fps, meaning your game would always run at a steady 60fps.", "date": "2019-02-08T17:00:09+00:00", "quotes": [ { "author": "MarvinCZ wrote: Fri Feb 08, 2019 4:42 pm", "content": "" } ] }, { "author": "Proxy", "content": "ok so if this gets optimized even more i could probably play it on a Raspberry Pi and take it with me for on the go", "date": "2019-02-08T17:01:37+00:00", "quotes": [] } ]
19
2019-02-08T09:05:08-06:00
forum-topic-126742
126742
Allow set_passenger to be used on cargo pods
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=126742
thesixthroc
Currently LuaEntity.get_passenger supports cars, spider vehicles and cargo pods, whereas LuaEntity.set_passenger only supports cars and spider vehicles. This feature seems to be necessary to script-launch a rocket with a player inside.
[ { "author": "thesixthroc", "content": "Understandably one may think this tricky to implement as the player may have items in their inventories. \n \nPersonally I would be satisfied with an API which returns true only if the attempt to have the player enter the rocket was successful.", "date": "2025-03-07T22:58:03+00:00", "quotes": [] }, { "author": "curiosity", "content": "Surely the items limitation is purely for balance. Meaning it should be for the mod to verify.", "date": "2025-03-08T01:58:46+00:00", "quotes": [] } ]
2
2025-02-10T12:53:52-06:00
forum-topic-103965
103965
Bumper sticker
Fan Art
https://forums.factorio.com/viewtopic.php?t=103965
JasonC
Here's a hasty bumper sticker 'cause I got excited about landmine752's awesome font , lol. bumper.png (1.46 MiB) Viewed 2713 times (11.5" x 3" @ 300dpi)
[]
0
2022-10-31T16:02:16-05:00
forum-topic-127453
127453
[2.0.39] Crash on upgrading underground belt
Duplicates
https://forums.factorio.com/viewtopic.php?t=127453
dryden
Crash happened when I upgraded a blue underground belt to a green one, by placing the ghost of a green underground belt on top of the blue one (IE not using the upgrade planner)
[ { "author": "", "content": "127385", "date": "2025-03-13T06:47:58+00:00", "quotes": [] } ]
1
2025-03-13T01:47:03-05:00
forum-topic-127239
127239
[StrangePan][2.0.37] Map view performance regression
Assigned
https://forums.factorio.com/viewtopic.php?t=127239
Atraps003
Map view / remote view in 2.0 multiplayer performs worse than 1.1. Dragging the map around with left click in quick short movements causes not smooth jerky map motion often. It's easier to reproduce when the server is slower than the client on a cpu heavy map where the server can't maintain 60 ups causing multiplayer waiting icon to appear on the client. I attached a video comparing the performance of both versions.
[]
0
2025-03-03T04:12:34-06:00
forum-topic-127154
127154
[Donion] [2.0.37] Sound menu checkboxes ignored during startup
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=127154
binaryDiv
Hi, it seems like the new Sound menu checkboxes added in 2.0.36 are not taken into account during startup. What did you do? I went to the sound settings and disabled the checkboxes for "Master" and "Music", like in the following screenshot, then I restarted the game. 02-26-2025, 22-09-43.png (51.07 KiB) Viewed 391 times What happened? During startup, the Factorio title music is played. In the main menu and in-game, the sound is muted (as expected). What did you expect to happen instead? There should be no sound during startup when the sound menu checkboxes for "Master" and/or "Music" are unchecked. Does it happen always, once, or sometimes? I was able to reproduce it, and tested different sound settings. The startup music is always played when the volume sliders for "Master" and "Music" both have non-zero values, regardless of whether the checkboxes are checked. If I set the volume slider for either "Master" or "Music" to zero, the startup music is not played, again regardless of whether the checkboxes are checked. In the main menu and in-game, the sound menu checkbox settings are respected. Further information I'm using Arch Linux and PulseAudio as the sound system.
[ { "author": "", "content": "Thanks for the report, the issues is now fixed for the next release, 2.0.39.", "date": "2025-03-05T11:10:13+00:00", "quotes": [] } ]
1
2025-02-26T15:25:43-06:00
forum-topic-117499
117499
[2.0.10] Rail signals placed over ghost auto-snap to invalid direction
Minor issues
https://forums.factorio.com/viewtopic.php?t=117499
eugenekay
Rail signals laid down over a Ghost Signal auto-snap to invalid direction when there are multiple "directions" of rail to snap to in a junction, ignoring existing Ghost's orientation. This makes it harder to correctly build complex rail intersections via Ghost. Steps to reproduce: - Create a Ghost rail junction, with a Curved rail intersecting a Straight Rail segment - Put a Rail Signal in Hand (from the Inventory, this starts in the "North-South" rotation) - Move the cursor over the Signal ghost - The Signal will auto-snap to a West-East orientation, NOT the ghost's NW-SE orientation! (0m5s in Demo video) - Move the cursor away from the intersection - Push R to rotate the signal to the WNW-ESE direction - Move the cursor back to the intersection - The Signal will auto-snap to the NW-SE orientation (0m9s in Demo video) If the rails are laid down first, then only the NW-SE orientation is available to auto-snap as expected (0m25s in Demo video). If the Signal is placed in the West-East orientation, and then the Rails are laid down, the Signal does not split the intersection properly / it cycles through Red-Yellow-Green states indicating an issue (0m50s in Demo video) I think that this is because the Auto-Snap behavior is picking the "next valid orientation", ie it is rotating the Signal in a Clockwise fashion until a candidate ghost-rail-piece is found to snap to.... ignoring the fact that the curved-rail would prevent placement of the signal here. Robot placement is unaffected. Blueprint string: Code: Select all 0eNqV1duKgzAUBdB/Oc+xNFET46+UYfASOgGNJcYyRfLvE7UXmAZ6fFSzF4ZtjjPU3aQuVhsH5Qy6GcwI5WmGUZ9N1S33TNUrKMFWugNPQJtW/UJJ/RcBZZx2Wm2J9eL2baa+VjYsII/k6EL2/OOSlSBwGcaQGsyCBymROYFbCORBb7VVzfYw8+QNZU+0mexVtSuZVDGURVEeQdMoWkfQQmyo+Ixme7fP6Oft53g0RaMcj1I0KtBoIdFogUcFGpV4FF8UPeJVfFOU4r/UpxpzGP7t8JXTFK0KfOcUf5AEvnSKP0liR+uvo7QWc5+hsXYOd5Ud/g2oZWC9wwI99x6F8Wjxxe7ipV8GvXaqD6HXv4LAVdlxXZ9zJjMp8+woOBep93/puRE8
[ { "author": "", "content": "Thanks for the report, \n \nWe don't try to do the full rail and signal logic on ghost rails (which is also why the green suggestions are not shown), \nSo we consider this just a minor issue", "date": "2025-02-27T14:40:22+00:00", "quotes": [] }, { "author": "eugenekay", "content": "Thank you! I have been absolutely loving the new “Eighth-turn” rail corners, and the flexibility that it allows for snaking train stations in ludicrous spots that should not fit a train…. I still have not gotten “used to” the muscle memory of the additional Signal directions, meaning that I run into this issue at least once per day. It’s not too hard to find the broken signal once a train gets Deadlocked…", "date": "2025-02-27T16:17:30+00:00", "quotes": [ { "author": "Klonan wrote: Thu Feb 27, 2025 2:40 pm", "content": "" } ] } ]
2
2024-10-25T15:23:38-05:00
forum-topic-120835
120835
Allow using blueprints/planners remotely
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=120835
ividyon
TL;DR Make blueprints and similar concepts (upgrade planners, deconstruction planners) usable from anywhere regardless of their location. What? Currently, you can only use blueprints, deconstruction planners and upgrade planners if they are physically in your inventory. Allow them to be used (and bound to shortcuts) regardless of their position in the world. So, for example, if you remote view a chest and it has a blueprint inside it, you should be allowed to use it, or add it to your quickbar and have it be accessible. Even better, decouple them from the inventory system altogether. Why? The limitation of not being allowed to bring items on a space platform makes interacting with blueprints, upgrade planners etc. very annoying, because your two options are: Laboriously send a rocket containing your blueprints along with you when traveling to another planet via space platform. Re-create your blueprints on the new planet, keep a separate list of blueprints on each planet. Not being able to access your quickbar shortcuts for upgrade planners and blueprints is not ideal with this limitation in place. Therefore I propose to make them accessible regardless of where they currently are.
[ { "author": "BlueTemplar", "content": "Are you aware of the Blueprint Library ? \n(And/or of the Blueprint Import/Export function as a character string ?)", "date": "2024-11-10T20:32:11+00:00", "quotes": [] }, { "author": "ividyon", "content": "I was not aware of the blueprint library. I'm kind of confused now, as by default, your interaction with the Blueprint/Planner buttons is limited to creating a physical item in your inventory, so I assumed that is the extent of the feature. \n \nWhy would the primary interaction not be tied into this library system instead? Why is it present as a physical item at all? \n \nNeeding its existence pointed out to me seems like a design issue in itself. In that case, I would change my suggestion to promote usage of this blueprint library as the primary action when using various key presses/keybinds related to blueprints, rather than defaulting to the inventory system.", "date": "2024-11-10T20:36:43+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Well, one reason is that the inventory system came first. \n \nStill, the BluePrint Library is the first icon on the top right... \n \nOne thing that is missing I guess is a Tips&Tricks page about it ?", "date": "2024-11-10T21:01:32+00:00", "quotes": [] }, { "author": "AileTheAlien", "content": "Instead of a tips+tricks page about it, I think it'd make more sense to not allow blueprints to exist in the game-world as normal items. Right now, when you make a blueprint and then hit Q so that you can do something else, it ends up in your inventory when that's not really necessary at all. Being able to put a blueprint (or a book) into a chest is even less necessary, unless you're trying to give another player in multiplayer a blueprint directly in the game. But it'd be just as easy if Z dropped a copy of your blueprint or book, either onto the ground or directly into a friend's blueprint library. (Have a cooldown so you can't spam acquaintances on multiplayer servers.) If you hit Q when creating your own blueprints, they just go onto the bottom- or right-most empty space of your blueprint library. Way less confusing IMO.", "date": "2024-11-10T22:01:46+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Moved to Gameplay Help", "date": "2024-11-11T21:28:22+00:00", "quotes": [] }, { "author": "ividyon", "content": "I don't quite agree, seeing as the conversation pivoted to why the Blueprint Library is not properly embedded with the system. \n \nThe problem would still remain that you cannot add \"remote\" blueprints into the library, etc.", "date": "2024-11-11T22:12:41+00:00", "quotes": [ { "author": "Koub wrote: Mon Nov 11, 2024 9:28 pm", "content": "" } ] }, { "author": "Harb42", "content": "To be honest I have just faced this problem: \nI have installed a mod, a blueprint sensor, that can read blueprints and signal out its ingredients. The problem is that it can read only actual items. The sensor is on Vulcanus, and I am on Aquilo. And arrived there not a long time ago. No cargo pad, no silo, etc. \nNo matter what I cannot create the blueprint item into any inventory besides the engineer's.", "date": "2025-01-27T04:29:17+00:00", "quotes": [] }, { "author": "BlakeMW", "content": "I agree with OP that blueprint shortcuts should be usable remotely, and yes I know about the BP library. \n \nIt's weird because if there's a \"local\" blueprint, you can still tediously go to its location, open it, make a copy of it and use that copy. They can't be used remotely, but they can be copied remotely. \n \nEspecially with the fact that you can have \"anonymous\" blueprints, what I mean is when you ctrl-c and hold shift, thus creating a blueprint. That blueprint doesn't exist anywhere except in your hand and if you empty your hand it vanishes from existence instead of going into your inventory. So blueprints don't even need an underlying blueprint item to be in your inventory. \n \nAs such as I see no reason why a shortcut to a remote blueprint shouldn't work, even if it just creates an anonymous copy when you click on it. \n \nObviously: why not just use game library? Because by default blueprints go in your inventory not in your library, that's the entirety of the reason.", "date": "2025-01-27T11:49:35+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Agree, BP as an item shouldn't even exist. When you create a BP it should pop up the library with the BP in cursor so you can put it in the library or a book. Why else would you create a BP and not copy-paste if you didn't want to save it? It is annoying when a BP winds up in my character inventory I have to exit remote view, open my character inventory and then go back to remote view when I could have just pressed B. \n \nIf BP absolutely must be an item, then at least open both the charcter inventory AND the BP library when pressing B, otherwise remove them as an item entirely.", "date": "2025-01-27T16:12:19+00:00", "quotes": [] } ]
9
2024-11-10T14:20:23-06:00
forum-topic-96490
96490
Shooting freezes screen
Duplicates
https://forums.factorio.com/viewtopic.php?t=96490
raven2k3
Hi, evrytime you press space for shooting in multiplayer, the screen freezes for some frames while moving forward. You can reproduce this bug if you run in one direction, while pressing the space bar multiple times. Can you please fix that, because it's very annoying in combat situations? Thx and kind regards.
[ { "author": "", "content": "viewtopic.php?f=23&t=71912", "date": "2021-02-26T23:34:12+00:00", "quotes": [] }, { "author": "raven2k3", "content": "@Loewchen \nSo is there a feature / bug request to solve this problem? \nI also don't have any lags except I press the space / shoot button. \n \nI am also not really sure if this is really ralted to the latency, because if you hold the fire button while shooting rockets to a target I don't have that issue.", "date": "2021-02-27T00:06:54+00:00", "quotes": [] }, { "author": "", "content": "Because what you experience is the local latency free game, until you start shooting. For details search the forum for Latency hiding , as this has been talked about dozens of times already.", "date": "2021-02-27T00:22:06+00:00", "quotes": [ { "author": "raven2k3 wrote: Sat Feb 27, 2021 12:06 am", "content": "" } ] } ]
3
2021-02-26T17:27:41-06:00
forum-topic-109873
109873
Friday Facts #386 - Vulcanus - Page 3
News
https://forums.factorio.com/viewtopic.php?t=109873&start=40
Ludenife
Is that a NetHack reference?
[ { "author": "Dylan J. McGrann", "content": "Simply phenomenal. \n \nMy training and work is in illustration, painting, and photography. I don’t have very much experience in digital arts, but games as visual objects have always been intriguing to me. The very first thing of Factorio that ever caught my attention was a simple short clip of the game in a video montage on YouTube. The video did not even mention Factorio by name, nor give any further explanation. I have long forgotten what that video even was, but the visuals of Factorio arrested my attention so much I have always remembered. I waited 3 years after that before owning a machine that could play the game. The art of Factorio has always had a great adherence to detail and distinct aesthetic which perfectly marries to the core appeals of the game—making little distinct yet interconnected machines do things on their own. \n \nBut between the space platforms and now this —just incredible work, both from the artists and programmers here. I feel the art Wube has done has always had an upward trajectory over the various updates through the years, but you guys are really outdoing yourselves now. Such a beautiful combination of art and process. \n \nI’m very excited to see and play the rest of \"Space Age\"!", "date": "2023-11-24T18:43:53+00:00", "quotes": [] }, { "author": "T-A-R", "content": "This indeed opens up the idea of adopting the logistic challenge of routing lava on a single z level for a magma forge factory. \nI guess the hinted mystery machine evolves around the hassle of shipping space ice, without melting in your pockets, to Vulcanus vulcans, in order to yield the maximum reachable temperature difference you know of. Just like the not-trees. Tungsten is required to prevent the machine from melting itself. \nBy the same logic an alternative to importing ice would be exporting tungsten barrels of magma.", "date": "2023-11-24T19:19:14+00:00", "quotes": [] }, { "author": "RocketManChronicles", "content": "If you read ALL of the post, you CANNOT landfill lava. Lava is permanent. Which is good.", "date": "2023-11-24T19:27:48+00:00", "quotes": [ { "author": "FasterJump wrote: Fri Nov 24, 2023 1:28 pm", "content": "" } ] }, { "author": "RocketManChronicles", "content": "You can when you play deathworld marathon for 6 years....", "date": "2023-11-24T19:31:34+00:00", "quotes": [ { "author": "SirStompsalot wrote: Fri Nov 24, 2023 5:38 pm", "content": "" } ] }, { "author": "Episode922", "content": "The first video transport me in the past with the good old TOTAL ANNIHILATION. \nI want to kiss a lava worm ! NOW", "date": "2023-11-24T20:00:53+00:00", "quotes": [] }, { "author": "kpreid", "content": "It'd be neat if Nauvis crude oil patches got new artwork with these principles and capabilities, so that they looked like liquid oozing out of stone and flowing, instead of blobs of tar lying on top of the ground. \n \nJust an idea. I'm looking forward to Space Age regardless!", "date": "2023-11-24T20:09:16+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "computeraddict", "content": "Nanolathe mod when", "date": "2023-11-24T20:09:42+00:00", "quotes": [ { "author": "Episode922 wrote: Fri Nov 24, 2023 8:00 pm", "content": "" } ] }, { "author": "Dimava", "content": "> Earendel \n> I mean, I didn't show the 20 attempts per video where I did hit cliffs, rocks, lava, etc. And I used the editor to remove a couple of rocks that I hit almost every time. In the 2nd video I think I still hit a tree or two \n> The other thing about the driving is that It wasn't just the route and the obstacles, it was also the timing. I did the camera work first so that it is a smooth path, because it's more about the terrain than anything else. Then I was driving to try and stay in the camera view and if I went too fast then I need to start again. \n> yeah that tree hit was on purpose \n> well, in the final version it was intentional. The first time was an accident but it looked cool", "date": "2023-11-24T20:14:16+00:00", "quotes": [ { "author": "SirStompsalot wrote: Fri Nov 24, 2023 5:38 pm", "content": "" } ] }, { "author": "mmmPI", "content": "That's where the reference to the ring of power than you can void into lava come from i suppose \n \nBut what does a Balrog look like ? \nThe original Diablo model in diablo 2 looked like a Balrog from the movie or maybe it was the Balrog from the movie that looked like diablo ? movie are from 2001 Diablo 2 from 2000. The diablo 2 remastered version features a \"diablo\" that look like more its model from the game, good luck telling them apart when they are running at you ! x)\n VulcanusFaunaSpoiler \n \n \n Vulcanus wildlife tourist guide.png (976.22 KiB) Viewed 5509 times \n \n \n\nStill i think those are not \"insectoid\" enough to feel related to biters that act in swarm. Not saying there couldn't be a \"boss\". Or some alien presence with less complex structures than nest and biters colony, maybe just some lone predators or guarding moutain such as 1 per biome generated, mini-boss. That would be new. But would fit more the look of such big creature. \n \n \n \n\nNot sure we got the same conclusion : \n \n\nI read that as you can't landfill it with the same landfill you use for water, probably a much later tech allow you to manipulate the ground around lava but still you could eventually.", "date": "2023-11-24T20:21:51+00:00", "quotes": [ { "author": "Draxinusom wrote: Fri Nov 24, 2023 5:00 pm", "content": "" }, { "author": "mmmPI wrote: Fri Nov 24, 2023 2:40 pm", "content": "" }, { "author": "", "content": "" }, { "author": "RocketManChronicles wrote: Fri Nov 24, 2023 7:27 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "pleegwat", "content": "And here was me thinking easier control of tanks was an unannounced expansion feature.", "date": "2023-11-24T20:28:44+00:00", "quotes": [ { "author": "Dimava wrote: Fri Nov 24, 2023 8:14 pm", "content": "" }, { "author": "SirStompsalot wrote: Fri Nov 24, 2023 5:38 pm", "content": "" } ] }, { "author": "Syriusz", "content": "I love that you made something great out of cliffs. I hope some of this approach will be taken into retouch of Nauvis, because cliffs there are kind of random and just in a way. It would be nice to get some more specific biomes as well (as far as I know only desert has different resource rules? and other biomes just differ in how much vegetation they have). After such great work on new, exciting planets, Nauvis may look out of place. But maybe it would not be that bad, if gameplay will shift more into new planets. And cliffs on Vulcanus look so much better, they feel like there really is a verticality in them.", "date": "2023-11-24T21:07:20+00:00", "quotes": [] }, { "author": "Drury", "content": "Oh hell yeah. \n \nI like how it seemingly gets darker when you drive into the lava area, as if entering a cavern. Reminds me of the time I attempted a special kind of modded deathworld where it was always 100% pitch dark, the floor was volcanic and too hot to step on, and the only way to expand was with pavement and remote-controlled drone raids into the biter nests. They often failed as they got flanked and destroyed en-route, the biters taking advantage of the darkness. \n \nThe vibe was so dense that it pretty much became a horror game. Difficult to capture in screenshots though. \n \n \n \n 20210207101435_1.jpg (217.51 KiB) Viewed 5400 times \n \n \n \n \nOne of my other favorite playthroughs was on a string of rainy tropical islands connected with cargo ships that I tried to preserve the natural beauty of. Fingers crossed there's a tropical paradise planet that sends extra horrifying mobs when you pollute it.", "date": "2023-11-24T21:28:34+00:00", "quotes": [] }, { "author": "Danjen", "content": "Very cool. I suppose we'll probably get a water or ice planet, and one that is dark (far away and poor light / no solars) \n \nVery interested in seeing the terrain generation process as well as how the color grading got done", "date": "2023-11-24T21:31:09+00:00", "quotes": [] }, { "author": "FutureSpec", "content": "The planet looks neat, and I'm excited that there are new resources. \n \n\nUgh. Cliffs have got to be one of the most complained about features in the base game, to the point where many people simply turn them off. \n \nI hope the devs will consider iterating on them so they're not so obnoxious. The feature always felt \"tacked on\" to me, and unsatisfying in its resource requirements, hit boxes, and destruction animations. And let's face it, they've always been \"fake\" -- it's not a real height map, it's not actual elevation, it's just a dumb barrier that kinda looks like a real cliff because of the artist, not because of the engine. I'm not saying we need real Z-levels, as I'm sure that would be beyond the ability of the engine to ever handle. But cliffs just aren't FUN.", "date": "2023-11-24T21:42:08+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "computeraddict", "content": "I think one of the bigger annoyances with current cliffs is there's no density difference depending on where you go. You either have few enough cliffs that they aren't a pain or you bump into them everywhere. Being able to go to a mostly flat area to avoid them should go a long way towards making the areas dense with them more bearable.", "date": "2023-11-24T22:18:27+00:00", "quotes": [ { "author": "FutureSpec wrote: Fri Nov 24, 2023 9:42 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "fusionfan", "content": "Looks great, can't wait to play it!", "date": "2023-11-24T23:11:53+00:00", "quotes": [] }, { "author": "Pach", "content": "... my eyeballs are popping out! \n \nI'm keen to play this... is there any sort of time-frame yet on when it will be available? Even if it's something like \"after January 2025\", or \"after the factory finishes building it\" (although in that case, I'd be asking on what the current throughput on the factory is...) \n \nYou have my money already for the expansion... you just have to release it to collect it.", "date": "2023-11-25T00:23:32+00:00", "quotes": [] }, { "author": "Qon", "content": "Wrong.", "date": "2023-11-25T00:32:08+00:00", "quotes": [ { "author": "RocketManChronicles wrote: Fri Nov 24, 2023 7:27 pm", "content": "" }, { "author": "FFF 386 wrote:", "content": "" } ] }, { "author": "Qon", "content": "Why would you ask that? Power poles, turrets and the tank were the only player made structures shown in the FFF...\n Volcanus with power pole.", "date": "2023-11-25T00:41:45+00:00", "quotes": [ { "author": "luckymike11 wrote: Fri Nov 24, 2023 1:54 pm", "content": "" } ] } ]
19
2023-11-24T06:00:04-06:00
forum-topic-80554
80554
Version 0.18.2
Releases
https://forums.factorio.com/viewtopic.php?t=80554
Graphics Improved map colors by adding specific colors to beacons, pipes, heat pipes, roboports and steam engines. Sounds New or updated sound effects include: Pump, pumpjack, boiler, heat pipe, offshore pump, substation. Logistic and construction robots, roboport. Train. Rocket takeoff sequence. Car and tank (pitch scaling adjusted to sound more natural). All transport belts, splitters, inserters, assembling machines, power switch. Added some UI sounds that were missing. Shotgun, small explosions. Entity destroyed alert. New sound tech includes: Listener position set to centre of screen by default. This will allow you to hear what you see even when in map mode. The ability to turn off the Doppler effect in Lua, used for the Substation so far. environment-audible-distance setting increased to 30 so you can hear entities a bit further away. zoom-volume-coefficient changed so you can hear more of the world when you zoom out. This will help with combat and give a greater sense of the overall factory. Bugfixes Fixed that pressing escape in some log-in screens lead to blank screen or incorrect states. ( 80282 ) Fixed enemy walls should not render as connected to ghosts, since enemy ghosts are not visible. ( 80323 ) Fixed undo on self-looped combinator ghosts not restoring wires. ( 77347 ) Fixed achievement cards not showing description when descriptions are turned off in interface settings. Fixed that inserters from 0.17 save files could end up teleporting items into/from trains. ( 80276 ) Fixed that the sync mods with save GUI wouldn't size correctly. ( 80389 ) Fixed that thrown capsules could end up broken forever if thrown at exactly the right tick. ( 80395 ) Fixed crash when using "create-entity" trigger effect item to create an artillery flare. ( 80405 ) Fixed map view night LUT. ( 80319 ) Fixed a crash that would sometimes happen when a biter, who was in previous versions of the game aggroed by a player in a car or tank, was aggroed again. ( 80326 ) Fixed crash when joining a game through Steam without having previously logged in. Modding Migrating loaders between loader and loader-1x1 will maintain the loader type (input/output). ( 80384 ) Scripting Added LuaSurface::create_particle(). Added LuaEntityPrototype::inserter_pickup_position and inserter_drop_position read. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
[ { "author": "Tankh", "content": "Heat pipes have sound?", "date": "2020-01-28T15:26:19+00:00", "quotes": [] }, { "author": "Impatient", "content": "The sound of glowing. Makes me shiver in enjoyment.", "date": "2020-01-28T15:33:28+00:00", "quotes": [ { "author": "Tankh wrote: Tue Jan 28, 2020 3:26 pm", "content": "" } ] }, { "author": "maniak1349", "content": "So it seems that this change added specific map_color values to those entities. And that in turn seems to mean that changing friendly_map_color or enemy_map_color will do nothing now. Am I correct and is it supposed to be like that?", "date": "2020-01-28T15:56:53+00:00", "quotes": [ { "author": "FactorioBot wrote: Tue Jan 28, 2020 2:42 pm", "content": "" } ] }, { "author": "thatguy321", "content": "Thanks for all the hard work! But please, please, please let me disable the transport belt sound effect. It makes the game unplayable.", "date": "2020-01-28T16:03:57+00:00", "quotes": [] }, { "author": "AirForce1", "content": "Agree. Please mute, change disable or whaever to not heat that annoying belt sound. It sounds like broken fridge", "date": "2020-01-28T16:21:14+00:00", "quotes": [ { "author": "thatguy321 wrote: Tue Jan 28, 2020 4:03 pm", "content": "" } ] }, { "author": "AirForce1", "content": "Any chance to geat old sounds back beside to downgrade because its not an solution because sooner or later that bad sounds will be part of game. So I hope you will not implement that annoying sounds. Factories, warning sound and especially sond of belts. Anlso the inserters sound was better.", "date": "2020-01-28T16:29:23+00:00", "quotes": [] }, { "author": "NickKsh", "content": "Thank you for your hard work! But can we have an option to disable new sound effects? \nNew belt sound effects are really annoying. I can't play more than 15 minutes with it. I've got headache from it...", "date": "2020-01-28T16:50:10+00:00", "quotes": [] }, { "author": "BattleFluffy", "content": "Thankyou :> \nReally looking forward to checking out these new sound effects! Especially doppler shift... so cool !", "date": "2020-01-28T16:58:02+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "bluerock", "content": "I wonder if some are confusing the belt sound with the inserter sound? To me the belt sound is a very gentle white noise whereas the inserter sounds like knife being sharpened on a stone which I don't like. I like the new assembler sounds. Edit: At first I only listened to the yellow belts/ yellow inserters. After listening to the faster belts and inserters it appears (at least to me) that the faster belt sounds are a bit more annoying than the yellow belts but the faster inserter sounds are less annoying than the yellow inserters.", "date": "2020-01-28T17:14:42+00:00", "quotes": [] }, { "author": "malventano", "content": "After seeing all of these reactions, I fired up a map and walked around to the various items (belts, inserters, etc). Sure the sounds are different, but they seem fine. The belts are more subtle than before if anything, and the sound scales with the belt speed as well.", "date": "2020-01-28T17:49:18+00:00", "quotes": [ { "author": "AirForce1 wrote: Tue Jan 28, 2020 4:29 pm", "content": "" } ] }, { "author": "thatguy321", "content": "Of course everyone has different tastes, but there is a certain element to the new transport belt sound that has a little higher pitch and it is very unpleasant.", "date": "2020-01-28T18:05:10+00:00", "quotes": [ { "author": "malventano wrote: Tue Jan 28, 2020 5:49 pm", "content": "" }, { "author": "AirForce1 wrote: Tue Jan 28, 2020 4:29 pm", "content": "" } ] }, { "author": "FMRx", "content": "oohhhh many mods will be crashed with 0.18.2", "date": "2020-01-28T18:26:07+00:00", "quotes": [] }, { "author": "Divran", "content": "I'm gonna have to agree with other people here, the new transport belt sounds have a very high pitch screech in the background which makes it unbearable. This needs to be removed or I will be forced to play with factorio muted for the rest of time.", "date": "2020-01-28T18:49:48+00:00", "quotes": [] }, { "author": "Hiladdar", "content": "Round 2 of the mod breaking stuff. But on the positive, we were warned, and I'm glad it is happening now in this release cycle, earlier rather then later. \n \nHiladdar", "date": "2020-01-28T18:51:27+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "I very much like the majority of the new sounds, especially the new roboport and bot stuff. \n \nBut the red and blue belts are deep, deep into dentist's drill territory. Have already modded them out. The yellow belt is tolerable.", "date": "2020-01-28T18:56:44+00:00", "quotes": [] }, { "author": "irbork", "content": "Just turn on the toaser and listen how heat pipes crack", "date": "2020-01-28T19:06:23+00:00", "quotes": [ { "author": "Tankh wrote: Tue Jan 28, 2020 3:26 pm", "content": "" } ] }, { "author": "conn11", "content": "Just walked my factory the past hour with maxed out enviromental sounds; music, wind, etc turned down. I do like the vast majority of the sound reworks, e.g. the rocket launch, with the much more \"massive\" feeling silo doors and all of the offshore, heatpipe and turbine alterations. My nuclear power plants do sound now like proper heavy industry. \nAs stated before all robot related stuff is refreshing and the possibility to differentiate between different tiers of inserters, splitters ... is quite nice. Personally I find the new express belt pitch okay, but also can comprehense why it could be on the more unbearable side for some. \nMy only complaint: the new entity destroyed chim feels quite off. Of all its iterations I did like the pinging and claxon alerts from the times of the blue power ranger most.", "date": "2020-01-28T19:40:28+00:00", "quotes": [] }, { "author": "thecatlover1996", "content": "Is it just me, or is there some indentation missing for the items in the \"Sounds\" list?", "date": "2020-01-28T21:13:03+00:00", "quotes": [ { "author": "FactorioBot wrote: Tue Jan 28, 2020 2:42 pm", "content": "" } ] }, { "author": "Antyradek", "content": "All the new sounds are absolutely amazing. \nI liked the previous Assembling Machine 3 more, though. \n Chitty-Chitty Bang-Bang Chitty-Chitty Bang-Bang", "date": "2020-01-28T21:18:48+00:00", "quotes": [] } ]
19
2020-01-28T08:42:05-06:00
forum-topic-21909
21909
Angel's Infinite Ores
Angels Mods
https://forums.factorio.com/viewtopic.php?t=21909
Arch666Angel
Angels Mods I. Angels Infinite Ores II. Angels Refining III. Angels PetroChem IV. Angel's Smelting V. Angel's Bio Processing VI. Angel's Industries VII. Angel's Addons X. Development and Discussion XI. Bugs & FAQ XII. Donations and Chocolate Fund Angels Ores Description: -Adds Infinite Ores to spawn in addition to the regular ores -Supports Vanilla Ores, BobsOres and Yuoki Ores -Usage of the RSO Mod is highly recommended, it features the generation of ore patches which have a percentage of infinite ores (see screenshot) thanks to orzelek! Downloads Mod File: angelsinfiniteores The mod has config options to turn on/off certain aspects: -enable/disable ifinite ores -modify the yield of the infinite ores -enable/disable and modify the loweryield mode -enable/disable RSO-mode (hides infinite ores in the Generation menu) -enable/disable individual infinite version of bobsores -enable/disable infinite version of Yuoki Ores -enable/disable infinite version of Uranium Power Ores -enable/disable infinite version of Nucular Ores -enable/disable infinite version of Dark Matter Replicator Ores Credits&Thanks -Bobbingabout of bobmods for his code and mod to learn from, his advice and also for the method to use tinted ore sprite sheets. -Orzelek of RSO mod for his advice and the great integration of infinite ores. -YuokiTani of YuokiIndustries for advice -Everyone who gave feedback and helped to develop the mod Licence: CC BY-NC-ND 4.0
[]
0
2016-03-20T15:48:59-05:00
forum-topic-118009
118009
Fuel consumption control for thrusters in Space Age - Page 2
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=118009&start=20
alessandrouw
I see that your BP works, perhaps it's too late at night and I'm tired, but do you mind explaining me the logic behind it? I just launched to space and made a few round trips, and I can't understand your logic, so I'm trying to break it down here starting from the Decider Combinator: Decider combinator receives planet 'from-to' and you also set up desired consumption, pumps (1200) and number of enginers per wing. In your BP, F = 1200, E = 2 and C = 40 Arithmetic combinator receives DC info above, takes E and multiplies by C, outputs T (in this case, 80) Decider combinator receives AC info above and compares if T < 1.5g (I assume this is a failsafe?). If true, it outputs to itself the value of T and pass it along to the next AC. T is still 80 so far, but it keeps adding itself each cycle, I guess T now goes to Aritchmetic combinator 2 and calculates T % 1.2k (I also don't know what is going on here). Outputs Q. Decider combinator 2 receives info from above AC and from the started DC. If all conditions are true, it outputs Checkmark = 1. I'm also not sure what it is checking for planets < 3 Pumps works when they receive Checkmark = 1 from above DC Even though it works, I like to understand the logic I'm using. If you can explain that logic to me further, I'd really appreciate it. Thanks
[ { "author": "MBas", "content": "Here is my explanation: \n \nI want to turn the pump on for only a few ticks. In a simple scenario, if I want to pump 120 units of fluid, the pump should be active for one tick out of every 10. This can be achieved using a simple clock combinator that accumulates a count of 1 per tick and resets every 10 ticks. \n \nHowever, this simple approach has a significant problem: one tick out of 10 will pump 120 units of fluid, while one tick out of 9 will pump 133 units. This means it is impossible to achieve an activation between 120 and 133. \n \nTo address this rounding issue, the clock should not reset but continue accumulating. The activation time must be determined using the modulo operation on this ongoing clock value. The pump is activated based on the following conditions: \n \nPump is on when: 0 < SIGNAL modulo 1200 < FLOW \nPump is off when: FLOW <= SIGNAL modulo 1200 < 1200 \n \n(note: FLOW = E * C from used signals and SIGNAL is what we accumulate in clock) \n \nWith this method, the activation ratio is exactly FLOW / 1200. The signal continues to accumulate over time. The value 1.5G is just an arbitrary large number that ensures it has no significant effect on the operation. \n \nWith this algorithm, it technically does not matter by how much you increment SIGNAL each tick. However, the best outcome is achieved when SIGNAL := SIGNAL + FLOW, as this results in the shortest possible intervals between activation and deactivation.", "date": "2024-11-04T00:51:19+00:00", "quotes": [] }, { "author": "alessandrouw", "content": "I see, thanks for the explanation. I wonder if the clock accumulating indefinetely would cause an issue or lag in the long run, I have never setup something similar, so I was just curious. It would be awesome if we could control the pump flow using the circuits instead.", "date": "2024-11-04T13:05:03+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "No. Accumulating forever has no significant influence on the game performance. At least not if you don't do that with like a bazillion combinators like some freaks already did in the past to stress the absolute limits of the circuit logic system. But only having a couple of those, like on a handful of platforms to control fluid flow, will not cause any performance issues you will ever notice. ^^ \n \nThat said, if it would keep on accumulating forever, I guess it might eventually cause the accumulator to overflow and start from scratch again, because 32bit numbers can only store values up to 2^32 or half that if can also store negative numbers. ^^ \n \nI don't know however what would happen when it overflows, if it actually starts at 0 or at -2^31 and whether the logic above could deal with a negative number should it happen. Don't know how the factorio modulo is implemented to deal with such a situation. Some programming languages do signed modulos some don't. Could become funky then. ^^", "date": "2024-11-04T17:24:56+00:00", "quotes": [ { "author": "alessandrouw wrote: Mon Nov 04, 2024 1:05 pm", "content": "" } ] }, { "author": "MBas", "content": "I also prefer not to rely on conventions, especially when modulo is involved. This reset does no harm to the system; it only means there will be one extra (or fewer) tick approximately once every 100 in-game hours. It's not a big deal.", "date": "2024-11-04T20:45:27+00:00", "quotes": [] }, { "author": "alessandrouw", "content": "I just have this approach to avoid leaks. For what's worth, I was able to make your combinator works only during flights (so it doesn't keep adding itself forever). I just connected the hub to the Decider Combinator using a green wire and added the check condition for flight, just like your final Decider Combinator. That means this combinator effectively stops when the platform is not in flight: \n \n \n \n 11-04-2024, 21-34-59.png (65.7 KiB) Viewed 5792 times \n \n \n\nI have not added other planets to this screenshot because this ship only goes to Vulcanus, but you can add all of them if you want. I tested a bit and it looks good. A minor and might even be unnecessary improvement, but I like it", "date": "2024-11-05T00:36:34+00:00", "quotes": [ { "author": "MeduSalem wrote: Mon Nov 04, 2024 5:24 pm", "content": "" }, { "author": "alessandrouw wrote: Mon Nov 04, 2024 1:05 pm", "content": "" } ] }, { "author": "daahl", "content": "First things first: thanks for this! It would have been cooler if one could control the thruster or pumps directly, but this works pretty good and solved my fuel problem. \n \nHowever, Can someone explain why the decider is testing against 1.5G? Where is that number coming from? Why not 1G or 2G?", "date": "2024-11-05T17:21:02+00:00", "quotes": [] }, { "author": "jdrexler75", "content": "I was able to simplify this to just one decider and a Q=1 constant that can easily be combined with other constant combinators you might have. This solution albeit doesn't have the convenience of automatic throughput calculation. The value of 40 just means \"pump every 40 ticks\" which is good enough for the single thruster I have (therefore only needs one pump as well). Adjust as needed... \n \nBut this should help for starting platforms that you want to keep as small and simple as possible for fewer rocket launches. \n \n 0eNq9ll+OmzAQxu/iZ7NaCOwmSO0d+hxFyMCEWDU26z9p04gD9BY9W0/SMUlIArRJt1XEAzB4ft98AwzsSS4cNJpLS9I94YWShqTLPTG8kkz4mGQ1kJTYjXbGgiYtJVyW8JWkYUsnFpZQ8BJ0UKg655JZdZkStStKQFpuORyEupNdJl2dIzwN6YnjS7FM2ksQJY0ymKukF0RekDwllOwwL3xKUAaTrFYiy2HDthwzcJmBwmeY62OUPtmgZM0FWhtG7a7xhWy5tg4t9pUdLAefMPKGF7B8DEql624Rltsw3ZWbkg9dwPnuhu0Kt9b3bOA5on/o3dhyfGm45PpgiaTxtP0jM8NrJe8bcXmGptdcG5ud7+VN64dedzcIlZ9PtiE7ZjJZEm91CD5yMAxM10HNKvaNS7jmBUnyPGjkR3K3xPGyaVgBgVAF69rTW5DMbbm5FowGaj+//3gPeutEwaS7A/6/zFQCcvY4ubUTldIPFGRvjgv1OD2jBNOB2eGkqwMoK3ig9IZZHEJQBo1gEux7lXHAKmcbZ4eD/PY7/Zv5NDsvRXFWQYA1fZ6YTOH1ML6cTRPY+E5s/FfUpKc2HP2Oi5ydcHgw5fblbkA0DXg9A1zdTACis/49A7zgunDcZiBZLqAkqdUOaB/uJ7lf+29zPBx9vSafh/mNDt3q8IKOfipGjPBASDwBn+gv2CX/PC9DGvltRZfdnsbd0Yy+0nCF6zi+t8g9/9RQssUPe8dNXqJFvFgk8Ww2n4fztv0FZ5cNrA== Copy blueprint \n \nBasically the green output is looped back so the decider keeps counting up until 40 while moving (i.e. when \"moving to\" + \"moving from\" signal for any planet does equal 2). The pump is set to operate when the Q value equals 1, which then happens once every 40 ticks. \n \nI also added a condition for it to stop pumping when we run out of ammo, to stop plowing into more asteroids... in my case the signal is ammo count that is needed until safe to proceed, you'll want to adjust (or remove) this condition as needed as well. \n \nWhen stopped (left screenshot behind), the second \"OR\" condition becomes true for all planets and so the counter never resets and the pump stays off, at least until the counter rolls over after a few years. \n \nConnect red input to the hub and enable both \"read moving from\" and \"read moving to\" just like in the OP design.\n \n \n \n Screenshot_20241105_184831e.png (592.85 KiB) Viewed 5673 times", "date": "2024-11-05T18:14:58+00:00", "quotes": [] }, { "author": "Vulteran", "content": "I have been thinking about this design, and the more I think about it and use it, the more the usage of number of engines and per engine flow rate seems unintuitive. \n \nIn reality, I will generally know my total fuel production rate, and want my engines to consume exactly that much fuel per second, regardless of how many engines I actually have. \n \nAs such, the variables are really just desired consumption rate, and the pumping speed of the pump. If you assume a normal pump you could just hardcode that number as well. Any design needing more than one pump would be so large you would want custom control logic anyways for everything. \n \nHere is an example simplified version of the combinators, using one less combinator. It also allows for you to send a yellow signal from the hub to force the pumps online even if you aren't moving. This fixes the issue where you would normally need to fiddle with the wires to get fuel into the engines initially. \n \n 0eNrdWEtv4zYQ/isEgaIXOohtZdEY2MMiRdAeig2aRYtiExi0NLaJUKSWpOwKgf97Z0jJr8hJkzY91CeK5AznPd/4kc90DZVTJvDJIy/A505VQVnDJ/xGOllCAOcnd2bAfgSvHBRsXoNmuTW+LuNNVoFjHnCnoGs3uM2cDLC3z+ychSXu4NmduTO/K61ZqJ1hSN4dsLl18cMAFPiOqcsZciBSlT94FiyT+VLBCuKt4pQ49PYZ+2x0E5/w9MZ6CYaVdqXMIvJh2uYy3m7fbEBru2ZeLYzUTHlWOfBgwhmJ+4etWSmbKBiRewg9RHNny7j9Uz1jKikMZqEMeLaUKLWxSVhvWYMcc2nYA2rGfJAuMiyZRFstkHsrameRuXIeb6gSojxX1hjIw/YxFImWWuKl3JYzZWSw7nvPlKnqEJlGAVRgtg609Uvif00i03H7/cWeccEVWZNPvj7ypBlFhsFIwJAgP/ENXjEF/Mknw43ouSSdCksMHJUPdtLsUY16qcLS1R6Dbe/iuPeir2QOg0rLgOYpB9F64Aa4+7BHm23uBUcHqqAgKRM/mmkKK5RddAwLyFWBHPaEFbyyXqU8eOTI7sNY8Aa5js8u8I0CIy9Pp8OR4Giv4KyezgDNrJA8plJkOqXwj4w87e5/oUjRr9OdhqGpSKCVcqHGna2E6cbgmvQj5wRJ+To6736ka/Lssd9e5ri53yBXNGeD0h4WgE95Xpe1plyWGOVp2WYcRQKuVxLrB5O+C/iYyGv8lnotm5h7tEXBJcNB3sYSAZjRMb05ufrIQ6PXeejihIey/85Bn8lBqeS90qv7D00NhLV1D1EgNBWfzKX2IPjCAaBCwdVw/M5TGrq1JYkMNmTjExqlpOqq4k5GI+uV8odxN6aPspIOpi01lhD+BuarWmMRrN+L/ULDTL4T73mtF9a9F3f5rVbavhNzb7V0A99gsS0HUCzgvd5ZyoCFGQqq1Rie//CZ/1/OnRIuwYpDcw07c8XiN+Efeb/93toI8iWk9pnbqsGaWJswJUAzjRCiU+Z0q/hyDObafuCglNSRXYJHhVqpgprBrGmPZWolqR0o6hsIjzR4xHtLaQ46xvZei+4Kgj0qtp419iAHBwjPwHqL8iJq+nn+LNITzK7AOewJrWSYgyg9nhC/GfTDRwJPVY222WqOKpiGet8TqLbcQbWTwKwDfh0w2z561tchx+J5zHUSxmR/s0nu2B71ybcgl9cm6Q0RWZwiZBtk3/Euul9ZHv79TO+hOZkbV1LnCUUdZkQ7FPUDqz60lGAWBstSFh3AmqEAmHiiy6iYJL5qJxWaJWQ3SWGS0MxRU7Ba5IzFucTppMufnOyHabWWKeSP57PeCMy29u5q1fPxh4F3IgJ/6I9An8794RpLWzeCkHc1DalHuy9GpODf8ACVIZiDk0S81FNk61h/L85J+26CES/H7uvYjwjEP1Nfr9lHdh3DAx152w7bN7gZx+1fu3E7ncQ2sEbTkk2+DsVIDEV2L+IqE6O4ysQ4ruKZGMbVCPeye6SttpN/NGqra+tz0S0mHK2y0zyKd7MnhHiOEhXekUYlbilo96lUsbvxCT2/SiX3NqW+oPMn/auX+Nq6HNhtHLN7qbuOi6orREV4sPtbRHAtZ6Cpx7UTKrtKcapx+dsIL2Df8NFNFx9Gl9nl5UWWnWfjiw+bzV90ngne Copy blueprint", "date": "2024-11-09T19:53:27+00:00", "quotes": [] }, { "author": "hazardland", "content": "Can you help me attaching your solution to my ship? It seems elegant but too complicated for me at this point, I think I just have add pumps (where?) and connect your controller to it? \n \nThis is my ship: \n 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 Copy blueprint \n \nIt is battle tested ship and has done around 500 round trips between inner planets without flaws, but if it carries science from Fulgora nonstop - sometimes it might require 2 minute refuel and I guess I am using excess fuel \n \n \n \n 11-13-2024, 04-39-00.png (1.29 MiB) Viewed 4912 times", "date": "2024-11-13T00:42:11+00:00", "quotes": [ { "author": "Vulteran wrote: Sat Nov 09, 2024 7:53 pm", "content": "" } ] }, { "author": "The_Chomper", "content": "Two questions about how this works:\n What's the logic behind using \"wings\" instead of the total number of engines? Conceptually that doesn't make any sense to me, unless there's something about engine behavior/consumption that I'm mission. \n You have the constant combinator set to the flow rate of a single pump, but nowhere is this value used when I look at the blueprint. Should it be being used somewhere, or was the logic that needed it taken out and the constant combinator was never updated?", "date": "2024-11-13T01:26:48+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Xampa", "content": "- The 'Wings' come from the way the piping is done to link all the thrusters, assuming you're using a V or inverted V shape. A pump will supply all the thrusters on a side + the middle one. The thruster on the remaining side have unlimited input from a regular pipe and are instead limited by the other fuel type. \n \n- The 1200 value is used as the modulo value in the upper left combinator. Yes the variable in the constant combinator is unused.", "date": "2024-11-14T05:40:30+00:00", "quotes": [ { "author": "The_Chomper wrote: Wed Nov 13, 2024 1:26 am", "content": "" } ] }, { "author": "Grenadith", "content": "So I'm pretty sure that I reached 2.1G on my T signal (I had increased the maximum value limit to 2.1G). It went negative. \n \n \n \n factorio_OUIJbAitF8.jpg (671.71 KiB) Viewed 4703 times \n \n \n\nThis in turn causes the Q signal to always be less than T, thus causing the pumps to be active constantly. Did I mess something up? My ships that hit/exceeded T=2.1G are definitely not pulsing the pumps anymore. \n \n \n \n factorio_rmhE9FrRoV.jpg (788.02 KiB) Viewed 4703 times \n \n \n\nMy save has 128 hours in it. Unless I'm missing something, the 2.1G limit can be reached pretty quickly, actually. For instance: \n \nMy parameters were set to C=90 and E=3. Therefore, T=270. This value is added to itself in the timer every single tick, so given 60 UPS, it would only take approximately 36 hours until it reaches T=2.1G (2,100,000,000 / 60 UPS / 60 sec per min / 60 min per hour / 270 addition rate). Am I correct? I'm not enough of a circuits guru to understand how to solve this problem though.", "date": "2024-11-14T06:41:06+00:00", "quotes": [ { "author": "MBas wrote: Mon Nov 04, 2024 12:51 am", "content": "" } ] }, { "author": "MBas", "content": "Yes, but the statement remains that it doesn’t matter. Even if you set it to 50k, it doesn’t matter. What it does is, when the timer resets, I pump an extra 20 fluid units into the system, or 20 less. Or maybe not even that, depending on rounding errors. This combinator logic mainly ensures that you don’t encounter this rounding error every time (which could be a problem), but only once every few hours, which is definitely not an issue \n \nIt is true that it doesn’t necessarily have to be an arbitrarily large value, but baseT * 1200 is sufficient. That value is prepared for a safe modulus of 1200 and eliminates any rounding errors accumulated by the baseT value. I am working on an update where I also want to include some remarks, and I will edit the original BP accordingly. Thanks for the tip!", "date": "2024-11-14T08:23:28+00:00", "quotes": [ { "author": "Grenadith wrote: Thu Nov 14, 2024 6:41 am", "content": "" } ] }, { "author": "Abhorrent", "content": "I'm A little lazy to post photos right now, so ill try to explain good. I think a much simpler design to do is to simply connect and limit the Pumps on separate storage tanks of each fuel parts. This could then open up the opportunity to only pump when starting like you said, and then voila you can find the right percentage.( I chose 100 out of 25000 for example which on 7 thrusters, pumps each at 26/s.) Once again, sorry no picture but just giving an idea and maybe you could shrink the design to maybe 1 arithmetic.", "date": "2024-11-15T02:56:11+00:00", "quotes": [] }, { "author": "Romayne", "content": "Interesting! \n \nI use a much more primitive design, which I parameterized into a blueprint after some discussion with someone on the discord. It could technically use one pump (as you don't need to limit both fuel types -- the lesser controls the consumption rate), but I use two to even things out. \n \nI made it this way to be small and flexible, as I like to tinker with a lot of ship designs and I don't always have room for storage tanks. So far, it works well! \n \nNote that while I have attached it for people to test out, I don't expect it to be usable for one important reason -- rounding errors. \n \nIf you try to, with an interval of 60 ticks, use 21 units/s, you WILL get 20. the way i made this means precise fuel values get rounded *down* to the nearest multiple of 20, unless the interval is adjusted. But hey, works for me! >:D \n \n \n \n 0eNrNVl1u2zAMvoqgp2RzGjtOOtTABgwoBgRYgKIL9tIWgWLTjVBbMvSTNCt8gN1jJ9tJRtlu4qRZ2q172JslkR/J75NIP9B5ZqFQXBgaPdAEdKx4YbgUNKIfrVlIFZFLmbO1gGvxFZTGo4iMBTecZeQSMmAaT67FF5kDiTNYgiIxV7HlRq3JasHjBWFZJlearKUlRhINhjCS4hZRzABJpSKFzYuO7pI5oiVEpinhAvdz5lIhbC6tiVyUCbvnuc1b3p1zSJnNDAkGvt/XFRowDOogu9diytQtBmw5cEEs5q/7Go/PQXOFIQ3H9JEFUEusy9kYHt/pExJLYZTMNCkUxNyV36Ue5bitaXT1QDW/FSxz5AmWA7Lm4tISTUQC9zQKSu+AUYJYCaheLPM5F8xI1XIZ7LqYdeFc0szyBEM3CGahrMZ0e/KeJ/wbtAHCPwJILWQt52F541EQBhWGusRqsZ4Jm88xTBR4O6V6tJCa11fmgToAP/Tomka9wB+ejBA4QYbj2mDo0YbQ2RwWbMmxcPRqLswMBJtnkNDIKAveZhtdkk2ElCttZk+qW3JlLO5skqstelNXmlPLMHfHA9+t8oKpivSI/vz+g5ZoUrEzS3lmXI0H6X3CxMA7oucxXkYv5KWB3RKgK7Zaq6vXEnLqu8JeSeoep+/RoY04E2BWUt1V2Sunb8oyjQLfKgBRq13+RRqTvTSwA/yTTPABYMMprNl/4i+jpVijYFaYWapkPuMCgZo4B9/lEbTypiwP3Lvw5S8w/O9e4Ghfow9H31/dnVCRFdbg9LgKvMAbeOGNV32FXoBfg2YP7RxwDuhai9ck11DnPX5E9NTfZjp13X+86f5T1/pdm18yxR0faDKuGsBv0YIWWD1xPrmJc1lNHDdu+hociXuo02dQ8UZvgR+H3wZ5F2vyDJZDcjPVZgyX/tvO+E1n2p90XUoJFIDt3+lTPYFjQKNdoHHvGBAKwg3kaLf90fBoxuaoakQvHrXibuxXdX3mOToocoE3W7sC638OvDeng7Ph2dlo+C4c+OGoLH8B2qH39Q== Copy blueprint", "date": "2024-11-19T17:38:07+00:00", "quotes": [] }, { "author": "Xabster", "content": "Edit: I think I understand it better now and my comment here should be ignored \n \nI have made the same thing in principle, however I just adjust the number of ticks to be open and the timer is running between 0 and 59. Does your system do much better than that? I understand that you set a number for fluid units per second instead of ticks open per second but the conversion is just a factor 20, isn't it? \n \nHowever, doing things like this with integers and with < operators you will have a truncated value instead of a rounded value, I believe. \n \nIf your calculation asks it to be open < 80 fluid out of 1200 it matches the tickrate of the game so it will be open for 4 ticks and everything is fine. What if you ask for < 97 fluid out of the 1200? Then it'll be open for 4 ticks still even though 5 ticks is a better match...", "date": "2024-11-20T17:09:55+00:00", "quotes": [] }, { "author": "Kenosos", "content": "Thanks for this circuit Mbas, it helped a lot. \nI seem to be having intermittent issues where ships that have already set off end up stranded in orbit at variously random points as there's no fuel in thrusters, I think it may be because I was using low consumption values such as 10, I had to slow my ships down as the turrets couldn't keep up with incoming asteroids. Is there any way around this?", "date": "2024-11-22T11:07:54+00:00", "quotes": [] }, { "author": "DarkDexter", "content": "Sorry to say, but I just read out the current velocity and insert fuel / oxidizer only when speed is below 80km/s. This way I can keep an efficiency between 91 and 100% travelling at 80km/s to 120km/s. \n \nInitially, we start with max speed, of course, as fuel is inserted to the max when not travelling. But that is of course while not travelling. No need for complicated calculations. Just easy and plain thing. \n \n \n \n factorio_20241125-183325.jpg (840.75 KiB) Viewed 3456 times \n \n \n \n \n \n factorio_20241125-183318.jpg (855.34 KiB) Viewed 3456 times", "date": "2024-11-25T17:35:21+00:00", "quotes": [] }, { "author": "MBas", "content": "\"Compliacted\" is indeed relative term. For me your solution is too complicated . I actualy have that also as first iteration but I rip that for two reasons. You already mention one (unefficient burning fuel from start). You will find out once you have 250km/s and faster ships (with already reduced fuel consumption) that your fuel consumption is again ineffective. And second I have no idea what speed of my ship should be. I only know how much fuel I am making. To know what should be reasonable speed for that I need to do several flight with all my ships and find that veleocity value. That sounds more complicated to me then just put one value I know from the very start into constant combinator.", "date": "2024-11-26T09:25:05+00:00", "quotes": [ { "author": "DarkDexter wrote: Mon Nov 25, 2024 5:35 pm", "content": "" } ] } ]
19
2024-10-27T14:43:00-05:00
forum-topic-108852
108852
[Bug] Tin, Solder tree missing
Angels Mods
https://forums.factorio.com/viewtopic.php?t=108852
LiquidInsight
I just started a new world, looking to play the famous Bob+Angel's combination. However, our tech tree progression appears to be stuck. We cannot research "electronics". It's missing the prerequisite tech, "solder smelting"! This appears nowhere in the tech tree. Does anyone know what is going on? Tin Ingots casting, and other associated tin / solder techs are also not available. tech.png (699.01 KiB) Viewed 986 times I've also attached the associated save game file (you can sync your mods with this to investigate). Has anyone else had this happen? There seem to be some very strange things with the progression of the tech tree (e.g. green science packs require "electronics" but don't use any recipes from that to make).
[ { "author": "LiquidInsight", "content": "Update: \nStarting a new game yields a working tech tree. \n \nI'm able to repair my existing save (though I lose achievements) using:\n Code: Select all /c game.player.force.reset()\n \n\nHowever, I then lose achievements from the save. Does anyone know of a mod that can be used to reset the tech tree or another way to restore the save game? \n \n \nEdit: I wrote a mod that triggers \"force.enable_technologies()\" which fixed the problem (without also resetting all research!). If anyone has a problem like this, I hope it fixes your issue. If you don't care about losing achievements, here's a one line command console:\n Code: Select all /c for k, v in pairs(game.forces) do v.enable_all_technologies() end", "date": "2023-09-22T01:42:43+00:00", "quotes": [] } ]
1
2023-09-21T16:29:29-05:00
forum-topic-55312
55312
Factorio Forums • [0.16.5] Crash when placing power pole near inserter
https://i.imgur.com/GXOKwFM.png Happened to me twice now, 4 minutes in between. Managed to loose the first error log due to unrelated issue. The issue has happened both when using bots and placing by hand, unable to reliably reproduce.
[ { "author": "", "content": "I think this is the same as viewtopic.php?f=30&t=55176 perhaps?", "date": "", "quotes": [] }, { "author": "", "content": "maybe is related but try to deconstruct that pole \nresult is insta-crash", "date": "", "quotes": [] }, { "author": "", "content": "Duplicate: 55176", "date": "", "quotes": [] } ]
3
forum-topic-90742
90742
[1.0.0] tanks with fluids not giving a signal
Duplicates
https://forums.factorio.com/viewtopic.php?t=90742
-DeadlyKitten
If a tank has less then 1 fluid but more then 0 (ex: 0.3 fluid) then it will not output a signal on a circuit network despite containing fluid Recreating bug: 1) Placed blueprint 1 and waited a bit for it to stop moving liquid 2) Mouse over center tank and observe that there is liquid in it 3) Mouse over substation and note that the red signal is the only signal there I expected it to not output 0 unless the tank is empty Posable fix: round up instead of down when dealing with fractional fluid amounts Blueprint 1: 0eNq9WE2OmzAUvkrldRhhgyHJootueohqFDngMFbBIGPSpiMO0Fv0bD1JHzCBZGJiPB1NFlH8MN/73r+dZ7TPG14pITXaPiORlLJG22/PqBaZZHkn06eKoy06CqUbkKyQZEUnGHZ4GLUrJGTKf6Itbh9XiEsttOADTL847WRT7LmCDdPbulQs455m8jtgVmUNL5WyUwhAXkgf6Aqd4BcJHyhoSIXiybCDtKsbYDIBN/tas37nLSz1X0ABA4GtcsCsu+e4+8oU5/KSuUjRNrpQ2K3j9rFtDSSCkUTVFJXJqmi06oWAVmW+2/MndhSl6rYlQiWN0Dt4lo7vHoSq9e4mJIe8ATqj0ifOjievFDkasMENXVT9blFUTDHdqUB/f/9BrYv5c+aGi4NJRrPxkmDSEZjnsE+JxOOSq+zkQZpydWAJN8U2Ouu41gDifXM4cAUO/AWg2B8/Bt3RqPvsQQ+8txey955BKx5t83vbTEE9iBx4OxaW4ukQyKaLIr4sMpfokZnoxYujF58txJub6DkRua6i4NV6/WpN6AzztbXMriNyw/c9iy4X2ZP+wKLbTMaLylQG0VhseA3mGyCwb8XAVgxsxfCtGMSGQTdWjMCKsbZiXDSyguW5N3adqszNneaqIkyQ1EorttKKrBiRFSO2YlArxtqKEVoxrGlLAxsGsaYttaY+saYttaY+Ibb+cz5l9Ajv3X/mxsXX+w3oMzK2EzLVD/QwmDkHAZP2dL+eaW8WGCV6Riw9MpnwtOuCXqXKhNe1kBkyqQuXqrvIy/9QR62jYuoO8XWowncfFRXv0HhTeBmrP2hckOgNYz6cSfzYYW6QGYzrZuLp0ssUnHDS+xlHFt0BNg7zZIZf4C/ndzFZbvhFJmzs0NDn+BEHftTNf0Hg0Ojn+IUO/AJH/1GH3JlGwaIrRxA55DaesT1+U27jRbY71M3F0WKZ7RuHvJyxPZzqRkho6vDMs4MN5/PzC7uaaw2dvG91L2A/GFycOhCuElAJ/au/CmlegITpRvHhsFWUaT8btJdzVmtk5IjfVDuL4hMSh9qZ82Gw3Iehgw8T1aS8v6Lc9yMx+vERwGEbCKd/ilYoZ3sOow59Ocs+YZAe4ZI7pNkah3G4iaMY+xGN2vYf6Gv57w==
[ { "author": "", "content": "viewtopic.php?f=23&t=47626", "date": "2020-10-27T00:40:25+00:00", "quotes": [] }, { "author": "Squelch", "content": "When offloading fluids from trains, try to offload into a buffer tank and have that pumped out to your factory. \n \n \n \n Fluid Offload.png (2.61 MiB) Viewed 1653 times \n \n \n \n \nA fluid wagon and tank both hold 25k units, so as long as the buffer tank is empty before offload, the fluid wagon will be guaranteed to be emptied during offload. If there are pipes between the offloading pump and your factory, and there is no pump to empty that pipe, then there may always be a residual amount. Using a tank allows you to monitor the exact amount in that part of the system \n \nThe thread @Loewchen links to, is rather old, and fluid handling has changed a little for the better since then.", "date": "2020-10-27T02:00:39+00:00", "quotes": [] }, { "author": "-DeadlyKitten", "content": "see also: viewtopic.php?f=23&t=86041 \n \nI am asking for this anyway because without either this or with viewtopic.php?f=7&t=90745 multi fluid systems are nearly impossible to use, it is most likely a simple fix that could open a whole new area of interesting design.", "date": "2020-10-27T02:13:26+00:00", "quotes": [] }, { "author": "-DeadlyKitten", "content": "my usage is not to due with trains, i am trying to make a compact advanced oil processing\n \n \n \n Screenshot 2020-10-26 201521.png (834.18 KiB) Viewed 1642 times", "date": "2020-10-27T02:16:15+00:00", "quotes": [] } ]
4
2020-10-26T19:22:44-05:00
forum-topic-119776
119776
[Lou][2.0.14] Spidertron ghosts are not snap-placed to existing ghost entitties when using blueprints
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=119776
azaghal
[2.0.14] Spidertron ghosts are not snap-placed to existing ghost entitties when using blueprints Description When trying to place a spidertron ghost on top of an existing spidretron ghost using a blueprint, the new ghost entity will not snap to existing one (effectively refusing to place/overwrite/replace depending on build mode), but will instead place a completely new spidertron ghost. Reproductions steps Place spidertron item into player's hand/cursor. Place down a spidertron ghost (Shift + Click). Create a blueprint out of placed spidertron ghost. Place the blueprint created in the previous step into player's hand/cursor. Hover with the blueprint over existing spidertron ghost. Paste the blueprint over existing spidertron ghost (Shift + Click). Expected results In step (5) , the spidertron blueprint entity snaps onto the already placed ghost entity. In step (6) , pasting fails with the message: "Spidertron ghost is in the way". Actual results In step (5) , the spidertron blueprint entity snaps onto the already placed ghost entity. In step (6) , pasting succeeds, and a new spidertron ghost is placed, and slightly offset to the previous spidertron ghost. Additional information This only happens when using blueprints, and in any combination of non-forced/forced/super-forced pasting. The interesting part is that in case of vehicles (cars/tanks), snapping seems to work as expected. While spidertrons generally can kinda coexist in the same spot, the behaviour feels a bit counterintuitive because the player can clearly visually observe that the blueprint is snapping to the existing ghost. Furthermore, if the blueprint includes some grid-bound entities, like assembler, it is actually possible to place multiple spidertron ghosts in this manner in the very same spot (just try dragging with deconstruction planner on top, you will see multiple spidertrons being listed for deconstruction). On a positive note - looks like bots will refuse to build the spidertrons on top of each other (second construction bot will be stuck waiting for the first-placed spidertron to clear off).
[ { "author": "", "content": "Thank you for the report, in 2.0.41 extra spidertron ghost will not be created.", "date": "2025-03-12T13:28:05+00:00", "quotes": [] } ]
1
2024-11-04T10:22:18-06:00
forum-topic-115659
115659
Cursor Theme
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=115659
CursorThemePlease
Hello, I'd like to suggest a cursor theme, so the displayed cursor is independent of operating system in Factorio Examples with a custom cursor are: Skyrim, Witcher 3, Satisfactory, Terraria, Overwatch I'm not asking for a customizable one, but maybe one which suits the theme of the nameplate. A simple inner orange with outer brown would be fine I hope this isn't a big ask, it's a small detail but an appreciated polish
[ { "author": "dog80", "content": "ye the default cursor also fades with the millions of bots and is unfindable", "date": "2024-09-30T20:45:59+00:00", "quotes": [] } ]
1
2024-09-30T12:58:18-05:00
forum-topic-127004
127004
Gleba technologies have far too steep an oppertunity cost.
Balancing
https://forums.factorio.com/viewtopic.php?t=127004
Theukon-Dos
When you unlock the ability to go to planets, you immedietly have three options. Vulcanus, Fulgora, and Gleba. The player may go to these planets in any order they wish. But despite this, I feel that the technologies unlocked by Gleba are far, FAR outclassed by the ones available on the other two inner planets. To the point that it's extremely hard to justify ever going to Gleba before your third planet. To be completely clear, I am specifically talking about Gleba's value when choosing between it, Vulcanus, and Fulgora. In Friday Facts #431, the developers talk a bit about how they wanted to make sure that Gleba felt rewarding. I won't say that they failed in doing this. Because you can definitly feel where that influenced their decision in the techs unlocked via Agricultural Science. But I feel they ended up trying a bit too hard and ended up focusing a bit too much on end-game capabilities with the unlocks. Obviously that's still extremely useful. But personally, I don't think it matters if a planet is "worth it" by the time you start making the trip to aquillo. Because you're going to need it's science packs and resources anyways, meaning you'd be forced to build it out anyways. So my metric for how good Gleba's unlocks are lies squarly on the shoulders of how useful they are before that point. And despite me genuinly loving Gleba, I'd still be dissapointed if I was first to go there first. Rocket turrets and Advanced Astroid processing are very blatantly hard gates for Aquillo. Rocket Turrets aren't particularly good for factory defense due to Nauvis having better options and Pentapod Stompers being such a menace that rocket turrets barely phase them without a dozen explosive damage researches. While the only advanced crushing recipe useful for traveling between the four inner planets is oxide for the improved thruster fuel and oxidizer recipes. The Heating Tower kiiiinda falls into this catagory to. I say kinda because it does have it's uses outside of Aquilo and Gleba for waste destruction. But as a source of power, Nauvis has access to Nuclear as early as blue science, and water for steam is in limited supply on Vulcanus and Fulgora. Productivity Modules are extremely powerful, obviously. But the main benefit of the planet-exclusive machines is having a natural 50% productivity boost baked-in. Not only is this boost higher than what you can get with prod 3 modules in their predicessors, but the bonus also applies to crafting recipes that can't normally take prod modules, such as belts and pipes in Foundries; or beacons, power poles, and modules in EMPlants. This is a similar problem to the one I have with Biolabs. Obviously these things are fantastic. The aformentioned Friday Facts actually talks about how they wanted these to be rewarding to get early on. And they didn't fail at that per se. Instantly doubling your ESPM and then some will always be amazing. But if you're looking at the amount of resources spent per science, then Biolabs only boosting the end of the production chain massively hold them back compared to Foundries and EMPlants. These two make nearly everything you need for all the pre-space science packs. And being used for multiple steps in their production lines means that the bonuses compound exponentially. Biolabs do have the advantage of being easier to retrofit into existing factories. But otherwise they are by far the most overrated building in the game. I will die on this hill, come home from the skeleton war, and then die on it again. And the Epic Quality is good. But it's extremely hard to actually make use of before Fulgora, which unlocks T3 Quality Modules and the recycler. Certainly possible, don't get me wrong. But good luck, because you'll need a lot of it with how much gambling you'll be doing. Oh, and Biochamber are also there. But I... really don't think I need to explain how badly these got snubbed compared to Foundries and EMPlants. Again, none of those unlocks are bad. And there are even a few others that don't have the same problems, like stack inserters, tool belts, and spidertrons. But again, the problem isn't that they're bad. It's that the opportunity cost for choosing Gleba and her technologies is far to high compared to the others. Going to Vulcanus unlocks Foundries, Artillery, Coal Liquifaction, T3 Speed modules, and cliff explosives. While Fulgora unlocks EMPlants, Recyclers, higher-tier personal equipment, Mech Armor, and T3 Quality modules. If you have the stuff from all three planets, then obviously you're set for life. But unless you're hopelessly addicted to spidertrons or dove in too deep on the Biolabs hype. Why would you ever go to Gleba first or even second? Thankfully, there are a lot of ways that this particular pain point could be improved, to the point that I don't really want to commit to any one thing in particular. Well, nothing except buffing the Biochamber. That just needs to happen outright. I'm begging on my hands and knees for it. Please. But other than that, there are still a lot of options. Once again, the devs mentioned in FF #431 that integrating bio-processing into your main factory is pretty hard given how much it clashes with the cold certainty of steel. But I don't think it would impossible to do. One idea I've seen thrown around is adding more plants the agricultural towers can grow on other planets, such as the carbon-bearing plants on Vulcanus, or the Holmium "trees" on Fulgora. Obviously that second one aren't actually trees, but honestly it's not a bad idea. Agriculture's lack of verticle scaling would even work well here, sense you'd need a ton of land for growing these "trees", and that happens to be in relatively short supply on Fulgora. There could also be new biotech machines that use nutrients to run, but work to supplement the factory rather than just being part of the production line. For example, a Beacon Side-Grade that's far more powerful with 5 module slots, but doesn't stack with other beacons, or extra advanced combinators that can manage more complex logic. In addition, if Nutrients became a much more important resource outside of Gleba, then we could take a page out of biter egg's book and add ways to improve nutrient efficiency off-world. Admitedly the amount that biter eggs multiply nutrients is a bit absurd in my opinion. But the point stands regardless. Capture bot technology could be expanded to let engineers lobotomize Demolishers, exploiting their natural regeneration abilities as a source of nutrients and perhaps even tungsten. While Aquillo could have an improved nutrient recipe that uses ammonia to turn bioflux to nutrients at an improved ratio. Admitedly I can't think of anything for Fulgora. But given that it's a dead planet, that would be rather fitting.
[ { "author": "angramania", "content": "Not bad arguments but with major flaw: \nEmotions and personal opinion instead of reasoning. Other players can have different opinion about biolab's worthiness. Considering that biolab is a main reward from Gleba, removal of this keystone argument make everything fall apart like a house of cards.", "date": "2025-02-21T05:32:11+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "fencingsquirrel", "content": "Personally, I feel like the biochamber being improved would be the best balance for gleba. Why add new things when existing buildings are already lackluster. The biolab is great long term, but brings very little short term, so I think it's fine. \n \nAnd the easiest way to improve the biochamber is just adding more recipes. While it has a lot already, most of those are gleba-specific. Adding an entire intrasolar nutrient logistics system only to do oil cracking and rocket fuel feels not worth it. \n \nI feel it should completely replace the chemical plant, the way the foundry almost completely replaces the electric furnace. It would take almost no work and add a lot of use to it. The fact that it can't even do coal synthesis is just sad. I do get the theme that it's bio-related, but keep in mind the foundry was lava related, and yet we can use it off planet anyways.", "date": "2025-02-21T08:49:01+00:00", "quotes": [] }, { "author": "Theukon-Dos", "content": "I mostly meant that part as a joke, and obviously the exact value of anything will always be upto personal preference. But even then, I did give my actual reasons for thinking this way. Biolabs are certainly fantastic, But in terms of resources spent per science pack crafted, the foundry and EMPlants taking effect at the start of the chain and being able to compound with themselves and each other result in a far greater boost to production than the biolabs save with their halved pack drain. \n \nIf someone thinks that the biolabs simplicity is enough of a boon compared to everything else the other planets offer that they alone justify going to Gleba first, then more power too them. But the numbers just aren't in the Biolab's favor.", "date": "2025-02-21T20:59:57+00:00", "quotes": [ { "author": "angramania wrote: Fri Feb 21, 2025 5:32 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "angramania", "content": "Ok. Let's talk about numbers. As you said, we are interested in immediate effect of machinery without visiting other planets \nI assume that first visit is done on stage when there are no heavy use of modules and beacons. So only P1 modules are used and only in most effective positions - yellow and purple science and blue circuits. And we will look only on the most resource hungry sciences - yellow and purple. \n60 SPM yellow+purple requires \t3537.4 coper ore and 4759.6 iron ore per minute \n \nIf player starts with Gleba he will get biolab, which effectively doubles science production and require rebuild of only labs, everything else can be left as is. Effect is instant and impressive \n \nIf player starts with Fulgora he will get EMP which can replace AM3 for this items: green, red, blue circuits, P1 modules and copper cable. That's all. And he have to rebuild all production lines for these items and also build new lines for other items to match increased production. And what is effect? Copper ore is reduced to 1814.5 which allows almost double production. But iron ore is reduced to 3724.3 or only by 22%. So we have massive rebuild with much less effect. \n \nIf player starts with Vulcanus he will get Foundry and BMD. Much more machines and lines can be replaced. Effect is tremendous: copper ore reduced to 929.7 or by 74%, iron to 1290.8 or by 73%. So production can be multiplied 4 times. And if we add reduced resource depletion(which is not the same as increase of production) from BMD it may be counted as outposts depletion reduced 8 times for iron and copper. It has bare noticeable effect on oil, stone and coal parts of production but they are usually less significant. Now to drawbacks. Player will have to rebuild majority of factory and logistic to get full benefits. \n \nSo Fulgora sucks compared to both Gleba and Vulcanus. Gleba gives almost immediate effect but limited to science and two times. Vulcanus gives more effect but with much higher cost. Time spent on such rebuild could be instead spent on finishing two other planets.", "date": "2025-02-22T00:27:26+00:00", "quotes": [ { "author": "Theukon-Dos wrote: Fri Feb 21, 2025 8:59 pm", "content": "" } ] }, { "author": "CyberCider", "content": "Then what would the cryogenic plant do? The cryogenic plant has always been presented as the chemical plant equivalent of a foundry or EMP, and as the building that is commonly used together with them. \n \nThe biochamber was never meant to be particularly useful on other planets. Its main reason to exist was to create the mechanic of nutrient powered buildings on Gleba. For the longest time during development it had no built in productivity, two module slots, and presumably a more standard crafting speed. It was more like a centrifuge than an EMP. And even now in its current state (which it was hastily changed into mere days before release), it still feels like that. The biolab is Gleba's \"cool powerful building\", the biochamber is not. The biochamber should not be compared with the foundry and EMP, because it's simply not the same class of building. \n \n\nI see it as the opposite. It gives you the most value immediately, but becomes less and less important as time goes on. It's the building that will be most helpful to a player focused on completing the game, so they can have all the technologies at their disposal as fast as possible. You need half as much science to go forward, so you only need to to build half as much of literally everything. That's a pretty big deal. Not to mention it requires only minimal rebuilding of your base, all of its complexity is instead offloaded onto the process of producing it. It's also completely independent in every way. In contrast, the foundry and EMP require you to rebuild parts of your base when you get one of them, and then again when you have both of them. Either that, or you wait to unlock them both before rebuilding at all, delaying their effects. \n \nI think it's comfortably settled in its niche, and a well balanced counterpart to its \"neighbors\".", "date": "2025-02-22T15:54:46+00:00", "quotes": [ { "author": "fencingsquirrel wrote: Fri Feb 21, 2025 8:49 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "fencingsquirrel", "content": "The main reason I feel the biolab is long term is that typically while you're completing the game you tend to get all the technologies you need while you're building up the other planets. That is, unless you're speedrunning with premade blueprints anyways. I felt this way even on marathon research times, so it'd be quadruply true on default.", "date": "2025-02-22T17:07:21+00:00", "quotes": [] }, { "author": "Theukon-Dos", "content": "I don't think it's weird to compare the Biochamber to the Foundry and EMPlant. Mostly because they all fill the exact same role in the planet's progression. \nAll of the planets introduced in Space Age follow the exact same early progression tree with the trigger technologies. Find the planet's basic resources, unlock and craft the planet's signature crafting station, make the more advanced resources that teach you how to use the machine, and then unlock the science. \n \nDon't get me wrong, I know that Gleba went through a ton of reworks in dev and the Biochamber along side it. But even with that context, it's baffling to think that the Biochamber shouldn't be getting the same treatment as the other two when it's so explicitly Gleba's equivelant of those machine. \n \nAs for how to buff it when the Cryochamber also exists, there are a solid handful of recipes that neither the Biochamber or the cryoplant got access too and would be easy enough to give the Biochamber. Lubricant from heavy oil, holmium solution, solid fuel, and coal synthesis to name a few. I also think that ice melting in particular would be extremely fitting for the Biochamber from a mechanical perspective, for the sole reason that it would make the chamber extremely useful for bootstrapping power generation on Aquilo. Honestly, the concept of \"Bypassing the extremely awful solar power on aquilo by using the one machine introduced in Space Age that doesn't use power to melt ice\" is such a simple and intuitive concept that I was genuinly dumbfounded when I realized the Biochamber can't melt ice already. \n \nI could also see the Biochamber getting the petro-based plastic and sulphur recipes from the cryoplant, but in exchange the cryoplant gets access to the oil refinery's recipes. they're already the same size, and the refinery didn't get any direct upgrades in Space Age. So it would be a good way for the two to co-exist in your factories. \n \nAlso I recognize that this is really stretching the idea of what a lobotomized pentapod in a jar would be able to do, but I'd also love to see the Biochamber be able to craft all the inserters. The Foundry is already able to make all the belt items, which is honestly just as questionable. And the stack inserter is unlocked on Gleba, so it makes sense progression wise. \n \n\nMaybe It's just becuase I like taking my time. But I've never really found SPM to be an issue. The simplicity of biolabs is a boon that I acknoweldeged, particularly for speedrunners. But at the same time, Foundries and EMPlants aren't THAT hard to retrofit either. EMplants are 1-1 with assemblers, barring their slightly larger size. So all they take is moving a few belts and inserters around. And Foundries take Calcite to melt their ores, but that's only one extra (and non-perishable) item to add, and they're really efficient with it. The slightly larger footprint of both machines is also compensated for by the fact that they're just so much stronger than what they replace. Two foundries casting steel + one foundry to melt the iron can do the work of roughly 30 electric furnaces smelting steel and the 150 furnaces needed to smelt all the iron needed for said steel. While at the same time also consuming just over a quarter of the iron ore. \n \nThere's also the fact that Foundries and EMPlants bolster production for more than just science. If 90% of your factory's resources are going into science, then biolabs cutting the pack drain in half is only freeing up 45% of them. Foundries and EMPlants can also make non-resource items, such as belts and pipes in foundries. Or Power Poles, Beacons, and Modules in EMPlants. That last one is especially good, becuase the compounding productivity bonus from the EMPlant reduces the circuit cost of T3 modules by about 60-70%. \n \nBiolabs are better late-game because the halved pack drain and extra module slots are way more impactful with infinite researches. Legendary production modules multiply the effectiveness of science packs by 4x. And you're definitly going to feel that when it means that a 200k research tier only takes 50k science packs to complete.", "date": "2025-02-23T02:24:23+00:00", "quotes": [ { "author": "CyberCider wrote: Sat Feb 22, 2025 3:54 pm", "content": "" }, { "author": "fencingsquirrel wrote: Fri Feb 21, 2025 8:49 am", "content": "" }, { "author": "CyberCider wrote: Sat Feb 22, 2025 3:54 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "angramania", "content": "Are you kidding? 90% rebuild is not THAT hard? If you really want to get full benefits from Vulcanus you have to rebuild almost everything, including logistic. Or you can rebuild only smelters and lose great part of benefits.", "date": "2025-02-23T14:57:31+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Theukon-Dos", "content": "If you want to retrofit foundries everywhere that they can fit. Then yeah, that's going to take a bit more effort. I do agree that Biolabs are easier for a reason after all. But saying you \"loose a great part of the benefits\" if you only rebuild the smelting array feels like a bit of an oversimplification. True, yes. But also ignoring the fact that replacing just the furnaces is still multiplying your production a dozen times over and then some. As I said earlier, three unboosted foundries can produce as much steel as 180 furnaces. And while not as extreme, the same applies to the other standard plates. One foundry casting iron or copper plates is able to smelt as much metal as 6 electric furnaces while also using half the total ore. That is still a massive boost with comparatively little effort. And even if you don't want to retrofit everything, you can still replace just the high-demand assemblers to make the most out of them. Such as copper wire for circuits or LDS in general.", "date": "2025-02-24T20:22:20+00:00", "quotes": [ { "author": "angramania wrote: Sun Feb 23, 2025 2:57 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Khagan", "content": "Make that 30 furnaces smelting steel and 30 smelting iron. (But the point doesn't change.)", "date": "2025-02-24T22:11:31+00:00", "quotes": [ { "author": "Theukon-Dos wrote: Sun Feb 23, 2025 2:24 am", "content": "" } ] }, { "author": "Theukon-Dos", "content": "Right, that makes more sense. Why do I keep thinking the iron/steel ratio is 5-1? \n \nBut as you said, the point doesn't change. That's still 20x the production per machine.", "date": "2025-02-24T23:48:12+00:00", "quotes": [ { "author": "Khagan wrote: Mon Feb 24, 2025 10:11 pm", "content": "" }, { "author": "Theukon-Dos wrote: Sun Feb 23, 2025 2:24 am", "content": "" } ] }, { "author": "Muche", "content": "The ratio is 5:1 in terms of material and 1:5 in terms of time, which combines to 1:1 in terms of furnaces.", "date": "2025-02-25T00:05:06+00:00", "quotes": [ { "author": "Theukon-Dos wrote: Mon Feb 24, 2025 11:48 pm", "content": "" } ] }, { "author": "angramania", "content": "Nope, not dozens. 3537.4 coper ore and 4759.6 iron ore become 1572.2 and 1540.7. So only 2 times for copper and 3 times for iron. And zero changes for oil and stone. So it can be considered equal to biolabs in terms of saving but not in terms of production. You still need to rebuild smelters and double/triple logistic and many production lines to get the same effect. In this case Gleba is clearly superior to Vulcanus. \n \nOr we may look at this from other side. Let's double science pack production for factory with foundries to be on par with biolab factory and see how this will change required machinery: \n314 electric furnaces -> 11 electric furnaces + 78 foundries \nEMD: 314 -> 281 \nAM3: 98 -> 184 \nChemical plant: 22 -> 39 \nOil refinery: 8 -> 16 \nPumpjacks: 16 -> 32 \nAnd also double logistic and power. All of this opposed to just replacing labs with biolabs.", "date": "2025-02-25T08:24:38+00:00", "quotes": [ { "author": "Theukon-Dos wrote: Mon Feb 24, 2025 8:22 pm", "content": "" } ] }, { "author": "Theukon-Dos", "content": "When I said production, I was referring to how much faster the foundries are than furnaces, not strict ore saving. Though I do admit it was a bad choice of words. \n \nOther than that though, I don't think there's anything I can say that I haven't already in regards to foundries vs Biolabs. IE how foundries boost all your production instead of just science. \n \nBut here's the thing: Even if I overestimated foundries and EMPlants, I don't think it matters for the sake of my argument. This post wasn't about Biolabs being underpowered, because they're absolutely not. They are utterly fantastic buildings. When I call them overrated, that's still me ranking them a solid 10/10 addition to any factory. I just happen to think that Foundries and EMPlants are a 12/10 addition, while most people seem to put them at a 20/10. \n \n \nThis post is about the three planet's technologies as a whole bundle. So Biolabs aren't just competing against Foundries and EMPlants. They're competing against Foundries, Big drills, Artillery, Cliff Explosives, Coal Liquifaction, turbo belts, T3 speed modules, EMPlants, Recyclers, Mech armor, multiple personal equipment upgrades, Tesla turrets, and T3 quality modules. \n \nGleba does have good technologies itself. But I already explained why I think most of them don't hold up in the context of picking which planet to complete next. If Biolabs, Stack inserters, and Spidertrons are good enough for you to justify going to Gleba first, then honestly fair enough. I don't think there's anything I can say to convince you otherwise. But even then, that's only three immedietly useful technologies compared to the half-dozen plus techs the other two planets have.", "date": "2025-02-25T14:48:38+00:00", "quotes": [ { "author": "angramania wrote: Tue Feb 25, 2025 8:24 am", "content": "" }, { "author": "Theukon-Dos wrote: Mon Feb 24, 2025 8:22 pm", "content": "" } ] }, { "author": "Nemoricus", "content": "For my next playthrough I plan to do Vulcanus, Gleba, Fulgora. Vulcanus and Gleba have things I want to get, while Fulgora only really offers me the processing unit productivity tech and the electromagnetic plant. Nothing else there is really useful or interesting to me.", "date": "2025-02-25T15:32:43+00:00", "quotes": [] }, { "author": "angramania", "content": "Ok, lets do to in bundles. \nVulcanus: Production( Foundry, BMD, T3 speed, Coal Liquefaction), Logistic(Turbo belts, Cliff Explosive), Combat(Artillery) \nFulgora: Production ( EMP, Recycler, T3 quality), Combat( Tesla, Mech armor, Battery MK4, Shield MK3, Roboport MK2) \nGleba: Production (Biolab, T3 Production, Epic quality, Heating tower, T3 Efficiency, Biochamber), Logistic (Advanced asteroid processing, Stack inserter), Combat( Spidertron. Rocket turret) \n \nLooks like Gleba is on par with Vulcanus or even better(in short term) in productivity, superior to both in logistic and inferior to Fulgora in Combat. Amusing thing is that combat is useless on Fulgora and most needed on Gleba, if needed at all. \nOnce again, Fulgora is outsider and choice between Gleba and Vulcanus is matter of personal style/preferences.", "date": "2025-02-26T17:41:54+00:00", "quotes": [ { "author": "Theukon-Dos wrote: Tue Feb 25, 2025 2:48 pm", "content": "" } ] }, { "author": "Theukon-Dos", "content": "See, now you're just outright ignoring what I said. \n \nYes, Gleba has technologies to unlock. I never denied this. My arguments are about how the technologies that you get there are either focused on the late game or something else does the same job. Simply listing out everything that can be unlocked ignores the context of when those unlocks become useful \n \nI won't repeat what I said in my original post, sense I hope I got the point across well enough in it. But I really just think that 80% of the unlocks you listed for Gleba either aren't useful until you've also finished the other two planets anyways or are explicitly less useful than what the other planets provide. \n \nSide note, you never listed Astroid Reprocessing for Vulcanus despite listing AAP for Gleba. And while I didn't consider the infinite technologies each planet provides sense I think they're all roughly equal, I should atleast point out that Fulgora gates the infinite worker bot speed research, which is the only infinite logistics research on any planet.", "date": "2025-02-26T19:31:14+00:00", "quotes": [ { "author": "angramania wrote: Wed Feb 26, 2025 5:41 pm", "content": "" }, { "author": "Theukon-Dos wrote: Tue Feb 25, 2025 2:48 pm", "content": "" } ] }, { "author": "angramania", "content": "Exactly opposite. I have listed technologies in context of this topic - usefulness before Aquilo. Even more, in each group their are listed in order of immediate usefulness. If you want I can add rating in this context to each technology. \n \nReally? What use for Artillery on Fulgora? What use for Coal Liquefaction anywhere except Vulcanus? What use of Cliff Explosive to anyone playing without cliffs? What use for combat techs for anyone playing in peaceful mode? Actually all combat techs with exception of Gleba's rocket turrets are really needed only for death world settings, Nauvis technologies are more than enough for default settings. But you have listed all this trash as superior technologies to show that Gleba is inferior. And \"forgot\" about T3 production, AAP, Epic Quality, Heating tower. \n \nYes, because of context of this topic. AAP is very useful technology just after grabbing it, not so good as biolab but better than turbo belts or stack inserters in short and on par in long terms. But asteroid reprocessing has no use before Aquilo and is really useful only in very late game.", "date": "2025-02-27T07:27:16+00:00", "quotes": [ { "author": "Theukon-Dos wrote: Wed Feb 26, 2025 7:31 pm", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Tertius", "content": "I chose Vulcanus, Gleba, Fulgora after inspection of the tech tree. Vulcanus adds essential tools: cliff explosives, artillery, foundry, turbo belts, speed module 3. Gleba adds valuable improvements: spidertron, biolab, productivity module 3, asteroid processing, infinite resources to produce chips, beacons and modules, which has synergy with the foundry. On Vulcanus it's not infinite because you deplete coal for plastic, while for Gleba you deplete only calcite, which is available de facto infinitely even in the earlier game stages. \n \nAfter Vulcanus and Gleba and revisiting Nauvis for biter eggs, the game is almost complete. You can do almost everything with the tech available from there. On a high level. Not the highest level, but already high. After you unlocked all of Vulcanus and Gleba and inspect the tech tree, you will see there's not much left. What's still left for Fulgora and Aquilo is just an improvement over what you can already do, but nothing really new. The EMP is nice, but not as nice as the foundry. The better combat is nice, but nothing that enables you to do things you weren't able to do before. They're nice, but you don't need Tesla guns to defend Gleba - you just need a little bit of infinite research to boost your rocket, physical and laser damage. And a good supply of repair packs and a resilient supply of replacement machines, in case a stomper stomps over it. This gives you time until you finally unlock them on Fulgora. \n \nIt's a pity the biochamber hasn't much use outside of Gleba, but this is a hint to build an interplanetary supply chain and start producing things on the planet where its production cost and logistic cost is minimal. Then transport it to the planet you need them. Transporting the final product has usually less cost then transporting ingredients. \n \nSo if it comes to Gleba, I would say it's balanced in terms of cost in general. Small tweaks aside, in general it's ok. Although it's kind of difficult and time consuming for the player to master a factory on Gleba. And if you don't master it, your supply chain fails once in a while, which could bring your whole game down. Gleba isn't just a small addition you unlock fast then proceed to the next planet. Actually, it's a major new part of the game where you spend much time, just as you do on Nauvis before you're able to go into space. \n \nMy Gleba factory is full of circuit-controlled machinery to automate and keep everything running autonomously - that's the only criticism I have. People without a mental connection to circuits might face a far bigger challenge than someone who has.", "date": "2025-02-27T10:08:35+00:00", "quotes": [] } ]
19
2025-02-20T17:27:25-06:00
forum-topic-51072
51072
LTN - Logistic Train Network - Manual
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=51072
Optera
Description: Adds logistic-train-stops acting as anchor points for building a fully automated, train logistic network. It can handle all possible train configuration. Just send all trains to depots and LTN will pick the best suitable train for a job. LTN cuts the amount of rolling stock required to run a megabase down to 30% or less. License: private use only, no modification, no redistibution, no commercial use Source: GitHub Download: Mod Portal Changelog Mod Portal Demo Map: LTN Demo 1.9.10.zip Demo Map for LTN 1.9.10 - requires no mods other than LTN (3.23 MiB) Downloaded 6293 times LTN Demo 1.11.0.zip Demo Map for LTN 1.11.0 - requires no mods other than LTN (2.25 MiB) Downloaded 2483 times LTN Demo 1.13.x.zip Demo Map for LTN 1.13.0 - requires no mods other than LTN (2.32 MiB) Downloaded 8158 times Small map running 5 trains in nearly realistic fashion. Showcasing station designs from simplistic 1 combinator to depots using train compositions and a truly universal provider/requester station. Designs for stations, depots, control circuits and more can be found in the Design thread . Video Tutorials: https://youtu.be/U-TXRNQzL-U Basic Tutorial by Nilaus. A little aged and long winding, still mostly correct. https://youtu.be/a3ujEdPfGHk Basic Tutorial by Tuplex. He quickly goes into filtered providers station setup, sadly not filtered requester. https://youtu.be/ZtcKlNous9o Tutorial by Diablo, going more into mod settings and signals. Note: Some things in this are wrong, see Kyoko's post for a corrected information. Long Description: Inspired by ideas in this thread thread I sat down and wrote this as proof of concept. Big thanks to Choumiko. Seeing how certain things work in Smarter Trains and Rail Tanker made writing this mod a whole lot easier. This mod adds one new train stop "logistic-train-stop" acting as anchor points for building a train powered logistic network. Stops consist of 3 entities, the stop itself and the automatic placed lamp (input) and yellow constant combinator (output). Stop Entities 2016-11-20-11-52-03-3807521.jpg (41.26 KiB) Viewed 621818 times Stop: (behaves like base stop) read from train enable by default send to train enabled by default Constant Combinator: (signal output) train composition: position of wagons & locomotives in parked train (all stops) binary encoded signal of train composition up to 31 carriages with lsb at the train stop. More information about binary encoding here Expected train inventory after un-/loading is complete. (only Requester & Provider) Lamp: (color coded status) Values can only be read through green wire. green = 1: normal status blue = n: LTN Controlled Train parked at stop, n = number of trains yellow = n: Stop is part of a scheduled delivery, n = number of trains white = 1: Error - not initialized red = 1: Error - short circuit red = 2: Error - deactivated stop pink = 1: Error - duplicate station name (deprecated in 0.13.0) Lamp: (signal input) All Stops: Encoded Network ID - Binary coded signal assigning a stop to specific networks. (defaults to 0xFFFFFFFF = all networks) Deliveries are only generated when between Depot, Provider, Requester within the same network. Stops can be assigned to multiple networks e.g. 6 assigns a stop to networks 2 and 4. Depot: (ignores Requester & Provider signals) Stop is Depot - flags this stop as depot (default=0 false) Depot Priority (optional) - higher priority will be served first (default=0) Requester & Provider: provided items (positive number) and requested items (negative number) minimum train length (optional) - minimum length of locos + wagon allowed in this station (default=0 no limit) maximum train length (optional) - maximum length of locos + wagon allowed in this station (default=0 no limit) limit trains (optional) - number of trains (deliveries) allowed simultaneously at this station (default=0 no limit) Requester: Request Threshold (optional) - Missing amount of items/fluids triggering a delivery. (global default=1000) Request Stack Threshold (optional) - Missing amount of item stacks triggering a delivery. Takes priority over Request Threshold. Request Priority (optional) - higher priority will be served first (default=0) Disable Warnings (optional) - Suppresses warnings, like no station supplying x found, for this Requester. (default=0 false) Provider: Provide Threshold (optional) - Amount of items/fluids required to act as provider. (global default=1000) Provide Stack Threshold (optional) - Amount of item stacks required to act as provider. Takes priority over Provide Threshold. Provider Priority (optional) - higher priority will be used first (default=0) Locked Slots per Wagon (optional) - number of inventory slots per wagon locked for this provider (default=0 false) Thresholds: Odhrean made this graph depicting what delivery size is used depending on thresholds and train size in a setup with 1 requester and 1 provider using L-4C trains. LTN_Request_Provide_Threshold.png (54.34 KiB) Viewed 567078 times Mod Settings: Message level Detail level of in game messages. 0: Off No messages will be generated. 1: Errors & Warnings Print only errors and warnings. 2: Notifications (default) Print basic information like missing resources or generating deliveries. 3: Detailed Messages Print detailed information about finding providers and trains. Message filter timeout (ticks) Message age in ticks before filtered messages are shown again. default = 18000 Enable debug log Write debug information to /Factorio/factorio-current.log. Dispatcher Enabled Deactivating Dispatcher stops delivery generation. Item levels will still be monitored. Update frequency (ticks) How fast stops and requests are updated. Higher numbers improve performance by spreading out updates over more ticks. When set > 1 forces Updates per tick to 1. Updates per tick Limits the number of stops and requests updated per tick. Lower numbers increase performance. Ignored when Update frequency > 1. Request Threshold Missing amount of items/fluids triggering a delivery. Can be overridden with signal at requesting stops. default = 1000 Provide Threshold Amount of items/fluids required to act as provider. Can be overridden with signal at providing stops. default = 1000 Schedule circuit conditions Adds circuit conditions to wait for red = 0 OR green ≥ 1 to all stops. Warning: All LTN stops require having "send to train" enabled and a circuit connection. Otherwise trains will be stuck waiting forever. default = false Depot inactivity (sec) Duration in seconds of inactivity before trains leave the depot. default = 5 Stop timeout (sec) Duration in seconds before trains are forced out of a station. 0 deactivates this feature. default = 120 Delivery timeout (sec) Duration in seconds deliveries can take before assuming the train was lost. default = 600 (10min) Delivery completes at requester False: (default) Delivery and schedule are reset when train arrives at depot. Changes to trains parked at requesting stops have no effect. True: Delivery and schedule are reset when train leaves requester. Changes to trains parked at requesting stops will remove delivery and reset schedule. Finish loading True: (default) Prevents trains from leaving while inserters/pumps are working by adding 2s inactivity condition. False: Trains will leave immediately when all items have been loaded. Inserters at loading stations will get stuck. Depots reset filters True: (default) Cargo wagons have their filters and stack limitations cleared when entering a depot. Depot fluid removal limit Maximum amount of fluid per wagon automatically destroyed when entering depots. default = 0 (disabled) Default network ID Network ID used for stops without "Encoded Network ID" signal. default = -1 (any) Providers output existing cargo Cargo inside train when arriving at provider is shown in LTN Output. Includes items from inserters holding items on tracks. default = true
[ { "author": "Optera", "content": "Planned features: \nWill potentially be changed/added soon™ in no particular order. \n \n Rejected features: \nReoccurring requests that either can't be implemented or don't align with my vision for LTN. \n \n limit trains by composition signal #93 \nCan't be done. Composition signal is ambiguous outside a specific stop. \n Dispatch new order at request station viewtopic.php?f=214&t=51770 \nCould be done with annoying limitations and a lot of overhead. Details explained in the topic. \n Button - Return all Trains to Depot viewtopic.php?f=214&t=53195 \nCan't be done safely without API exposure of the pathfinder. \n Relative Thresholds viewtopic.php?f=214&t=61852 \nWould be nice to have, just not feasible to implement. \n Use base train limits \nI don't plan on rewriting the entire core logic of LTN at this point in time. \n merge stops to one logical unit \nI don't plan on rewriting the entire core logic of LTN at this point in time. \n \n Incompatible Mods: \n \n QoL-TempStations (Temporary Stations) \n viewtopic.php?f=214&t=86915 \n https://mods.factorio.com/mod/QoL-TempS ... 000ca145d2 \n \n \n FAQ / Known Issues: \n Trains not running deliveries\n Check provide and request threshold, if none is set global setting is used \n Check if train size is plausible between requester and provider \n Check if Network ID is plausible between requester, provider and depot \n Changing train composition makes trains switch to manual mode. \nWorkaround for this behavior . After you're done rearranging trains send them back to the depot in automatic mode to register with LTN again. \n updating mods using mod settings breaks settings. viewtopic.php?f=28&t=45308#p261686 \nmanually revert settings to default after updating \n controlling pumps with circuit network for unloading will make them stop early \nSupport stop output should round up fluids \nMeanwhile don't use Stop output fluid values to control pumps for unloading. Use Inventory Sensor instead to have fluids always rounded up. \n trains longer than 31 carriages don't display train composition signals \nNothing I can do about that, the circuit network is signed int and can only display 31 bits. \n LTN uses a lot of update time in megabases \nIncrease update interval in mod settings. At an update interval of 5 I'm serving over 500 stations at only 0.05ms update time. \nWarning: Increasing update interval too much will result in requests being created faster than LTN is able to generate deliveries. Check if open deliveries accumulate with LTN Tracker when changing this setting. \n Inserters holding items will insert before LTN updates expected cargo. viewtopic.php?f=214&t=90090 \nCan be mitigated by disabling Providers output existing cargo \n Undo doesn't restore circuit connections \nScripts have API access to undo queue: viewtopic.php?f=28&t=70393", "date": "2017-07-21T17:46:39+00:00", "quotes": [] }, { "author": "Optera", "content": "Interface Usage: \nregister to event in on_init and on_load:\n Code: Select all local on_dispatcher_updated_event = remote.call(\"logistic-train-network\", \"on_dispatcher_updated\")\nscript.on_event(on_dispatcher_updated_event, dispatcher_updated_handler) \n\nconsume event handler like base game events:\n Code: Select all local function dispatcher_updated_handler(event)\n -- print all event properties\n log(serpent.block(event))\nend \n Interface - Demo code: https://github.com/0ptera/Logistic-Trai ... ontrol.lua \n Interface - Event data structure 1.18.0: \n on_stops_updated \nRaised every UpdateInterval, after delivery generation \n \n Contains: \nevent.logistic_train_stops = { [stop_id], { \n -- stop data \n active_deliveries, \n entity, \n input, \n output, \n lamp_control, \n error_code, \n \n -- control signals \n is_depot, \n depot_priority, \n network_id, \n max_carriages, \n min_carriages, \n max_trains, \n providing_threshold, \n providing_threshold_stacks, \n provider_priority, \n requesting_threshold, \n requesting_threshold_stacks, \n requester_priority, \n locked_slots, \n no_warnings, \n \n -- parked train data \n parked_train, \n parked_train_id, \n parked_train_faces_stop, \n}} \n \n \n on_dispatcher_updated \nRaised every UpdateInterval, after delivery generation \n \n Contains: \n update_interval = int -- time in ticks LTN needed to run all updates, varies depending on number of stops and requests \n provided_by_stop = { [stop_id :: uint], { [item :: string], count :: int } } \n requests_by_stop = { [stop_id :: uint], { [item :: string], count :: int } } \n new_deliveries = { uint } -- train_ids of deliveries created this UpdateInterval \n deliveries = { [train_id :: uint], { \n force :: LuaForce, \n train :: LuaTrain, \n from :: string, \n from_id :: uint, \n to :: string, \n to_id :: uint, \n network_id: int32, \n started :: uint, -- tick this delivery was created on \n surface_connections = { entity1 :: LuaEntity, entity2 :: LuaEntity, network_id :: int32 }, \n shipment = { [item :: string], count :: int } \n } } \n available_trains = { [train_id :: uint], { \n capacity :: int, \n fluid_capacity :: int, \n force :: LuaForce, \n surface :: LuaSurface, \n depot_priority :: int32, \n network_id :: int32, \n train :: LuaTrain \n \n on_dispatcher_no_train_found \nRaised when no train was found to handle a request \n \n Contains: \n to :: string -- requester.backer_name \n to_id :: uint -- requester.unit_number \n network_id :: int32 \n (optional) item :: string \n (optional) from :: string \n (optional) from_id :: uint \n (optional) min_carriages :: int32 \n (optional) max_carriages :: int32 \n (optional) shipment = { [item :: string], count :: int } \n \n \n on_delivery_pickup_complete \nRaised when a train leaves provider stop \n \n Contains: \n train_id :: uint \n train :: LuaTrain \n planned_shipment= { [item :: string], count :: int } \n actual_shipment = { [item :: string], count :: int } -- shipment updated to train inventory \n \n \n on_delivery_completed \nRaised when train leaves requester stop \n \n Contains: \n train_id :: uint \n train :: LuaTrain \n shipment= { [item :: string], count :: int } \n \n \n on_delivery_failed \nRaised when rolling stock of a train gets removed, the delivery timed out, train enters depot stop with active delivery \n \n Contains: \n train_id :: uint \n shipment= { [item :: string], count :: int } } \n \n \n on_dispatcher_no_train_found \nRaised when depot was empty \n Contains: \n to :: string \n to_id :: uint \n network_id :: int32 \n item :: string -- <type,name> \n \n on_dispatcher_no_train_found \nRaised when no matching train was found \n Contains: \n to :: string \n to_id :: uint \n network_id :: int32 \n from :: string \n from_id :: uint \n min_carriages :: int32 \n max_carriages :: int32 \n shipment = { [item :: string], count :: int } } \n \n on_provider_missing_cargo \nRaised when trains leave provider with less than planned load \n \n Contains: \n train :: LuaTrain \n station :: LuaEntity \n planned_shipment = { [item :: string], count :: int } } \n actual_shipment = { [item :: string], count :: int } } \n \n on_provider_unscheduled_cargo \nRaised when trains leave provider with wrong cargo \n \n Contains: \n train :: LuaTrain \n station :: LuaEntity \n planned_shipment = { [item :: string], count :: int } } \n unscheduled_load = { [item :: string], count :: int } } \n \n on_requester_unscheduled_cargo \nRaised when trains arrive at requester with wrong cargo \n \n Contains: \n train :: LuaTrain \n station :: LuaEntity \n planned_shipment = { [item :: string], count :: int } } \n unscheduled_load = { [item :: string], count :: int } } \n \n connect_surfaces(entity1 :: LuaEntity, entity2 :: LuaEntity, network_id :: int32) \n Designates two entities on different surfaces as forming a surface connection. \n Connections are bi-directional but not transitive, i.e. surface A -> B implies B -> A, but A -> B and B -> C does not imply A -> C. \n LTN will generate deliveries between depot and provider on one surface and requester on the other. \n Network_id acts as additional mask for potential providers. \n It is the caller's responsibility to ensure: \n 1) trains are moved between surfaces \n 2) deliveries are updated to the new train after surface transition, see reassign_delivery() \n 3) trains return to their original surface depot \n \n disconnect_surfaces(entity1 :: LuaEntity, entity2 :: LuaEntity) \n Removes a surface connection formed by the two given entities. \n Active deliveries will not be affected. \n It's not necessary to call this function when deleting one or both entities. \n \n clear_all_surface_connections() \n Clears all surface connections. \n Active deliveries will not be affected \n This function exists for debugging purposes, no event is raised to notify connection owners. \n \n reassign_delivery(old_train_id :: uint, new_train :: LuaTrain) :: bool \n Re-assigns a delivery to a different train. \n Should be called after creating a train based on another train, for example after moving a train to a different surface. \n Calls with an old_train_id without delivery have no effect. \n Don't call this function when coupling trains via script, LTN already handles that through Factorio events. \n This function does not add missing temp stops. See get_or_create_next_temp_stop for that. \n \n get_or_create_next_temp_stop(train :: LuaTrain, schedule_index :: uint?) :: uint \n Ensures the next logistic stop in the schedule has a temporary stop if it is on the same surface as the train. \n If no schedule_index is given, the search for the next logistic stop starts from train.schedule.current \n In case the train is currently stopping at that index, the search starts at the next higher index. \n The result will be the schedule index of the temp stop of the next logistic stop or nil if there is no further logistic stop. \n \n get_next_logistic_stop(train :: LuaTrain, schedule_index :: uint?) :: uint?, uint?, string? \n Finds the next logistic stop in the schedule of the given train. \n If no schedule_index is given, the search starts from train.schedule.current. \n In case the train is currently stopping at that index, the search starts at the next higher index. \n The result will be three values stop_schedule_index, stop_id and either the string \"provider\" or \"requester\". \n If there is no further logistic stop in the schedule, the result will be nil.", "date": "2019-02-10T15:46:24+00:00", "quotes": [] } ]
2
2017-07-20T01:26:23-05:00
forum-topic-125773
125773
Help with filter inserter
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=125773
gigilal
Hi, I am really new to SpaceAge or Factorio in general. But I am trying to learn more within the wire \ Filter \ Read belt content. I am trying to achive that my belt only have 1 of each item going on the sushi belt I have made. Basically if I remove 1 wall from the belt the inserter will load one new wall onto the belt. And here comes the problem - Since In my Requester Box I have Gun Turrets, Laser Turrets, Flamethrower Turrets, Wall, Repair Pack. I only want one of each of these items being at the belt at the time. Is this possible? Could someone show with picture or explain how this is done?
[ { "author": "wizcreations", "content": "I have not done this myself but I think I understand in principle how it could work. \n \nCheck out FF405 that talks about counting all items on a belt. You need a circuit connection to read belt contents with the \"Hold (all belts)\" option. \n https://factorio.com/blog/post/fff-405 \n \nThen set an enable condition on each inserter arm that adds items to the belt to only enable if the count of the item is 0.", "date": "2025-01-09T20:12:39+00:00", "quotes": [] }, { "author": "Tertius", "content": "If you connect a red or green wire to one belt piece and configure it to read belt content (all belts), you're able to determine how many items are on the belt. \nYou want to add one item if there is none of this item on the belt, and to add none if there is one of this item on the belt. \nYou want not only do this for one specific item but for a bunch of items in the chest an inserter is accessing. \n \nThere is a generic solution for this. I'm showing a generic approach, because such \"compare and set a filter\" challenges are all over the game, and it's not more complex than a direct and specific solution. \n \nAssume you don't want just 1 item, you want to configure how many items. For example 10 walls, 1 gun turret, 5 repair packs. \n \nStart with a constant combinator and configure it with this list of item: 10 walls, 1 gun turret, 5 repair packs. \nNext is a decider combinator. It will compare signals from the constant combinator (this is what you want) with the belt (this is what currently is). \nThe decider combinator is able to compare the signal from one wire with the signals of the other wire and output the result. The result can be used as filter for the inserter. As long as a signal from the constant combinator has a higher value than the same signal from reading the belt, the combinator outputs the corresponding signal, and the inserter can use this as filter. As soon as there are equal than or more items on the belt, the combinator removes the signal, so it vanishes from the filter, and the item isn't moved any more. Notice I set the stack size of the inserter to 1, so it will never move more than 1 item with one swing. You can increase this again, but then items are added in batches of 3 (or 12 for a bulk inserter) to the belt. \nI preloaded the belt with some items to show what the decider will do with these. Repair packs are already satisfied, and the power pole is an extra item that must be ignored. \nConsult the wiki to see what the * (EACH) wildcard does: https://wiki.factorio.com/Decider_combinator \nand https://wiki.factorio.com/Circuit_network#Logic_signals \n \nExample with settings: \n \n \n \n 01-09-2025, 21-24-44.png (236.94 KiB) Viewed 406 times \n \n \n \n \n \n 01-09-2025, 21-26-43.png (211.62 KiB) Viewed 406 times", "date": "2025-01-09T20:28:13+00:00", "quotes": [] }, { "author": "gigilal", "content": "This is exactly what I was looking for, thank you so much – I got it working right away. \n \nPreviously, I was using the Decider Combinator, and now I see that I was only missing a Constant Combinator! \n \nQuestion: \n \nYou connect the Constant Combinator with a red wire to the Decider Combinator, then a green wire to the belt and the inserter – does it matter which color is used here? \n \n\nThis is ex", "date": "2025-01-10T19:58:34+00:00", "quotes": [ { "author": "Tertius wrote: Thu Jan 09, 2025 8:28 pm", "content": "" } ] }, { "author": "wizcreations", "content": "I am glad Tertius gave you a much better answer than I did. I'm sorry mine wasn't so helpful! Hopefully I can be more helpful here. \n \nThe two inputs to the Decider Combinator must be different colors because they are different inputs to the combinator, but it does not matter which one is red and which one is green. However, the Conditions formula on the Decider Combinator would need to change if you swapped the green and red. Tertius's screenshot shows the formula as looking for Red > Green, indicating if your desired (red) is higher than what is on the belt (green), then output 1 of that item.", "date": "2025-01-10T20:21:29+00:00", "quotes": [] }, { "author": "Muche", "content": "Wire colors don't matter, as long as the decider combinator is configured appropriately (wire coming from CC is greater than wire coming from belt). \n \nSwitching them around (wire from belt is greater than wire from CC) would change the meaning of the circuitry - activate the inserter when the amount on belt is above a specified maximum. \nAlso useful, just might be not what you want.", "date": "2025-01-10T20:23:11+00:00", "quotes": [] } ]
5
2025-01-09T13:30:07-06:00
forum-topic-124438
124438
projectile trails
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=124438
ownlyme
a big problem of factorio has always been the lack of shooting visualization. ideally, each bullet would be it's own projectile and leave a trail of smoke, like the railgun does. it's kinda possible to fake that, by giving the projectile an animation that includes the smoke trail. the issue is, that when the projectile hits the enemy, the smoke trail disappears too. i think this is not possible to do with the current attack parameter system demo: https://mods.factorio.com/mod/ownlys_tracers or maybe just add beautiful bullet trails to the base game
[ { "author": "curiosity", "content": "Good thing it's been possible (and, indeed, even part of vanilla) for a very long time already. Just look at rockets.", "date": "2024-12-15T03:44:17+00:00", "quotes": [] }, { "author": "ownlyme", "content": "great idea, i found it\n Code: Select all projectile.smoke={{\n name = \"smoke-fast\",\n deviation = {0.15, 0.15},\n frequency = 1,\n position = {0, 1},\n starting_frame = 3,\n starting_frame_deviation = 5\n }} \nlet me see if i can make it look as good as the railgun smoke", "date": "2024-12-15T16:17:36+00:00", "quotes": [] } ]
2
2024-12-14T14:41:38-06:00
forum-topic-126791
126791
Upload file failed
This Forum
https://forums.factorio.com/viewtopic.php?t=126791
Hares
I tried uploading file. This request returned 200 OK Code: Select all POST https://forums.factorio.com/posting.php?mode=post&f=7 HTTP/2 ... Content-Length: 104858586 Content-Type: "multipart/form-data; boundary=----WebKitFormBoundaryDpBYxyTbHrmAVWZ5" Howerver, in console I see Code: Select all clipboardimage.js?assets_version=55:115 Uncaught TypeError: Cannot read properties of undefined (reading 'find') at l.Uploader.<anonymous> (clipboardimage.js?as…s_version=55:115:35) at l.Uploader.dispatchEvent (plupload.full.min.js…version=55:29:16013) at l.Uploader.trigger (plupload.full.min.js…version=55:13:19166) at l.Uploader.<anonymous> (plupload.js?assets_version=55:587:6) at l.Uploader.dispatchEvent (plupload.full.min.js…version=55:29:16013) at l.Uploader.trigger (plupload.full.min.js…version=55:13:19166) at T.onload (plupload.full.min.js…version=55:29:10394) at h.<anonymous> (plupload.full.min.js…version=55:13:19335) at Array.<anonymous> (plupload.full.min.js…version=55:13:18720) at n (plupload.full.min.js…_version=55:13:2326) I tried upload ~100M recording for the bug report; the description states files up to 1G are allowed
[ { "author": "Jap2.0", "content": "It's actually considerably lower than 1GB; I know it's documented somewhere, but that description really ought to be changed. You are not the first person it has confused.", "date": "2025-02-13T22:49:00+00:00", "quotes": [ { "author": "Hares wrote: Wed Feb 12, 2025 4:02 pm", "content": "" } ] }, { "author": "Hares", "content": "Earlier, it was 40M, but I successfully uploaded way larger files (100M was not an issue)", "date": "2025-02-13T23:13:37+00:00", "quotes": [ { "author": "Jap2.0 wrote: Thu Feb 13, 2025 10:49 pm", "content": "" }, { "author": "Hares wrote: Wed Feb 12, 2025 4:02 pm", "content": "" } ] } ]
2
2025-02-12T10:02:40-06:00
forum-topic-80205
80205
in game gifs
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=80205
varundevan
hi, i have about 20 hours of gameplay, i think it would be better if after every research , there appears new items which shall be notified and bundled with a small tutorial to say what it is and how it can be used , which can be able to access anytime (a gif). Again, many items are there which i do now know what it does. I learned, how to play the game in the websites than form the game itself. It is a great game. As a beginner, i believe this game could be more user friendly, expecting in the released version of the game.
[]
0
2020-01-19T23:15:40-06:00
forum-topic-126481
126481
8 Reactor Tileable in Refined Concrete Pattern
Energy Production
https://forums.factorio.com/viewtopic.php?t=126481
cingulata
For my first try at designing a nuclear plant, I decided to make an 8 reactor design with the overall footprint roughly in the proportions of a brick of refined concrete. I'm sure there are many improvements to be made, but for now I am pretty pleased with how it looks and tiles! 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 Copy blueprint
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0
2025-01-30T19:08:19-06:00
forum-topic-124474
124474
Installation Failed, Could not resolve host.
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=124474
Sparkysam
Anyone know how to fix this as currently cannot download any mods as the link to the correct server is incorrect. It should be dl-mods.factorio.com 12-15-2024, 12-04-13.png (34.24 KiB) Viewed 186 times
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0
2024-12-15T06:05:07-06:00
forum-topic-98402
98402
LuaEntityPrototype::dying_speed [R]
Already exists
https://forums.factorio.com/viewtopic.php?t=98402
Galista
When using LuaEntityPrototype::time_to_live in control stage to get a Prototype/Corpse.time_before_removed property, the value returned is not the one defined in the prototype (in ticks) but has been in-between multiplied by its Prototype/Corpse.dying_speed property, making it unusable. Adding LuaEntityPrototype::dying_speed (read-only) could be a simple solution.
[ { "author": "", "content": "This has been implemented at some point in the last 2 years.", "date": "2023-10-07T19:37:32+00:00", "quotes": [] }, { "author": "Galista", "content": "I didn't noticed, it slipped through the changelogs. Thank you for the notification! \n \nIt was added in 1.1.60 apparently.", "date": "2023-10-08T12:10:47+00:00", "quotes": [] } ]
2
2021-05-17T03:52:35-05:00
forum-topic-76940
76940
Version 0.17.72
Releases
https://forums.factorio.com/viewtopic.php?t=76940
Bugfixes Fixed another biter-related crash. ( 76909 ) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
[ { "author": "husnikadam", "content": "Any idea when are gonna be released latest pathfinder FFF changes?", "date": "2019-10-18T13:42:52+00:00", "quotes": [] }, { "author": "", "content": "hint:\n \n spoiler - release date they were released with 0.17.70", "date": "2019-10-18T13:56:02+00:00", "quotes": [ { "author": "husnikadam wrote: Fri Oct 18, 2019 1:42 pm", "content": "" }, { "author": "https://factorio.com/blog/post/fff-317 wrote:", "content": "" } ] }, { "author": "Wakaba-chan", "content": "New pathfinding algorithm is good... way too much. \nTotally was not prepared to run around my outposts improving defense. \nIt's sort of Bob's Warfare in vanilla now.", "date": "2019-10-18T20:01:21+00:00", "quotes": [] }, { "author": "Hetrovono", "content": "The real question is. \n \nBecause of the new pathfinding... if you leave an opening can you funnel the biters to a single kill zone now... \n \nWould let you consolidate your defenses more.", "date": "2019-10-22T17:14:35+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "the pathfinding changes should not change this. As said in the FFF, the changes are only about water or no water.", "date": "2019-10-22T20:01:08+00:00", "quotes": [ { "author": "Hetrovono wrote: Tue Oct 22, 2019 5:14 pm", "content": "" } ] }, { "author": "valneq", "content": "Well in fact, the previous FFF explained that biters ignore each other's hitboxes when pathfinding individually. This is in addition to the hierarchical pathfinding in this FFF. Both changes took effect with version 0.17.70", "date": "2019-10-22T21:49:06+00:00", "quotes": [ { "author": "Gummiente27 wrote: Tue Oct 22, 2019 8:01 pm", "content": "" }, { "author": "Hetrovono wrote: Tue Oct 22, 2019 5:14 pm", "content": "" } ] } ]
6
2019-10-18T08:05:15-05:00
forum-topic-9501
9501
Information
Atomic Power
https://forums.factorio.com/viewtopic.php?t=9501
Fatmice
Atomic Power is an umbrella name for power generation from the manipulation of atoms. I strive to make the mods realistic and fun with certain simplifications due to Factorio's coding and the limitation of LUA. Being that these are Factorio's mod, you should expect to see Factorio's theme in logic and inner workings of the mods. Mod(s) list: Uranium Power (Current - 0.6.6) Fusion Power (Planned) Please see the appropriate announcement for more information.
[]
0
2015-04-07T13:58:26-05:00
forum-topic-111847
111847
Megabase (2000 SPM, Vanilla, VTN)
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=111847
PMAP
Introduction Hello everyone and thanks to Google Translator. Overview Overview.jpg (219.27 KiB) Viewed 3460 times Science SciencePack.png (57.07 KiB) Viewed 3457 times The main purpose of this base was to (over)load the VTN system and check how it copes or not. I can tell you the result right away - it does an excellent job. I didn’t use any modifications, editor or cheats, but I picked a light seed for the map, was protected from enemies by water, which allowed me to build safely. During the expansion, I recaptured a couple of islands and this was already enough for 2000 SPM. After construction was completed, I went to two more islands and set up defenses there, as an example of the use of special VTN stations. Everything except the balancers on this base was drawn by me from scratch. Of course, I borrowed some ideas from the Internet. I took the book of balancers on blue belts from the site https://factorioprints.com/ . I almost forgot about the digital display, I took it here . It's next to the station where I experimented with VTN. Now the station is switched off, and the board displays the number of train departures for requests. In the wreckage of the initial ship there is a book with VTN and a book with defense blueprints. Starter location StarterLocation.jpg (595.73 KiB) Viewed 3460 times UPS In the absence of research, it shows 60. Before research UpdatesBefore.jpg (310.69 KiB) Viewed 3460 times But with active and prolonged research, it drops to 40. After much research UpdatesAfter.jpg (312 KiB) Viewed 3460 times The VTN system is based on combinators, on this map they are: - 6.1k decider combinators; - 2.2k arithmetic combinators. This has a noticeable impact on performance. No optimization was carried out; there are intentionally more VTN request stations here than needed: a total of 390, of which 208 are request stations. All stations Stations.jpg (65.48 KiB) Viewed 3460 times Some trains Trains.png (101.19 KiB) Viewed 3460 times Cityblocks When building the base, I used a blueprint of a 5x5 chunk city block from the VTN book. There are also modifications for 6x6 (starting location) and 6x5 (from the starting location to the sides). Thanks to city blocks, expanding production was easy, I simply copied ready-made blocks with stations, added trains and that’s it. Production Basically, one resource is produced in one city block, where there is always a regular VTN station supplying this resource with its own trains and from 1 to 3 regular VTN stations requesting the necessary components. Fortunately, it was better to minimize the number of request stations, that is, to request two or more resources per station, but the purpose of this base was to load the VTN system. For example, near the starting location there are several industries with a request for more than one resource per station. There are also two production facilities that supply more than one resource: a station for the supply of level 3 modules and a station for the supply of drones with repair kits. Energy The main power source is an expandable facility on 92 reactors (2x46) generating 14.5 GW. The design and development are mine, description and blueprint here . A few solar farms of 350 MW have also been installed. Defense The outpost is built around a special VTN request station. Outpost In the provided save, the artillery is asleep (disabled), move the train in the screenshot to the "Auto" position and the artillery will start firing. The supply train also includes a carriage with artillery, but I do not load it with shells; they can be requested in request chests. Activate artillery Artillery.jpg (56.88 KiB) Viewed 3460 times Save You can download it from here . Game version: 1.1.104 Some screenshots Electronic circuits Steel Smelting Refuel Petroleum gas Labs Kovarex Advanced circuits Engines
[]
0
2024-03-16T07:04:24-05:00
forum-topic-61137
61137
Headless Linux Requirements
Technical Help
https://forums.factorio.com/viewtopic.php?t=61137
adam_bise
What kind of system would I need to run a headless server on Linux? I couldn't find a requirements spec. How much ram, cpu, etc.. Could it run on something as small as a Pi with save file stored on CIFS? Thanks!
[ { "author": "", "content": "You need a two core 64bit x86 processor with 1GB RAM to run it, but in the end the hardware you need depends on how big you want to build.", "date": "2018-06-23T00:21:52+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Thanks Loewchen. \n \nWould this be sufficient for 4-8 players on a moderately big map? \n \nIntel NUC BOXNUC7CJYH1 \nIntel Celeron processor J4005 \n4GB DDR4 2400 \n \nEither a 120GB SATA SSD or 16GB USB3 flash. \n \nAlso, concerning autosave times.. Is it more CPU intensive or HDD?", "date": "2018-06-26T15:11:42+00:00", "quotes": [] }, { "author": "", "content": "In case of \"will it run at all?\", yes it will, but for any base beyond small it will run really slow, if you have it laying around go for it, but if you plan to buy it with the intend to make a factorio server, this is the worst machine for the job. \nIf you want a cheap server, get the cheapest 4-core i5 of the last 5 years that is not low voltage that you can find, it will run at least twice as fast.", "date": "2018-06-26T16:36:48+00:00", "quotes": [ { "author": "adam_bise wrote:", "content": "" } ] }, { "author": "Dergonic", "content": "I would say NO. \nThe more important in Factorio is CPU clock (Your's is 2GHz), RAM and network connection (UDP) \n \nFor any comparison, we are playing on a headless server which is this configuration : \n- CPU 4 core @ 3.1GHz (only one core used for factorio server) \n- 8Gb ram \n- 100Gb HDD \n- 100Mb up/down internet \n \nWe are only 3 player playing in the server and have a 80h map in with some mods (this is a Seablock server and previously we had a normal game with 5Dims suite) \nOur CPU is 100% in one core. From time to time, we have ingame lags. \nOur ram used is just over 4.5Gb \nOur map (the zip file in saves folder) is 40Mb large each (I'm running an auto-backup every 30 min and keep 50 of them) \n \n \nRelating your question : \n- Factorio is highly CPU intensive on one unique core \n- Saves are not intensive. A30Mb save is done in about 5-10sec \n- depending to the number of player connected, Network could be intensive (count about 10-50kBpS per player in game mode. Login is more intensive-Download of the full map at each connection)", "date": "2018-06-27T06:40:26+00:00", "quotes": [ { "author": "adam_bise wrote:", "content": "" } ] }, { "author": "Zavian", "content": "Well that is a little simplistic. What matters in cpu performance is instructions processed per second, which is given by cpu clock rate multiplied by average instructions per clock (ipc). So whilst high clock maximum rates are important for cpu performance, you also want a decent ipc. I'm not sure about that processor, but historically celerons were made as cheap processors, and as part of cutting production costs, they also tended to have low ipcs than i5 and i7 cpus. (I'm not sure about the current generation AMD processors, but historically intel has gotten more instructions per clock from their cpu designs, and AMD has tried to compete in performance by using higher clock rates. Often a slightly slower clocked Intel cpu will actually beat a faster clocked AMD cpu. So simply getting the \"highest clock rate\" without considering ipc can be a little simplistic).", "date": "2018-06-27T07:15:21+00:00", "quotes": [ { "author": "Dergonic wrote:", "content": "" } ] }, { "author": "adam_bise", "content": "Thank you for the replies. CPU performance needs will be much higher than I thought it seems. \n \nI've decided on a Pentium G5600, as I think this is the best value for single core performance, while having 2 cores for system processes. Since this will be a dedicated box, I don't think more then 2 cores would make much difference. \n \nBased on Dergonic's RAM usage, I think 2x4GB DDR4 2400 would be the best bet. \n \nThe G5600 single thread benchmark scores almost as good as an I5-8400 at almost half the cost and slightly less power. \n \nZavian is right, I go by benchmarks and not just CPU clock speed. A 4Ghz Pentium 4 is literally 100 times slower than a 3.7Ghz 8700k \n \nThanks for the info!", "date": "2018-06-27T15:10:09+00:00", "quotes": [] } ]
6
2018-06-22T19:01:55-05:00
forum-topic-102435
102435
Multiple instances - are there any side effects if I delete .lock?
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=102435
XaLpHa89
I've successfully started multiple servers with and without mods, just deleting the ".lock" file. Are there any side effects I'm missing? Code: Select all screen -dmSU "screen.window.factorio.instance_1"; \ screen -S "screen.window.factorio.instance_1" -p 0 -X stuff " /opt/factorio/bin/x64/factorio --start-server /opt/factorio/saves/load.zip --bind 0.0.0.0:34197 + 1 per INSTANCE --server-settings /opt/factorio/config/server-settings.instance_1.json --server-adminlist /opt/factorio/config/server-adminlist.json --mod-directory /opt/factorio/mods --rcon-port 27015 + 1 per INSTANCE --rcon-password YOUR_PASSWORD ^M"; \ screen -r "screen.window.factorio.instance_1"; [CTRL] + [D] = minimize the screen and keep it running in the background
[ { "author": "", "content": "There is this one: viewtopic.php?p=471804#p471804", "date": "2022-05-17T11:01:42+00:00", "quotes": [] }, { "author": "XaLpHa89", "content": "I have now added the parameter \"--no-log-rotation\". It would be better to switch off the log completely, is that possible? How much is the content in \"factorio\\temp\\currently-playing\" affected? Can the path be changed?", "date": "2022-05-18T06:01:54+00:00", "quotes": [ { "author": "Bilka wrote: Tue May 17, 2022 11:01 am", "content": "" } ] }, { "author": "", "content": "You can create a separate config.ini inside of which you can set `write-data` from the paths secion to point to some other directory for every game instance. There are some inner paths that can be overriden separately by the `path` section, those are \"saves\", \"scenarios\", \"mods\", \"archive\" and \"script-output\" which by default are just a path to a directory inside of `write-data`. For example my config when running second instance of the game for testing looks like this so i have a shared directory for save files while keeping temp directory separate. \n Code: Select all [path]\nread-data=__PATH__executable__\\..\\..\\data\nwrite-data=__PATH__executable__\\..\\..\\bin\\second_instance\nsaves=C:\\Users\\boskid\\AppData\\Roaming\\Factorio\\saves \n\nIf you have 2 game instances running on the same temp directory by using --no-log-rotate and removing .lock file or any other combination of actions, this is just not supported and is your fault in case anything goes wrong. What can go wrong? if one instance is hosting the game, the files inside of `currently-playing` directory may be deleted by the second instance of the game, and this will make the server to send corrupted save files to joining clients, they may not have the control.lua in them, scenario script may stop working, they may even desync, just do not share the temp directory between multiple instances. You really need a separate config with separate write-data path for this.", "date": "2022-05-18T06:27:01+00:00", "quotes": [ { "author": "XaLpHa89 wrote: Wed May 18, 2022 6:01 am", "content": "" } ] }, { "author": "XaLpHa89", "content": "Thank you for your detailed reply. I have now created a second config. Just as there is a --mod-directory parameter, I would like a --server-directory parameter. Does that make sense, would it be possible? Or for all a separate parameter?\n --server-directory \n --mod-directory \n --save-directory \n --archive-directory \n --scenario-directory \n --script-output-directory \n --currently-playing-directory", "date": "2022-05-18T17:05:51+00:00", "quotes": [] }, { "author": "", "content": "I am mostly in favor of using a config file since you have to allocate a separate directory anyway, there are no strong reasons preventing you from having multiple config files anyway. \n \nThe ability to specify separately some of the paths was added in 0.18.29, while the --mod-directory is an override which was implemented back in 0.13.10 when it was not possible to have extra paths specified through a config file. \n \nI have no idea what you mean by \"--server-directory\", it does not make any sense. \n \nOverride for \"--currently-playing-directory\" i would say is too specific, it is just one of multiple paths for temporary stuff, and having \"temp\" (which needs to be separate per game instance due to currently-playing, currently-playing-tutorial, currently-playing-background, downloading updates, importing save file through editor, downloading mods, creating desync reports etc) tightly binding to the write-data path (which also needs to be separate per game instance due to log file) makes the most sense. \n \nOther overrides are doable but i am not going to implement them, i would rather remove the \"--mod-directory\" as it seems deprecated now when it is possible to specify paths by config file.", "date": "2022-05-18T20:21:33+00:00", "quotes": [] }, { "author": "XaLpHa89", "content": "You're right of course, using config files is better because a lot of other things can be set there. But then I find that all things should be defined in the config file, so that I only need the one parameter \"factorio --start-server --config FILE_PATH\", which then says where the other .json files are located. \n \n\"--server-directory\" or \"--instance-directory\" simply meant \"write-data=__PATH__executable__/../..\".", "date": "2022-05-19T08:42:11+00:00", "quotes": [ { "author": "boskid wrote: Wed May 18, 2022 8:21 pm", "content": "" } ] } ]
6
2022-05-17T04:09:50-05:00
forum-topic-12178
12178
What's this about?
Tools
https://forums.factorio.com/viewtopic.php?t=12178
I found there are many small tools, calculators, and stuff, which enables better gameplay or easier development. The problem with them was, that they got lost within the other stuff. This board is around this. I try to bring all together here, if I have overseen something, please make me a short note.
[ { "author": "", "content": "I am a total addict to Foreman : \n https://forums.factorio.com/forum/vie ... =69&t=5576 \nIt is so user-friendly, flexible, graphic, to me it's a must-have.", "date": "2015-05-10T13:04:09+00:00", "quotes": [] }, { "author": "IIPoliII", "content": "Hahhahah this page is epic XD \n \nPoli", "date": "2017-07-05T08:29:31+00:00", "quotes": [] }, { "author": "", "content": "And this is a top grade epic necro bro", "date": "2017-07-05T11:43:32+00:00", "quotes": [ { "author": "IIPoliII wrote:", "content": "" } ] } ]
3
2015-05-10T02:41:14-05:00
forum-topic-124170
124170
[Idea] could settling a Gas Giant planet work?
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=124170
astralFitz
Like, the vague idea that sprung to mind is making some manner of aerostat base in the upper atmosphere, presumably using some combination of mechanics for space platforms and Aquilo's iceberg building. Offhand I don't actually know what useful materials would prompt building there, but I have no doubt reasons could be found.
[ { "author": "BraveCaperCat", "content": "Wow, great idea! \n \n\nLikely Hydrogen, Helium, and a few other gases.", "date": "2024-12-15T13:16:04+00:00", "quotes": [ { "author": "astralFitz wrote: Tue Dec 10, 2024 6:15 pm", "content": "" }, { "author": "astralFitz wrote: Tue Dec 10, 2024 6:15 pm", "content": "" } ] }, { "author": "astralFitz", "content": "To be clear, I have no idea how to go about doing this, mechanically. I just wanted to put the idea out there in case it otherwise never occurred to people here who would know.", "date": "2024-12-21T00:00:00+00:00", "quotes": [] }, { "author": "thankbob", "content": "I think it would play quite similar to aquillo in terms of resources. \n \nIf I were to make a mod for it it would be a little rock to begin with. I think the atmosphere would be hydrocarbons and sulphur compounds. You would scrub the atmosphere using various bits you can get from a space platform. The platform could be expanded using low density structures. Trains and other vehicles couldn't be placed. most transport would be don't by pipe pumps and bots and barrels/containers. \n \nThe research would be bot related optimisations. Gas canisters/bigger barrels for fluids would be another research idea.", "date": "2025-01-15T13:07:09+00:00", "quotes": [] }, { "author": "Ironmonk", "content": "I have been thinking of this recently and with Star Wars Empire Strikes Back as the starting point I kinda came up with a nice solution: \n \n- Use a similar platform lifted by balloons that functions exactly as the Glass Dome in the mod Maraxsis... so, no proper foundation tiles, but a base will be composed by a bunch of \"nests\" or in this case platforms lifted by balloons. \n \n- Like in Maraxsis, transportation use the \"Spidetron Patrols\" mod with a new vehicle (no trains), the Airship (and there is even a airship model from Industrial Revolution 3.. that perhaps could be used if the author is ok with it) \n \n- On the matter of resources: \n--- Gases: Hydrogen, Helium and Helium-3 (Fusion Thruster?) could be the best options, maybe even Petroleum Gas could be extracted from the atmosphere... \n--- Liquids: Water could be collected from Rain Collector? Atmosphere De-Humidification... \n--- Solids: Detritus could be collected from the atmosphere (asteroids crashing in the atmosphere leaves solids ground into powder), and by combining a certain quantity, you can form Ores (random) or Asteroid Chunks?... also a type of lightweight solid material should probably be added, maybe graphene (requiring carbon fiber in the recipe?). \n--- Other options: Metallic Hydrogen? \n \n- On the matter of energy: Wind Turbines would be the main source (or hydrogen power generators?) and we could also have Lightning Collectors from Gleba as secondary power source. \n \n- On the rewards: Integrate one of the mods that add a air scrubber building to remove pollution/spores from the air... some vehicles like the Airship and Aircrafts... maybe a Advanced Centrifuge that allows to process Helium into Helium-3 and uranium recipes with +50 base productivity... plasma turret? plasma rifle? \n \nWell, if anyone want to pick this as a starting point to make a mod out of it, be my guest.", "date": "2025-01-16T02:57:02+00:00", "quotes": [] }, { "author": "BraveCaperCat", "content": "This bit actually (somewhat) matches what me, the RCU team (not rocket control unit, those were removed, remember?) and the RCU community came up with. (RCU is a factorio mod) The only difference is that instead of balloons, you'd use fans or just... not lift your atmospheric platform up, then instead of nests, just regular platform-like objects. Other features (would) include having a \"surface\" made out of atmospheric gas tiles (similar to space tiles) and player-built platforms. Some of those platforms could then dive into the atmosphere (the specific bit that you came up with is most similar to this) and collect atmospheric gases as well as producing science, power, etc. while travelling, at a much more efficient rate than platforms on the surface. Pressure and gravity would increase as you fall as well, with some recipes being craftable at certain pressures inside the gas giant(s). \n \n\nThe gases you've mentioned here are quite accurate for materials harvestable from jupiter, so I assume the type of gas giant you're talking about would be a jupiter-like in factorio. \nThe mentioned liquid also makes sense, though water would probably be found in atmospheric form. The idea is that water vapor is itself extracted from the atmosphere which can then be condensed into water. \nAsteroids in the atmosphere also make sense, just not as much for a jupiter-like gas giant. \n \nMetallic hydrogen is actually found in the core of jupiter and likely in jupiter-like gas giants as well. It would probably be a late-game material due to the high electrical disturbance caused by metallic hydrogen and the pressures required to reach metallic hydrogen layers, as well as the immense pressures required for the material to stay metallic. \n \n\nI think you mean fulgora... Wind Turbines would be a good source of power inside gas giants, as well as hydrogen power generators. Batteries might also be necessary. In the lower atmosphere, lightning collectors would become less and less effective until you reach the layer(s) at which metallic hydrogen form, as metallic hydrogen causes a large amount of electrical disturbance, which is directly harnessed by the lightning collectors. At this level, various electronic devices would start to malfunction. \n \n\nAtmospheric Science Packs would be my first answer to the rewards of entering a gas giant's atmosphere, though I'm not sure what exactly it would unlock, other than improvements to entering a gas giant's atmosphere more, such as better power efficiency, max depth, electronic shielding, etc. \n \n\nYou should be an ideas person for RCU.", "date": "2025-01-23T11:18:20+00:00", "quotes": [ { "author": "Ironmonk wrote: Thu Jan 16, 2025 2:57 am", "content": "" }, { "author": "Ironmonk wrote: Thu Jan 16, 2025 2:57 am", "content": "" }, { "author": "Ironmonk wrote: Thu Jan 16, 2025 2:57 am", "content": "" }, { "author": "Ironmonk wrote: Thu Jan 16, 2025 2:57 am", "content": "" }, { "author": "Ironmonk wrote: Thu Jan 16, 2025 2:57 am", "content": "" } ] } ]
5
2024-12-10T12:15:11-06:00
forum-topic-127098
127098
No "Endgame" Achivement
Duplicates
https://forums.factorio.com/viewtopic.php?t=127098
schmu
Hello factorio Support, i just play with my mates the space age mod, and we are done. My mates are travel to shattered planet, i was offline in this moment. Now, there have become the achievement that they end the game. But if i travel now to the shattered Planet, i dont become the achievement. What can i do? i just have 300hr and diddn become the endgame achievement. The other achievements are comming in, like the "travel X kilometer to shatterd planet" We are playing on a dedicated Server. Thank you for your help
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0
2025-02-24T06:22:03-06:00
forum-topic-127368
127368
[2.0.32] Crash adding station-not-full condition to train schedule during interrupt
Pending
https://forums.factorio.com/viewtopic.php?t=127368
BeachesCache
I had a train at depot which should (I wish) have been at its cargo-source station, waiting for cargo-sink to open up its train-count. It was operating under an interrupt as shown in the screenshot. Every 30s it loops and re-enters the depot interrupt wait conditions. I tried adding a cargo-sink not full condition to its cargo source station wait conditions, which I hoped would keep it from leaving that station and ending up at the depot. As I clicked the confirm button on the station-selection pop-up, game crashed and requested this bug report. I suspect my click may have raced with the end of the 30s wait condition, since I was hoping I'd get it in first. I'll file an enhancement request for the trouble I was having with the interrupt too, come to think of it. Edit: attached log, oops! 03-09-2025, 17-06-18.png (462.45 KiB) Viewed 164 times
[ { "author": "", "content": "Post the log of the session with the crash please, see 3638 .", "date": "2025-03-10T00:18:53+00:00", "quotes": [] }, { "author": "", "content": "Are you able to reproduce the crash?", "date": "2025-03-11T13:29:41+00:00", "quotes": [] }, { "author": "BeachesCache", "content": "Tried, but no. I didn't specifically try to hit the race again, though.", "date": "2025-03-11T16:03:32+00:00", "quotes": [] } ]
3
2025-03-09T19:12:49-05:00
forum-topic-121761
121761
Missing ore types when combining Pyanondons and RSO
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=121761
darthsion
Hello When combining the latest versions of RSO and Pyanodons in the Factorio 2.0.19 and I get the following warnings about resources Code: Select all The resource antimonium is not configured in RSO. It won't be spawned! The resource ree is not configured in RSO. It won't be spawned! The resource geothermal-crack is not configured in RSO. It won't be spawned! I believe these to all be resources from Pyanodons, as it is the only modpack active other than RSO. Elevated Rails, Quality, And Space Age from the expansion are all deactivated.
[ { "author": "elrivko", "content": "disable the RSO mod", "date": "2024-11-22T21:44:49+00:00", "quotes": [] }, { "author": "orzelek", "content": "It looks like there was an update to PY that added some new ores? \n \nAFAIK PY has it's own recommended preset outside of RSO. And I'm not sure how playable it is with RSO atm. \nTrying to add the new resources might be a problem since I have no idea how they are used.", "date": "2024-11-22T23:11:37+00:00", "quotes": [] }, { "author": "darthsion", "content": "Nope, I'm trying to make Pyanodons harder for myself, which is the reason I'm trying to include RSO. \nMy goal is to make resources be even more spread out and sparse than anything that the \"vanilla\" settings can produce. \n \n \n \n\nI've unfortunately been cursed with too much work for me to test out making changes to RSO and add these resources at the moment, \nbut I'll gladly take a shot at it and post the diff (if I manage to get it working in a balanced way) when I have a bit more spare time available.", "date": "2024-11-24T17:39:34+00:00", "quotes": [ { "author": "elrivko wrote: Fri Nov 22, 2024 9:44 pm", "content": "" }, { "author": "orzelek wrote: Fri Nov 22, 2024 11:11 pm", "content": "" } ] }, { "author": "BlueTemplar", "content": "Funny how things change, it used to be that it's using vanilla setting that wasn't recommended for pY, and RSO was considered the 'default'...", "date": "2024-11-24T17:41:27+00:00", "quotes": [] }, { "author": "orzelek", "content": "There were few issues with RSO with generation that are fixed now. It seems that some new ore is missing now so thats next to fix. \n \nI looked at default PY resources with it's preset and it's a lot of them. You have double digit millions right outside starting are. Not sure if thats by design or I had something broken.", "date": "2024-11-26T01:06:02+00:00", "quotes": [ { "author": "BlueTemplar wrote: Sun Nov 24, 2024 5:41 pm", "content": "" } ] } ]
5
2024-11-16T13:03:39-06:00
forum-topic-65909
65909
Factoirio Translation Helper
Development tools
https://forums.factorio.com/viewtopic.php?t=65909
MOP3E
Program to assist in the translation of localizations modifications Factorio. Program features: 1. Import and Export of localization files with preservation of the file structure. 2. Presentation of translated phrases in the form of a table. 3. Save the translation into a file for further work on it. 4. Undo and Redo functions for each phrase. 5. Highlighting translated phrases. 6. Automatic translation by importing phrases from already localized modifications (phrases with matching IDs are translated). Accepted suggestions for improving the functionality. ================================ Программа для помощи в переводе локализаций модификаций Factorio. Функции программы: 1. Импорт и экспорт файлов локализаций с сохранением файловой структуры. 2. Представление переводимых фраз в виде таблицы. 3. Сохранение перевода в файл для дальнейшей работы над ним. 4. Функции отмены и возврата для каждой фразы. 5. Подсветка переведённых фраз. 6. Автоматический перевод посредством экспорта фраз из уже локализованных модификаций (переводятся фразы с совпадающими ID). Принимаются предложения по улучшению функционала.
[]
0
2019-02-28T09:30:29-06:00
forum-topic-126851
126851
Decider combinator not working for equality check on signal with quality for "Each" comparator
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=126851
rolf_kopter
Version: 2.0.32 Mods enabled: space age, elevated rails, quality Game mode: freeplay When within the decider combinator an equality check is performed on items with quality, any item with the correct amount will pass, even when the item type is incorrect, as long as the item count is equal. See image for where I encountered the issue: Issue.png (155.58 KiB) Viewed 248 times Is this intended? I do not currently know how to filter signals for specific items with a given quality.
[ { "author": "Nidan", "content": "Yes. The conditions using Each don't select the signal chosen on the right hand side, but all signals with the same value. In the screenshot that's all signals with the value 2. \nYou can mouse over the signals displayed near the bottom to see how they're evaluated. \n \nIt depends on what you want to achieve, but generally I don't think there's a one combinator solution. Since a specific item with a specific quality is always a specific signal, Each may be the wrong tool for the job. \nAssuming your goal is \"output the amount of each quality of carbon asteroids, but only output the normal ones when there are no higher quality ones\", which is the intent I read from your screenshot, you can use for example two decider combinators in parallel: \nThe first one set to \"if 0 = 0, then output uncommon carbon asteroid input count and rare carbon asteroid input count\" (the condition doesn't matter as long as it's always true, it's just to filter out these two signals), the second one set to \"if uncommon carbon asteroid = 0 and rare carbon asteroid = 0, then output normal carbon asteroid input count\". \n \nThere's also the \"quality filter\" mode of the selector combinator, but it doesn't care for specific items so you'll have to filter those separately.", "date": "2025-02-15T03:29:51+00:00", "quotes": [ { "author": "rolf_kopter wrote: Sat Feb 15, 2025 1:38 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "rolf_kopter", "content": "Thank you for clearing that up! \n \nThank you, that is exactly what I was looking for! I somehow assumed that the Decider would use the total input number and output them for all outputs, this is really neat.", "date": "2025-02-15T03:45:26+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
2
2025-02-14T19:38:49-06:00
forum-topic-125600
125600
Ship speed control based on ammo counts
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=125600
jakemac53
I wanted to design a ship which could smartly control its max speed based on the current amount of ammo on board, so I made one. Note: See reply below, I updated this design to make it easier to use and provided a screenshot without alt mode. speed control.PNG (1.01 MiB) Viewed 859 times Set your desired ammo counts, as well as max and min speeds in the constant combinators on the bottom. The max speed will be multiplied by the smallest percentage of actual ammo versus desired for any ammo signal you set. Inputs are the actual ammo counts (green wire going into the bottom right arithmetic combinator) and speed (red wire coming into the top mid-right decider combinator). The top mid-right decider combinator will output an engine signal which can be used to enable a pump, if current speed is less than the modified maximum. Could tweak this a bit if you are using a smarter pump, the top mid-left arithmetic combinator outputs the computed max speed which could be fed directly into some other designs I have seen here, or you can use the P signal which gives you the raw percentage to plug into some other design. Combinator only BP: 0eNrNWUtu4zYYvgrB1aSQXUt+G82imHQZdIBpZ5MYBi3RNhuJVEkqjhv4AD1IL9aT9CcpWbIjT6IoQbpJKJH/+/VRfsTLOKOpZFzj2SOOqAolSzUTHM/wLwnTChG0FkixNScx+kT5mnF6gZZE0QgJjsJMSso1uqexCJneeeUWQYpqlJAHlmQJIjxCCeN2XR4mCm1pHJv/IJtJoCRJIlAoMq5V95bf8mvygFRKYWfL4OSSIjiVhfDMVgfxlogpxIVGimimVjvG10hvKLDiSkvCCn4/l/yR2ogsjgzPleHHtbAkS6G1SJBk6w2wlkxvEqpZCFTJknGihUSf1pJSDipJemHZfj5xBPr07aLCP42z9boqQ4sU/BFFMe04ORENWURlRUgXe5gZ9fHs5hG7EJgocZJQCI/eyExpKvEejvGIPuCZv597GLRgmlFHZR92C54lSzg5872COmIqjcmukxJOYxCUCsVc3B8xcOp1hx7e4Vkw7A6BP2ihpYgXS7oh90xIcyolEliBAk4SHIkOHFZMKr0oVda71Ai9Z1JnxIjLtXAnOl+wk6E0MYno93rmMTEStBGG//37H2tm6Ng/w87GBu/33ptqNWyn1A7yXGzfX6ufGugElQQKzYGAxFuyUwtI2C2eaZlRo+ZJ8gQH8rImOmW6Pk2ijl9k0ehMDpWMFgefqCZOydIOkdL41cOKGh4NPSlSCp5zDe8HOCIynWZNJVe1XXCqt0LeWTOMg2crEivqYZeVzrmQBdiUH5WL4557ncWapfHO9M287S13CBKHKn3c7UDvEB7ImuKaWPUbx6r3EbE6qflqMH58XTDOevaK3UN/Ne0VWIJbjxwM0qEjIxL9AS0VMQ1TLLyr8+ugbKCuX3/XqQefjs/4NGdy4tDq003jBvGtUS1Ug+L6CF3kZ2FkWxe8q/xIbPkhdvMi5C8YeaFIdws7xxcrKZIF40CXFxu0tHNp8Kvlj26YpsllwW9eAByAFDFVCiY04Xk2HKUKTH4AMe6hi77Wj3eC0ixJDQ8NuIJGCq0yGrs9B6CUQVJkGTsQc6rLJfIbYgqUg4oSlHTrknd48HpRdy9s31MLAiLgG7r9SX06K7evjtcQyQKfmFYZHyBD+fbZ7PTwn7ABxsBLLmRiDx3NvUv7IjO9pN/rGetz9oH3kuRrJKAHCXY+xX5PkeUJgTxkzi2/Alnl+yKJ6sI0ahim3nGY3jQwuSLQAiiRSScha/IXJHAzd41O45FzlSK8o7o5r+85/6pyjahz7vj1IGbyXoMxb5yUhJv62dgCppRY56zLPgt+T6UuUEYJLIquCN3lS50vJ6UUGkNWCfnCRD3nyaqVjiX28sUCSukApWwmVRzUO2faV0tbY5kZGYjEpivbcVNj3bRZGZbGvX0VPhPc62Yl5D9TQshcuSu+gns1kNS5yO81rSb/zEDxg4+qrVPc+ZrqKrg3vgecAKWnNObUgcRhm+fvDiQ0WrprQg5ulUBbAL+Aata0WgjqCGiU314KmAGxpAZgCF4BGE7ZWojh+40z4oPaa2O6V19O/ldJUoS6Ut9ihYxuR1/gsMHiBkiaVnTje4E39gZz7ybwfFj17Srwhl5gVwOvb1d9WA3sagjnRp4PK/jrQVaY5RhIJpbNBFZTe9CsYNu8hG4yMOtgDrI1i/NPWKdTJMg/TO1LB6ckpB0wV6+g93VWkMCRi5TJ0CfzvB19rx15S+mF9aOW1o/aWT9qZ/2opfXjltaP21k/bmf9uKX1k5bWT9pZP2ln/aSl9dOW1k/bWT9tZ/3LyKH/mW8CcKj8ecbDMVlSGDT4t/xLAQqZDDNmtgC/KytrOAqmg+l0OAyGo37g7/f/AbUa7jY= Copy blueprint Full Aquilo ship BP: 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 Copy blueprint
[ { "author": "mmmPI", "content": "Nice ! \n \nTo be fair i was expecting a ship in the blueprint, to try it right away, that's probably childish of me \n \nBut inspired by the spirit shown here, i thought i would just make one \n \nI attempted to reproduce the connections from the picture, and got confused about the red wire that can be seen leaving the top of the picture, the alt view making it difficult for me to know where it connect on the combinator located just under the display pannel. \n \nOnly then i attempted to read the text, and i'm still confused because i think there is no mention of it, or i missed it. Now maybe it's not necessary or anything but i was expecting to understand what's going on when looking at it in action and at this point i'm not sure i'd be doing it right. \n \nCould you please explain a bit more ? not like i'm a child excited to try a new toy, but still a little like that ?", "date": "2025-01-05T14:30:52+00:00", "quotes": [ { "author": "jakemac53 wrote: Sun Jan 05, 2025 6:56 am", "content": "" } ] }, { "author": "jakemac53", "content": "The red wire is bringing in the speed signal from the hub - I realized I said it was green in the post so I will update that! \n \nI will also add a blueprint for a ship that uses this, good idea .", "date": "2025-01-05T17:01:17+00:00", "quotes": [] }, { "author": "jakemac53", "content": "Updated the blueprint based on feedback to simplify wiring up, now just requires two inputs into a medium electric pole: \n \n- Green wire should be current ammo levels \n- Red wire should be current velocity (V) from hub \n \nFor the output just copy the pump on the top into your desired location to control thruster fuel input to engines. \n \nI also parameterised the blueprint so it is easy to set all the values. These can be reset still using the combinators on the bottom. \n \nI also added a display showing which ammo is currently lowest next to the red/yellow/green status display. \n \n \n \n thruster_control.PNG (1.32 MiB) Viewed 780 times \n \n \n 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 Copy blueprint", "date": "2025-01-05T18:37:48+00:00", "quotes": [] } ]
3
2025-01-05T00:56:57-06:00
forum-topic-32042
32042
Second Game, First Post
Show your Creations
https://forums.factorio.com/viewtopic.php?t=32042
sd-tom
This is my second map after watching the first couple videos by Negative Root on Youtube. I feel like I found a decent starting map using RSO mod. I am loving this game so far.
[ { "author": "mooklepticon", "content": "Nice work! Looks like you got the ratio down. You could also put some underground pipes in there to break things up to allow for more walkability or grab the squeak thru mod.", "date": "2016-09-02T19:59:05+00:00", "quotes": [] }, { "author": "sd-tom", "content": "Thanks! That's a great idea. I did notice I was completely blocked from walking around it. I may even move the entire power apparatus farther west to give me a bigger middle area to build out my factory.", "date": "2016-09-02T21:50:17+00:00", "quotes": [] }, { "author": "cid0rz", "content": "The never ending factorio story, let's move this a bit far West xD I need to sleep", "date": "2016-09-06T01:03:53+00:00", "quotes": [] }, { "author": "utfifa2016", "content": "Very nice.", "date": "2016-09-06T01:18:18+00:00", "quotes": [] } ]
4
2016-09-02T09:33:50-05:00
forum-topic-31996
31996
How to make trains pick an open waiting bay
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=31996
aober93
So i have trains arriving at a station. WIth 2 parallel waiting bays in case the station is full. But i have the situation that i cannot solve trains not picking the open waiting bay. But instead they ignore it. See the attached image. The selected train is waiting on a chain signal. And it has a free waiting bay to go into, it wont do it. Why? Thanks trainsetup2.jpg (195.51 KiB) Viewed 7656 times
[ { "author": "Deadly-Bagel", "content": "I don't normally have a problem with this, however I don't see why you would need a chain signal there. Would a normal signal not suffice? \n \nAlso is that a signal behind the train just leaving the waiting bay? Can't quite see but I assume so otherwise the other signals' status wouldn't make sense.", "date": "2016-09-01T15:20:36+00:00", "quotes": [] }, { "author": "kinnom", "content": "strange, the trains should prefer the upper waiting bay over the middle one, as it is shorter. what happens if you remove a rail from the middle waiting bay?", "date": "2016-09-01T15:25:19+00:00", "quotes": [] }, { "author": "aober93", "content": "I dont know if im supposed to put the chain signal. But with a normal signal or none, the train sometimes runs into the full waiting bay. But since im trying to avoid that, i dont know what i should do. \n \nIf i remove a rail segment from the occupied bay, the train goes into the free bay. What does this help me? \n \nAlso if i place another signal on the free bay, the train will immidiatly go into it. \n \nAnd yes there is a normal signal at the end of each waiting bay.", "date": "2016-09-01T15:29:20+00:00", "quotes": [] }, { "author": "aober93", "content": "Well now i know how to trigger it. \n \nIf all waiting bays are full, and another train is waiting before the bays on that chain signal, it will already have decided on a bay but is waiting. But if the other bay empties first, the train will not change mind, and i have the situation seen on the picture. The train not going into the free bay. \n \nPerhaps this was because i manually emptied the bays?", "date": "2016-09-01T15:42:12+00:00", "quotes": [] }, { "author": "Deadly-Bagel", "content": "Ah, I see. Yes that would probably do it, are routes only calculated when a signal is passed? That would make sense, a train sitting there waiting probably isn't going to want to check every tick for a better route, that would stack up quickly on big networks. \n \nNot sure there's a way around this other than to ensure you have as many waiting bays as trains... \n \nEDIT: \n \nYou could probably use the circuit network. Instead of a chain signal use a normal signal that is active only if there is a free bay. Once all bays are full the signal is disabled. I think this should cause trains to then pass it and recalculate to find the empty bay.", "date": "2016-09-01T15:56:54+00:00", "quotes": [] }, { "author": "aober93", "content": "Occasional updates in pathfinding wouldnt be a problem or? Ok well i think i leave this as it is. It happens in automatic too, that a bay empties first which another train ignores. Will add more waiting bays then if its becoming a problem. That seems like the easiest fix to me. \n \nI removed the chain signal at the entrance because it doesnt help. Hopefully the devs add a way for trains to recheck the route once per second or so.", "date": "2016-09-01T16:13:56+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "I've heard that trains pick their path the moment they leave their originating station. If there's something in the path, they just wait for it to clear, even if there's an alternate. The proposed solution is to put a 0-second station stop at the entrance of the area, so it'll path to the entrance of the waiting bays and then, at the last second, actually choose an open bay.", "date": "2016-09-01T16:33:20+00:00", "quotes": [] }, { "author": "Deadly-Bagel", "content": "If I can get online tonight I'll run some tests.", "date": "2016-09-01T16:37:26+00:00", "quotes": [] }, { "author": "Deadly-Bagel", "content": "Tested my theory and it works: \n Train Circuit \n\nIgnore the combinator, it was for testing. The three \"bay\" signals send their status to the logistic network, and the \"pre-bay\" signal has a condition [Green] = 0 which disables the signal if there are any green signals on the network. This means as soon as a bay becomes available it goes green and should allow the train to proceed. \n \nHowever I can't replicate the problem even with your setup??? Once a bay becomes available the train happily parks in it, might be a fringe condition. Try the circuit and see how you go, easy to set up. \n \nEDIT: Huh... I ran your setup for a few minutes and it suddenly did the same thing, chain signal went blue but the train is still parked ignoring the free bay... weird... and now it replicates consistently. Replaced with circuit and now running fine.", "date": "2016-09-02T00:16:12+00:00", "quotes": [] }, { "author": "aober93", "content": "Wish this worked. I cannot place 2 manual trains in the bays in my example, because i also have another route into the station. So the trains take a detour. And in automatic mode it sticks to the occupied bay. \n \nAdditionally manual intervention has this work for me most of the time. Because manual intervention seems to trigger pathfinding. That is driving the trains manually, blocking the route by placing a waggon or removing a rail or placing additional signals. \n \nAhh! \"Passing a train signal\" also trigger the pathfinding. I noticed this occasionally when i placed a lot in front of the branch to the bays. So i figured why your setup didnt work for me. I set the signal too close before the branching rail. The second the train left the signal, it was already branching of into its predestined bay. So i just set your signal a bit before the branching, and now it seems to work. \nAnd now i know why the chain signal i tried yesterday doesnt work. Its because the train isnt technically passing the signal for it to recalculate pathfinding. \n \nSo all your setup does, is make the train \"pass\" a signal once a bay opens, and passing a signal makes it retrigger pathfinding. And thus make the train pick the free bay. You have to place the signal at least 2 units before the branching for it to work. \nThis is not exactly intuitive, wish i knew it earlier. So your setup works, just put the presignal 1 unit earlier! \n \nEdit: well no it still doesnt work occasionally. But it does work most of the time. Perhaps why it doesnt work sometimes is because pathfinding is wrong. I have a 4way station, and the error only happens on one of them. Thus i guess its the pathfinding doing it wrong.", "date": "2016-09-02T10:42:35+00:00", "quotes": [] }, { "author": "aober93", "content": "By the way. The reason your exact setup (in the picture) works is because you do manual control of trains. Your presignal is too close to the branching for it to work in automatic mode. So if you ran automatic it would stop working occasionally. Put the signal 1 unit earlier and it works. \n \nEdit: or maybe it is already i cant tell from the low resolution. But my point is, if its directly in front of the branch it doent work in automatic, but because of manual controls.", "date": "2016-09-02T10:45:07+00:00", "quotes": [ { "author": "Deadly-Bagel wrote:", "content": "" } ] }, { "author": "Deadly-Bagel", "content": "Unfortunately shortly after taking that video the game crashed but I made another setup and tested it for a few minutes (well past long enough for it to break with a chain signal) on auto mode and didn't have any problems, though I think the signal was a bit further from the split rails because it was late and I was just throwing things down. \n \nYeah resolution is bad but the video file was some 300MB and even that quality the GIF came out at 30MB. Optimised it today down to 8MB, still pretty chunky. Gets the point across anyway, and good that you've got it working ^_^", "date": "2016-09-02T11:07:05+00:00", "quotes": [] }, { "author": "aober93", "content": "Yea thanks! However seems i have triggered a bug, which corrupted my savegames by wiring up signals. And 200 hours gone to shit. Find my bug report =(((", "date": "2016-09-02T13:32:01+00:00", "quotes": [] }, { "author": "Deadly-Bagel", "content": "Ahah I saw that earlier but didn't realise it was this you were trying to do xD", "date": "2016-09-02T13:37:46+00:00", "quotes": [] }, { "author": "Deadly-Bagel", "content": "I'm not able to replicate either the crash (though I'm playing in sandbox, might be something to do with it) or the problem where the signal is too close. I've been running five trains around a loop with three bays for the last five minutes and it doesn't matter how close I put the signal to the branch, it doesn't break. EDIT: ran it for around half an hour, all trains set to visit both stations for 5 seconds, still didn't break. \n Train Loop \n \n \n Rail Loop.jpg (976.08 KiB) Viewed 7373 times", "date": "2016-09-02T22:51:18+00:00", "quotes": [] } ]
15
2016-09-01T10:15:10-05:00
forum-topic-21180
21180
[0.12.x] NoHandCrafting [1.0.1]
Fentus Challenge & Tool Mods
https://forums.factorio.com/viewtopic.php?t=21180
Fentus
[0.12.x] NoHandCrafting version: 1.0.1 dependencies: base >= 0.12.0 description: This mod gives you the bare minimum to complete the game and disables hand crafting. Screenshots Download NoHandCrafting_1.0.1.zip Updated dependencies and homepage (3.42 KiB) Downloaded 390 times NoHandCrafting_1.0.0.zip (3.38 KiB) Downloaded 279 times
[ { "author": "marcelgrilo", "content": "crashed on 0.14=/", "date": "2016-09-08T23:54:55+00:00", "quotes": [] } ]
1
2016-03-09T02:24:29-06:00
forum-topic-98730
98730
1-1 Trains Only 1,1k Spm Base Teaser
Videos
https://forums.factorio.com/viewtopic.php?t=98730
SauerkrautPudding
Hello Community, I think I made something in Factorio that is worth showing. I have never seen something like this before at least, so here is a quick Teaser (only 1:30 minutes so you can give it a shot mby). https://www.youtube.com/watch?v=Sy2V77EYnOw Some numbers/words: - Pure vanilla, biters on - 1,1k Spm including military - No logistics bots - 1001 1-1 Trains on the map currently - Expandable Design - Trash System - Also Mall design with 1-1 Trains only - Main Switch to turn on/off parts of the base (Science Production, Module Production, Mall etc...) - Calculation of Over/Underproduction based on which parts of the factory are turned on If I am able to get some interest from the community I will make a base tour where I cover all of this. Thanks.
[ { "author": "TaylorItaly", "content": "Woh, awesome !!", "date": "2021-06-06T14:24:53+00:00", "quotes": [] }, { "author": "TaylorItaly", "content": "So, where is the video with the tour ? \n \nIt is not nice , to made someone hungry and than not to deserve .", "date": "2021-07-11T15:32:41+00:00", "quotes": [] }, { "author": "Ezarkal", "content": "I love your train bases! Small, simple and efficient. \n \nMy previous run (with Bob&Angel mods) was mostly based on 1-2 trains to supply anything. Except that the mall had bots, because B&A complicates everything to the point where you need drones at some point. \n \nI'm currently trying to make a 1-1 base with the same mods. I'm trying to get more creative with combinator-controlled rail networks along the way. \n \n \nDo you have any train jam anywhere? \nDid you need to go for 4 lane tracks at any point? Would it help? (I'm currently trying to figure out if I should leave more space for more lanes.)", "date": "2021-07-12T17:39:40+00:00", "quotes": [] } ]
3
2021-06-06T04:48:23-05:00
forum-topic-45392
45392
How to: Contribute to the wiki
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=45392
Request an account. Account requests are handled rather quickly, usually your account will be created within a few days if you confirm your email address. Important things to know for editing the wiki: The rules - Will be enforced The editor noticeboard - Current projects The MediaWiki help pages Please read at least the rules and the editor noticeboard before making edits, they are important to understand how the wiki is organized. For further info on how the wiki is organized: Wiki style guide - General style guidelines, including guidelines for language, media, templates, and upcoming/outdated content Translation guide - General translation guidelines and info on how to properly/easily translate a page Admin noticeboard - When bot actions happen and what big projects are currently pursued by admins
[]
0
2017-04-28T04:39:06-05:00
forum-topic-46156
46156
[0.15.x] Speed Contol [1.0.3]
Fentus Challenge & Tool Mods
https://forums.factorio.com/viewtopic.php?t=46156
Fentus
[0.15.x]SpeedControl version: 1.0.3 dependencies: base >= 0.15.0 description: Adds four buttons to increase or decrease the speed of the game. Screenshots Downloads SpeedControl_1.0.3.zip (3.68 KiB) Downloaded 229 times SpeedControl_1.0.2.zip (3.68 KiB) Downloaded 222 times SpeedControl_1.0.1.zip (2.04 KiB) Downloaded 213 times SpeedControl_1.0.0.zip (3.73 KiB) Downloaded 284 times Also hosted here: https://mods.factorio.com/mods/s2upidpe ... eedControl
[]
0
2017-05-02T23:25:44-05:00
forum-topic-21022
21022
Improved Vehicle Control
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=21022
Players have the problem to control the car/tank at high speed, if they want just to drive long, straight road. viewtopic.php?f=6&t=6015 Fine steering control for cars using the mouse viewtopic.php?f=6&t=10315 Roads/streets as steering guide. Cars will try to stay on it viewtopic.php?f=6&t=12992 Self Driving Cars viewtopic.php?f=6&t=14268 Car steering aid viewtopic.php?f=6&t=15377 Car aligns to cardinal directions viewtopic.php?f=6&t=20923 Stock Better Vehicle Control viewtopic.php?f=6&t=43829 drive straight Related viewtopic.php?f=6&t=307 Gamepad/controller support viewtopic.php?f=6&t=12663 Garage loader/unloader, parking lot
[ { "author": "tobsimon", "content": "This topic also belongs here: \n \n viewtopic.php?f=6&t=10315 Roads/streets as steering guide. Cars will try to stay on it", "date": "2016-06-19T08:29:37+00:00", "quotes": [] }, { "author": "", "content": "Thanks, good find.", "date": "2016-06-19T16:59:48+00:00", "quotes": [] }, { "author": "Sacredd", "content": "Look on mod vehicle snap for 0.14.x. Its great.", "date": "2016-10-27T11:52:09+00:00", "quotes": [] }, { "author": "The_Mtn_Dew_Master", "content": "Drifting a factorio car", "date": "2017-11-29T11:36:36+00:00", "quotes": [] }, { "author": "Ruuttu", "content": "Here's what bothers me. \n \nIf you press W to go forward - or S to go backward - while the car is moving in the opposite direction, the car simply stops. \n \nTo change direction, you must do the following: \n- Release forward, press backward instead. \n- Wait for the car to stop. \n- Release backward, press backward again. \n \nThis holds true if the car has _any_ velocity, even a tiny amount. Try this: \n- While the car is still, press forward _very_ briefly. Let the car roll forward on its own. \n- Notice the car is still moving after 10 seconds. After about 20 seconds tho, it looks like it has stopped. \n- Press backward. Notice the car doesn't move backward, because it actually still has _just a tiny bit_ forward velocity left. \n \nCars usually have a pretty consistent behavior in video games. \nI was getting badly eaten in the tutorial, because I was constantly getting \"stuck\" in the middle of biters. I'm pressing a key and the car just sits there. It was pretty annoying", "date": "2018-06-09T19:39:03+00:00", "quotes": [] }, { "author": "MoleOnDope", "content": "Hello, this fairly recent post fits in the \"improved vehicle control\" category pretty well in my oppinion: \n \n viewtopic.php?f=6&t=64257 \n \nThanks, carry on!", "date": "2019-02-22T11:31:28+00:00", "quotes": [] }, { "author": "jim lee", "content": "As for the car, can we just have the turning radius increase as a function of the speed? That way, as it goes faster the steering gets less \"touchy\". Want to turn sharp? Just slow down. \n \nI bet there's a mod for this, but I'm too new to understand Mods yet. \n \n-jim lee", "date": "2019-04-03T16:24:39+00:00", "quotes": [] }, { "author": "OliB150", "content": "I agree with this, I’ve struggled a bit with driving the car along and have found myself having to alternately tap A and D to go in a straight(ish) line by snaking. \n \nOne other suggestion of mine is to be able to set a different default zoom value compared to standard, such that when you enter a vehicle it zooms out. This is something I’ve had to take to doing manually, as I found that the car goes at such speed and doesn’t stop quickly (which is realistic) that by the time a tree, or building or electric pole comes onto the screen in your path, you’re going to hit it. Zooming out allows me to see what’s coming and better avoid it in time. Exiting the vehicle should restore you to the zoom level you had previously.", "date": "2019-05-31T06:05:36+00:00", "quotes": [] }, { "author": "SuicideJunkie", "content": "Biasing the camera towards the direction of travel might be good too,along with the zoom out. \nThe faster you go, the less you care about stuff you've left in your dust and the more you care about the stuff coming up in front.", "date": "2019-06-17T04:38:05+00:00", "quotes": [] } ]
9
2016-03-06T20:07:08-06:00
forum-topic-126831
126831
[request] remove pipes 6000/S limit
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=126831
canguro-astemio
I have encountered a problem with the pumps in the 5dim's mod - new transport that do not work because the base game pipes have a limit of 6000/S. I reported the problem to the creator of the mod but I was ignored so I kindly ask if it is possible to create a mod that solves this problem. Thanks for your attention.
[]
0
2025-02-13T17:03:57-06:00
forum-topic-127572
127572
Allow thruster-less platforms unlimited upward height
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127572
urquelle
TL;DR Space platforms without thrusters should be allowed to expand ( quasi ) indefinitely in all directions. What? Currently, due to the exploitable nature of very tall spaceships, the max upward height is limited to 200 for all space platforms. This may be an understandable limitation for all space platforms that use thrusters. However, my colleagues and I, who greatly appreciate symmetric designs in Factorio, have found this limitation greatly impacting the aesthetic and practicality of some of our late-game builds. For instance, ugly platform.png (424.21 KiB) Viewed 367 times is a calcite-producing platform without thrusters, which has 4 symmetric arms extending from the center. This design is fully modular and allows it to expand in either direction almost indefinitely. Sadly, due to height limitation, the top side has to remain fixed at 200 blocks tall, which results in a very limited production throughput for this branch. This is just a single example, but we have found that most of our symmetric designs fail to scale up for the same reason. Currently, I could not find a mod that lifts this limitation and I believe the core game could benefit from only enforcing this limit when thrusters are built on the space platform. Why? Such a change would not result in another spaceship exploit, as platforms can expand in the other 3 directions almost indefinitely anyway. However, it would allow for fully symmetric designs of large space platforms. I realize my sample size of 3 veteran Factorio friends is not representative, but we all have independently found this limitation frustrating.
[ { "author": "", "content": "Unfortunately i am not seeing this idea as being feasible. This feature would create a lot of annoying corner cases that would be hard to communicate to players because if the space platform would get past the 200 tiles from the north, we would have to disallow placing thrusters with some type of message suggesting that in order to build thrusters the platform needs to shrink from the top. Without such messages players could get stuck building large space platform and then being unable to place thrusters without knowing why they are blocked. We really do not want to have players build beyond 200 tile to the north to avoid the spear strat.", "date": "2025-03-17T17:48:31+00:00", "quotes": [] }, { "author": "urquelle", "content": "Maybe we could get a cheat command that allows to disable this limit entirely? Usually such big platforms are built past the official game ending anyway.", "date": "2025-03-17T17:58:31+00:00", "quotes": [] }, { "author": "", "content": "Mods can change this limit in data stage. There is a utility constant related to this:", "date": "2025-03-17T18:01:07+00:00", "quotes": [ { "author": "https://github.com/wube/factorio-data/blob/1f69aae36a8f9011609bd84c5021eb2bced54225/core/prototypes/utility-constants.lua#L521 wrote:", "content": "" } ] }, { "author": "eugenekay", "content": "Asteroid Spawn Speed is Constant while a Platform is at Rest; building it larger will not help improve Throughput by permitting you to collect more Asteroid Chunks. The solution to collect more Asteroids is for your Platform to move through space with Thrusters…. Which brings up all of the Balance questions around Width vs Thrust etc. This does not matter if you are exclusively shipping resources up from the Surface to process.", "date": "2025-03-17T18:08:33+00:00", "quotes": [ { "author": "urquelle wrote: Mon Mar 17, 2025 5:39 pm", "content": "" } ] }, { "author": "urquelle", "content": "400 hours in expansion and I just learned asteroid spawn rate is fixed for stationary platforms. \nI guess this kind of resolves this issue? \n \nEDIT: Nvm, some of our builds are without collectors. \n \nEDIT2: Something is not adding up. I tested small (2 segments on each side), medium (12 segments on each side) and large (20 segments on each side, except for top) sizes of this template. Small plateaus at around 60 calcite/min, medium is around 150/min, and large had about 200/min before it got destroyed. If the spawn rate is the same for any size of the platform, why are there any differences if the entire platform is packed tight with collectors?", "date": "2025-03-17T18:28:09+00:00", "quotes": [] } ]
5
2025-03-17T12:39:33-05:00
forum-topic-13139
13139
Bugs and problems - Page 14
5dim's mod
https://forums.factorio.com/viewtopic.php?t=13139&start=260
IG2
Thank you so much for updating your Mods to 0.15! Sadly the MK2 and MK3 Punpjacks seem to have no output specified, so they wont fill connected Pipes. Thanks in advance for looking into it!
[ { "author": "xBlizzDevious", "content": "I have no idea what any of your mods do. Each of the descriptions are as useful as the last. \n \n\"<part of mod> part of 5dim mods.\" is not an adequate description. \n \nNot only that but you've got the descriptions for \"resources\" and \"transport\" muddled, as well as spelling \"resources\" as \"rersources\". \n \nCould you please add suitable descriptions of the items/machines/vehicles/whatever that each of your mods adds to the mods.factorio.com pages? \n \nUntil you do so, I won't be downloading any of them. \n \nNote: I used to use some of your mods back when the forum thread was relatively up-to-date. But it hasn't been updated since 2015 as far as I can tell.", "date": "2017-05-01T01:14:41+00:00", "quotes": [] }, { "author": "c0r3", "content": "The industrial furnace; It accepts the 170 dust (random as it can hold 200)dust but then the progress bar never completes so nothing is output. Am I missing something or is it bugged. \n \nIs it supposed to take 200 and thats why it never completes? \n \nAlso inserters can't access the machine at all \n \nAs a sidenote this mod is nice but you are left completely guessing as to what certain things do.", "date": "2017-05-03T18:40:13+00:00", "quotes": [] }, { "author": "MikeinCA", "content": "Confirmed your finding as well. This is exactly what I came here to post. Industrial Furnace no longer has an output and will not take inputs from inserter. If you use a loader it takes the inputs but does not have any output.", "date": "2017-05-04T17:45:37+00:00", "quotes": [ { "author": "c0r3 wrote:", "content": "" } ] }, { "author": "c0r3", "content": "Yeah I had a look through the files but I'm no modder, at least not in this language. Figured I might be able to spot what defines the output and fix it. Didn't have much luck though. Would be nice for the dev to chime in though.", "date": "2017-05-04T20:02:09+00:00", "quotes": [] }, { "author": "Gladaed", "content": "2 Things: 5Dim Resources is called Rersources \n \non load of the modportal version 5dim_automization gets disabled because: \n \nfile not found __base__/graphics/entity/oil-refinery/hr-oil-refinery-fire.png", "date": "2017-05-05T10:29:24+00:00", "quotes": [] }, { "author": "c0r3", "content": "Wish I had known this mod is on maintenance mode before I started playing. Days on and devs still not responded to even say bugs are being worked on. Don't get me wrong I appreciate they do it on their own time but a little communication goes a long way!", "date": "2017-05-06T10:37:19+00:00", "quotes": [] }, { "author": "KnoT", "content": "Mod fails 2 load: \n \n http://i.imgur.com/gRPJFsc.png", "date": "2017-05-07T00:06:14+00:00", "quotes": [] }, { "author": "Duros1394", "content": "please update this mod for 15.9 its unable to load at all.", "date": "2017-05-09T20:14:05+00:00", "quotes": [] }, { "author": "Crushed", "content": "Please Fix for 15.10 . Prototypes.item-group-changes.lua error with barreling. \n \nToo bad i \"only\" know C# ~", "date": "2017-05-10T18:55:34+00:00", "quotes": [] }, { "author": "evren320", "content": "To temporarily fix the mods not loading problem on 15.9 ,open the file 'data-updates.lua' inside zip file and find this line: \n Code: Select all \t\t\tfor _,item in pairs(data.raw.unit) do\n\t\t\t\titem.healing_per_tick = item.healing_per_tick * settings.startup[\"5d-bicho-healing\"].value\n\t\t\tend\n \n\nreplace it as \n Code: Select all \t\t\tfor _,item in pairs(data.raw.unit) do\n\t\t\t\tif not item.healing_per_tick == nil then\n\t\t\t\t\titem.healing_per_tick = item.healing_per_tick * settings.startup[\"5d-bicho-healing\"].value\n\t\t\t\tend\n\t\t\tend\n \n\nThis will allow you to ignore error and play the game so there may still be bugs in game because of this error is actually not fully fixed \nThanks everyone", "date": "2017-05-11T01:17:24+00:00", "quotes": [] }, { "author": "SkyLight", "content": "That issue with industrial furnaces definetely needs to be fixed. I liked this stuff and it's completely useless ATM", "date": "2017-05-15T11:11:22+00:00", "quotes": [] }, { "author": "IG2", "content": "Thanks for fixing the Pumpjacks! \n \nSind last updating your Mods, I suddenly have the problem that Copperwires, Assemby Machines and other items have doubled craftig time when i have 5dim enabled. Is this intentional? And if so, how can I change this, because it ruins so many facory desings?", "date": "2017-05-15T12:31:29+00:00", "quotes": [] }, { "author": "Sokitas", "content": "Hello fellows, \n \nFor a few days now, I and, according to the comments in the mod portal, a few other people have trouble getting the Core plugin of 5dim to work with Bob's Mods. \n \nThe specific mods causing the incompatibility are Bob's Warfare and Bob's Metals, Chemicals and Intermediates. \n \nPlease note, that I am not refering to the healing_per_tick - a nil value conflict, that has popped up a few days ago. \n \nNone of the fixes suggested have worked for me. Neither what I could find in the mod portal discussions, nor on the github. \n \nThe error message now popping up on load is: \n \nFailed to load mods: 5dim_core/data-updates.lua:2:5dim_core/prototypes/item-group-changes.lua:237:attempt to index field '?' (a nil value) \n \nAnd thank you for your work on this mod.", "date": "2017-05-17T07:39:26+00:00", "quotes": [] }, { "author": "IG2", "content": "I found the Problem with the increased crafting times: \n5dims core \ndata-updates.lua \nline 62: \nif item.energy_required == nil or item.energy_required == 0 then item.energy_required = 1 end \n \nchanged to 0.5 and now it works again", "date": "2017-05-17T08:26:55+00:00", "quotes": [] }, { "author": "Duros1394", "content": "You've updated 5DIM 4 hours ago (very happy) however there is a launch error \n \nFailed to load mods: __5dim_core__/data-final-fixes.lua:94 attempt to preform arithmetic on field 'healing_per_tick' (a Nil Value)", "date": "2017-05-27T19:09:59+00:00", "quotes": [] }, { "author": "Xerrass", "content": "Hello Mister Mod Author i can't use the red and green circut cables with inserters have only tryied filter inserters the normal once. Game crashes as i want to attatch the cable. \n \nEdit Fixed it by Updating to latest versions dont know why it didnt update lasttime", "date": "2017-12-25T08:22:59+00:00", "quotes": [] }, { "author": "Labor3", "content": "battlefield mod \n \ni disabled the option swimmer biters. but now still experimental swimmer biters appear. AND other experimental biters are walking on water... \n \nhow can i disable ALL swimmer and walking bugs on water?", "date": "2019-03-20T19:50:23+00:00", "quotes": [] }, { "author": "astroshak", "content": "Problem 1 : \nError Loading Mods \nFailed to load mods: Error while loading entity prototype “biter-spawner” (unit-spawner): Ket “pollution_absorption_absolute” not found in property tree at ROOT.unit-spawner.biter-spawner \nModifications: Base mod > 5Dim’s mod - Battlefield \n \nMods to be disabled : \nBase \n5dim_battlefield \n \nProblem 2 : \nError Loading Mods \nFailed to load mods: Error in assignID, technology with name ‘electric-energy-accumulators-1’ does not exist. \nSource: electric-energy-accumulators-2 (technology) \n \nMods to be disabled : \n5dim_energy \n \nThe ONLY “mods” I had selected to get these were : \n5dim core \n5dim battlefield \n5dim energy \nBase mod \n \nRunning the latest, 0.17.25", "date": "2019-04-07T18:59:54+00:00", "quotes": [] }, { "author": "agot137", "content": "Hi \n \nMy game failing after loading 5dim_logistic \n \n \nany solution for it? \n \nGame version: 0.17.79 \n \nfor my friends just works... the problem is on my computer only..", "date": "2019-11-24T09:49:16+00:00", "quotes": [] } ]
19
2015-06-21T17:12:59-05:00
forum-topic-126738
126738
Advanced combinators (selector) should come before blue science and use green circuits
Balancing
https://forums.factorio.com/viewtopic.php?t=126738
Milichip
Quality is unlocked at green science, yet selector combinators -which allow for quality manipulation of signals- are only unlocked after blue science due to their need for red circuits. I suggest changing their recipe to green circuits instead and removing the need for blue science for research, even if that means increasing the red/green science price. Selector combinators are already 5x more expensive to craft and have 5x the power draw as the other combinators. Most of what a selector can achieve can be achieved by decider combinators anyway, and in my opinion, it does not feel right to unlock combinators yet only be able to build -some- combinator designs.
[]
0
2025-02-10T09:09:24-06:00
forum-topic-9
9
Railroad - Page 8
Development Proposals
https://forums.factorio.com/viewtopic.php?t=9&start=140
Ragnaman
Could you please share the link to reddit ? I personally have had 16 L-CCCC-L terminal trains in my train system and ive never had issues with clogging up my "main railroad artery" because i designed solutions for that by learning how train signals work. No trains ever entered a "siding" if they did not have business there.
[ { "author": "VFaalcatnodriiro", "content": "Sorry for gravedigging but, I read the first post regarding Transport Tycoon and... \n \na feature that I'd love to see: Conditional Schedules based not only on waggon-stats (full/empty/half empty) but also based on locomotive-stats (how much fuel is left, is the locomotive damaged or not, how damaged is it, and so on) \n \n \nGreetz", "date": "2017-04-29T14:09:28+00:00", "quotes": [] }, { "author": "Sparen", "content": "If you mean conditional stations (i.e. goto station X IF any locomotive in train fuel < Y ELSE pass), that would be a great boon to efficiency, as trains would not need to waste time and energy going to a fuel station as part of their normal schedule for a few pieces of solid fuel.", "date": "2017-05-01T00:14:24+00:00", "quotes": [ { "author": "VFaalcatnodriiro wrote:", "content": "" } ] }, { "author": "VFaalcatnodriiro", "content": "That's exactly what I have in mind. \n \nThe (IMHO) easiest way to implement it would result in a Schedule like:\n \n #1 Iron-pickup \n if fuel < 33% or health < 100% then goto #3 \n #2 Iron-drop \n if fuel < 33% or health < 100% then goto #3 \n goto #1 \n #3 Fuel&Repair \n if Iron > 0 then goto #2 \n\n(Just like in OpenTTD )", "date": "2017-05-03T12:19:22+00:00", "quotes": [] }, { "author": "leoch", "content": "Trains will now ignore stations in their schedule which are disabled and go straight to the next one, so you could almost do this now — but you'd need \na) each train stop to read the train contents — but this doesn't include fuel! \nb) use the circuit network to send a signal to the refuelling station when a train has low fuel, and only enable it then \nOf course this would result in all trains leaving at that time going to the refuelling station \n \nI've been playing with the enable/disable mechanics, and you can now have a supply train which automatically cycles between a supply stop and any enabled demand station on a loop, and waits at the supply stop if all demand stations are disabled. Unfortunately scaling this up to multiple supply trains doesn't work well; the best I have managed is a queue of supply stops where only one train can leave at once, and the other train(s) move towards the front of the queue and will up.", "date": "2017-05-03T14:14:23+00:00", "quotes": [] }, { "author": "zacharyyyang", "content": "how about nuclear powered locomotive?", "date": "2017-05-05T16:04:58+00:00", "quotes": [] }, { "author": "thomas1304", "content": "that is a great idea, i have seen someone who needs this thing. the biters were spawning next to the railroads alot, so when the train passes they slow it down and destroy it. which is a pain in the neck is you ask me. so he requested for a sollution, like a carriege with a gun on it, or a flamethrower, which would be an awesome idea!", "date": "2017-06-12T16:06:31+00:00", "quotes": [ { "author": "MatLaPatate wrote:", "content": "" } ] }, { "author": "mexmer", "content": "i would be carefull with flamethrower, you might burn poles, also driving trough forest in fire is not much safe.", "date": "2017-06-12T16:34:45+00:00", "quotes": [ { "author": "thomas1304 wrote:", "content": "" }, { "author": "MatLaPatate wrote:", "content": "" } ] }, { "author": "", "content": "Railroad was finished long time ago, so I'm locking this topic.", "date": "2017-06-19T13:17:50+00:00", "quotes": [] } ]
8
2013-02-07T10:31:29-06:00
forum-topic-53976
53976
on_pre_console_chat (or on_cancel_console_chat)
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=53976
Angamara
hello, Could we have something like this: game.map_settings.use_pre_console_chat = true Makes sending in-game message only possible with game.console_chat (As we process the message and we do not know how long it takes between the beginning of the execution of the function and the end of the execution, it is necessary to prevent the sending of the original message. Either with a map option, or with a boolean configurable in LUA when on_init.) Example of use : Code: Select all script.on_event(defines.events.on_on_pre_console_chat, function(e) new_message = chat_filter(e.message) if new_message == "" then game.console_chat (e.player_index, e.message_index, false, true) else game.console_chat (e.player_index, e.message_index, new_message, false) end end) (*chat_filter is a personal function) Example 1 : Example 2 : Example 3 : (*With other personnal function) And we can find other use cases.
[ { "author": "Angamara", "content": "After a few tests it seems that the command / mute sends the message only to the person concerned. \n \nBut on_console_chat captures his message anyway. \n \nThe solution already in place would mutate all people and return the message afterwards. But the message / mute should not be sent. \n \nSo I looked at LuaPermissionGroups. (defines.input_action.write_to_console) \n \nThere the message is not sent but is not captured by on_console_chat \n \n \nThe much simpler solution that I propose in the previous message would be to have:\n \n \nand to do :\n Code: Select all game.permissions.groups[1].set_allows_action(defines.input_action.write_to_console, false)\n\nscript.on_event(defines.events.on_cancel_console_chat, function(e)\n new_message = chat_filter(e.message)\n game.print(e.player_index .. \": \" .. new_message)\nend)", "date": "2017-11-13T17:22:17+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "eradicator", "content": "If you're already forbidding everyone to normally talk you might as well implement a custom chat command, like \"/say Hi idiots!\" which can then be processed like any custom command without adding additional API hooks. You could even add local chat that can only be read by players physically near the person whos talking. Though personally... if anyone on my server showed consitently bad verbal behavior i'd rather ban them than enforce a filter on everybody. \n Code: Select all commands.add_command('say','Say something.', function(event)\n local message = event.parameter\n --filter stuff\n game.print(message)\n end)\n \n LuaCommandProcessor", "date": "2017-11-13T19:37:15+00:00", "quotes": [] }, { "author": "", "content": "Just a small note: when you disable someones ability to do something through permissions their actions don't even leave their computer - they're blocked before they ever start.", "date": "2017-11-13T22:21:44+00:00", "quotes": [] }, { "author": "Angamara", "content": "The goal is to use the original chat but to process the messages. \n \nThe keyboard input management will be available in 0.16 to \"copy\" the chat feature. (for script scenarios) \n \nIf a gui.bottom appears in 0.16 and if you can completely disable the chat \n \nSo yes I would be able to duplicate the chat with channel management \n \nThe primary demand of this post is to have the posibility to manage a little more, the chat.", "date": "2017-11-14T00:43:53+00:00", "quotes": [] }, { "author": "Angamara", "content": "Since there is no sub-forum \"Not Implemented mod requests\" \n \nI still do not know if no answer means: \n \n1- A problem of understanding because of the language barrier. \n2- A refusal to implement the idea because you do not see the interest. \n3 - A refusal to implement the idea because it is not possible to implement it. \n4 - You do not have time to answer. \n5 - You do not know how to implement it \n6 - Other. \n \nIn the meantime I found how to prevent a message from reaching the other players. \nGiven that the functionally original chat is not to send the message to players who are not part of my game.force. \n \nI solved my concerns by creating a game.force for each player and manually sending the message to others. \n \nYes I know that a maximum of 64 forces is allowed. Just game.merge_force when a player disconnects and have a slot limit on the server. \n \nThis is not an optimal solution, but it works the time to have better. \n \nFor each of the following points can you tell if it's a possible thing or not? \n \nRemove unnecessary notions [Possible, Impossible, No interest]", "date": "2017-11-17T17:38:42+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "eradicator", "content": "Welcome to modding :P, now you know how everybody else feels. (It's not 1 in this case though.) \n \nAlso forces have seperate technology, force bonuses etcpp, and i'm not sure how most other mods handle frequent force changes of existing players. Also if you \"use up\" all 64 forces, then other mods that need them won't be able to create any more. \nYou're basically introducing a huge heap of possible bugs and player confusion instead of just blocking normal chat and using /say :P \n \nEDIT:\n \nAll of those are currently impossible for mods. 3 is player.color, 5 and 6 will NEVER happen because they break determinism.", "date": "2017-11-17T19:33:38+00:00", "quotes": [ { "author": "Angamara wrote:", "content": "" }, { "author": "Angamara wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Angamara", "content": "This problem does not concern me, I do not develop a mod, not the way you think. \n \nI use the scenario method, it does not involve installing mod and reloading different mods between two games. \n \nSo the 61 \"forces\" available are only for what the whole of my script does. \n \nThank you for letting the Factorio developers answer the questions about any features they might consider \n \nI know what is currently permissible or not, that's why I'm asking for it. \nAnd this problem of \"determinism\", nothing in the world of computer development prevents the sending and sharing of data. \n \nIf you want a data, you put in place solutions to send this information.", "date": "2017-11-17T22:31:25+00:00", "quotes": [ { "author": "eradicator wrote:", "content": "" } ] }, { "author": "", "content": "1. Stop sending a command in the console after sending. (Other than disabling the command) [ Possible , Impossible, No interest] \n2. Stop sending text to the console after sending. [ Possible , Impossible, No interest] \n3. Set a color to the message with game.print and player.print (The color exists in the chat but I did not find how to access it.) [ Already in 0.16 , Possible, Impossible, No interest] \n4. Add gui.bottom To display GuiElement at the bottom of the screen. [ Possible , Impossible, No interest] \n5. Get the height and width of a player's game window [Possible, Impossible , No interest] \n6. Detect the resizing of a player's game window [Possible, Impossible , No interest] \n \nMostly I want to make sure it's a worth-while addition to the game that will actually be useful.", "date": "2017-11-17T22:50:45+00:00", "quotes": [] }, { "author": "Angamara", "content": "Any chat management tool is always useful. \n \n1. This one I do not have an example, but if the 2 is present, as much added this one, it is better to have it than to ask it later. \n2. Channel management, filter, pre-recorded message. \n \n4. Add icon and other button at the bottom of the screen, (near the chat bar for example) As it is not possible to know the height of the player's screen. \n5. Would there be a solution to prevent the height of a GUIElemenet is greater than the window of the player?", "date": "2017-11-18T01:31:40+00:00", "quotes": [ { "author": "Rseding91 wrote:", "content": "" } ] }, { "author": "Angamara", "content": "Among the 3 possible additions, have you decided to include some?", "date": "2017-12-07T00:51:25+00:00", "quotes": [] }, { "author": "PennyJim", "content": "Bumping this request for possibility to modify sent messages. \n \nI'm trying to implement a slightly improved chatting experience, but because my workaround requires clearing chat and re-printing the modified messages, it ruins a couple QOL features they've added (primarily individual message fade out). \n \nAll I'm (currently) doing is adding a little color formatting and the ability to use :shortcodes: (like on discord). \nBecause of the fact that I can't modify messages, I've been forced to try and re-implement how every system message is sent so my solution doesn't make it ephemeral and clear it as soon as another message is sent. That leaves out messages other mods send, and the best I can do with that is provide an interface \n \nWhile ephemeral message are okay for the most part, it also leaves them out of any formatting change I may want to implement (like a custom set 'warning' color for failed commands). As well as a fast moving chat will suppress them.", "date": "2024-01-28T00:32:11+00:00", "quotes": [] }, { "author": "KeepResearchinSpoons", "content": "probably won't save you a day... \nbut there has been a working workaround... a while. \nTL;DR: chatting player under \"/mute\" still raise chat/command lua events but muffles the following act-upon much in the preventDefault() sense. \n(( the usual case of forums living in their own world is nothing I could really do anything about, sorry )) \n \nelaborate: mute is made crappy ux wise; (player does not even know they are muted/ignored) \nyet the IA is still sent with muted (unlike perms route that prevents the ia from even reaching the map-state) \nthe muted player's message/whispers are not printed by the engine to *other* players, but you can do so yourself (even asterisking anything and everything or asking a server to async-check it for a few ticks if you do so prefer) \n \nyou would probably find out the other shortcomings from that \"crafty-hacker\" way; I live it to you to find which other commands do not respect the muted status (maybe some of yours that were hand-made arent aware as well), but that is purely academic. \nfun quest aside, you can even use a separate \"rcon\" thread to pushback the glorified messages back into the game (about 10-50 lines of python, I guess). \n \nthere is still a ton of \"unholy\" stuff like chat-history, meta-spam (like tech done, game-(un)paused etc. You can find a few public mods that implement \"scrollable chat widget\" on the portal or search some internet to find 4 more. One of these 4 has an integration with some external advanced profanity filter tooling, which might come handy for you. I wish you best of luck and best regards if so. \n \n \nas a side not, some good time ago I've implemented a client-side only mod that does just that (replaces \"macro\" to stuff like lenny-face or multi-line ascii art); and I am aware there are at least a few other successful attempts like that. ((could even try asking particular devs if stuck, I think)) \nAnd if you ever seen a rainbowish text string (aka each letter wrapped in color tag) in some MP lobbies (or old chat-logs) ((the one comfy's motd is made after, hehe)) that was also me; hue shift ftw; even though simply by doing [ctrl-a] [ctrl-c] [-glob-shortcut-] [ctrl-v] [enter] in chat without \"addons\" or other stuff at that time. Probably have \"taught\" at least 8 ppl how to do the same trick back in the day... \nwell, enough old stories, for todayish that is. \nMight say that little fun crusade allowed to MTL the chat two-ways among other devious things, hehehe. But who knows, maybe the dedicated chat overlay in a separate half-alpha window was not the real purpose of a richtexting expedition? Nobody knows, Neither do I. \n \nLast advice, do not use `command` and process raw-events if you want a better control over commands and some \"fixed\" inputs for param values :> \nhave fun and may the luck of gears (spinning happily in fish-oil) be with you", "date": "2024-04-02T07:14:56+00:00", "quotes": [ { "author": "PennyJim wrote: Sun Jan 28, 2024 12:32 am", "content": "" } ] }, { "author": "cliff_build", "content": "I want to +1 the general request of \"allow mods to control/augment/filter chat messages\" - I don't care too much about what the implementation is. \n \nIn Biter Battles, we have three relevant forces, \"north\", \"south\", and \"spectator\". It is very helpful if we can augment messages to indicate who can see them. We already have \"/north-chat\", \"/south-chat\" and \"/spectator-chat\" commands, but it is annoying to use them every time, and many new players do not know/understand who can see their chats when they just send them normally (especially because the rules for spectators are confusing, depending on whether it is a \"tournament mode\" game or not). \n \nSo, I'd love if it was possible for a scenario/mod to have more control over what was printed, and what color things were printed as, when people send chat messages. \n \nIt could be as simple as \"game.do_not_broadcast_chat_messages_by_default = true\" and then it would be \"on_console_chat\" event's job to actually broadcast things.", "date": "2024-04-27T19:43:51+00:00", "quotes": [] } ]
13
2017-11-12T19:58:54-06:00
forum-topic-120390
120390
Version 2.0.16
Releases
https://forums.factorio.com/viewtopic.php?t=120390
Minor Features Search is now case and accent insensitive for all official languages. Changes [space-age] Changed tree seed default import location to Nauvis. ( 119272 ) Fluid mixing will prefer the fluid with more volume and discard the other. Updated SDL to version 2.30.9. Bugfixes Fixed a freeze when setting logistic/construction robots to active=false through script. ( 119911 ) Fixed that LuaEntity::vehicle did not work correctly for characters controlled by a player. ( 119848 ) Fixed rendering of glowing items on belts would not be batched properly. ( 118863 ) Fixed a crash when reading LuaEntity::robot_order_queue. ( 119764 ) Fixed that the permissions GUI could not be opened in multiplayer as not-the-host. ( 119979 ) Fixed some decorative entities like craters or chimneys not having a tall enough drawing box. ( 116746 ) Fixed that factoriopedia_description would not be used if the prototype didn't also have a regular description. ( 119631 ) Fixed a crash when space platforms are destroyed while specific entity GUIs are open. ( 119136 ) Fixed undoing a copy-settings could void assembler contents. ( 119554 ) Fixed tips not appearing in tutorials. ( 117463 ) Fixed wrong times symbol in a logistic request tooltip. ( 120014 ) Fixed that using pipette on GUI items did not consistently copy the quality. ( 119201 ) Fixed that using pipette on tile items in GUI always selected normal quality. ( 116952 ) Fixed that using pipette on entity items in GUI could select the wrong item if multiple items can build the same entity. Fixed visualisation issue around cursor attractor range enveloping an existing attractor ( 119514 ) Fixed tile replacement logic ignoring tile ghosts covered by tile ghosts Fixed stations getting skipped when using the 'Destination full' condition for interrupts. ( 115988 ) Fixed UI jank that widgets would snap to be centered on the cursor when dragged. Fixed selections using deconstruction planners etc. not getting cancelled when leaving remote view. ( 117145 ) Fixed that changing viewed surface would not abort wire drag. ( 119456 ) Fixed non-chart sprites sometimes being drawn into chart. ( 118486 ) Fixed upgrading cargo bays with incoming pods would leave them permanently reserved. ( 119912 ) Fixed a crash when changing tiles causes entities to die. ( 120091 ) Fixed that a music track could play on a wrong surface. ( 119409 ) Fixed bloom lightmap for fog was being rendered also when fog effect was not used. Fixed super force overbuilding entity with settings sometimes behaving incorrectly if overbuilt entity was marked for upgrade. Fixed fluid overextent warning would sometimes show on entities that would not help overcome the overextent. ( 119791 ) Fixed cars not having lightning endangerement alerts despite being vulnerable to lightnings ( 119473 ) Fixed a performance issue in the manage-mods GUI. ( 120032 ) Fixed a memory corruption issue when changing a character's force from one that did not have logistics to one that did. ( 120101 ) Fixed the Trash unrequested checkbox in the character logistic GUI expanding the GUI size. ( 118606 ) Fixed that LuaEntity::mirroring write did not work for ghosts. ( 117633 ) Fixed sounds of items inserted by robots being too loud. ( 117780 ) Fixed the Trash unrequested checkbox showing in chests which have no trash slots. ( 116985 ) Fixed a crash when switching audio devices when there were none initially. Fixed pin text rich text icon quality punching through GUIs. ( 117647 ) Fixed that LuaSurface::find_tiles_filtered() did not work with rotated bounding boxes. ( 111178 ) Fixed interrupt GUI targets list being squashed too much with lots of interrupt conditions. ( 119550 ) Fixed that heating towers couldn't consume items fast enough if the fuel value was low. ( 120114 ) Fixed a consistency issue when deconstructing the last roboport in a logistic network. ( 119973 ) Fixed fog was clipping through agricultural tower. ( 116678 ) Fixed that killed and rebuilt power switches would get stuck in the inoperable state. ( 119732 ) Fixed a performance issue with large inventory GUIs. ( 120212 ) Fixed that infinity chests didn't show hidden items. ( 118813 ) Fixed that programmable speaker alert text wasn't included in the blueprint parametrisation logic. ( 118080 ) Fixed that science pack descriptions in Factoriopedia didn't make any sense. ( 116958 ) Fixed muzzle flash of artillery wagon was offset when the wagon was on elevated rails. ( 118761 ) Fixed artillery wagon gun barrel was rendered under elevated rail fence. Fixed drawing linked fluidbox connections when they should be hidden. Fixed that manually-built trains were switched to automatic mode when a ghost attached to them was revived. ( 119836 ) Fixed that blueprints could be grabbed while having a ghost item in the cursor. ( 118524 ) Fixed an assembling machine could be set a fluid-only recipe with quality when set by circuit network. ( 120108 ) Fixed maximum request limit (autotrash threshold) not accepting math expressions. ( 117887 ) Fixed equipment requests not being cleared when the grid didn't have enough space. ( 117509 ) Fixed that asteroid collector control behavior "set filter" would affect status light while wire was disconnected. ( 118456 ) Fixed turbo splitter was missing description. ( 120236 ) Scripting Added hide_clouds and hide_fog parameters to LuaGameScript::take_screenshot. ( 120199 ) Added LuaEntity::get_logistic_sections(). Added LuaLogisticSections. 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": "What a mighty change log for a Friday! Thank you and have a great weekend!", "date": "2024-11-08T15:31:02+00:00", "quotes": [] }, { "author": "plexpt", "content": "what is SDL ?", "date": "2024-11-08T16:45:32+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "https://factorio.com/blog/search/sdl", "date": "2024-11-08T16:48:36+00:00", "quotes": [ { "author": "plexpt wrote: Fri Nov 08, 2024 4:45 pm", "content": "" } ] }, { "author": "JohnTheCF", "content": "https://www.libsdl.org/", "date": "2024-11-08T17:22:15+00:00", "quotes": [ { "author": "plexpt wrote: Fri Nov 08, 2024 4:45 pm", "content": "" } ] }, { "author": "Lochar", "content": "Gimme the ability to customize default import locations per game!", "date": "2024-11-08T19:33:56+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Shadow_Man", "content": "Woo-hoo! A box of champagne for the developers!", "date": "2024-11-08T20:12:56+00:00", "quotes": [ { "author": "FactorioBot wrote: Fri Nov 08, 2024 3:12 pm", "content": "" } ] }, { "author": "peternlewis", "content": "Does this work sensible in a case where you create a chem plant with tank attached to it and set the wrong recipe (so the tank gets filled a bit), and then change the recipe to the correct one? As written, it could end up just deleting the new liquid endlessly. \n \nA plausible solution to that might be to delete the lesser of the liquids and also an equal amount of the other liquid as well so the chemicals plant will “flush out the pipes”. \n \nBut no doubt you folks have already thought of this.", "date": "2024-11-09T02:41:40+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
7
2024-11-08T09:12:21-06:00
forum-topic-127314
127314
[2.0.39] Crash (BoundingBox::calcVectorExtension)
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=127314
heyqule
What did you do? I was debugging a mod compatibility issue. Oddly enough, it happens only when both ColonyBuilder and ERM_Terran mods are enable. When I disable my ERM_Terran or ColonyBuilder, the game is fine. What happened? Factorio had an "Unexpected error occurred" crash. 178.039 Error FixedPointNumber.hpp:31: double value not in range for fixed point number: nan C:\Users\build\AppData\Local\Temp\factorio-build-OE5MXk\src\Util\BoundingBox.cpp(258): BoundingBox::calcVectorExtension C:\Users\build\AppData\Local\Temp\factorio-build-OE5MXk\src\Entity\Unit.cpp(479): Unit::lookAhead C:\Users\build\AppData\Local\Temp\factorio-build-OE5MXk\src\AI\WanderBehavior.cpp(186): WanderBehavior::update C:\Users\build\AppData\Local\Temp\factorio-build-OE5MXk\src\AI\WanderBehavior.cpp(151): WanderBehavior::executeInternal C:\Users\build\AppData\Local\Temp\factorio-build-OE5MXk\src\AI\Commandable.cpp(276): Commandable::runBehavior C:\Users\build\AppData\Local\Temp\factorio-build-OE5MXk\src\Entity\Unit.cpp(253): Unit::update ..... What did you expect to happen instead? It might be obvious to you, but do it anyway! It shouldn't crash. Does it happen always, once, or sometimes? Always Reproduce[\b] Sync the mods and load the save, Run /c game.speed = 10, it crashes in a few seconds.
[ { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-03-10T17:49:09+00:00", "quotes": [] } ]
1
2025-03-06T22:21:44-06:00
forum-topic-116035
116035
Factorio: Space Age - Trailer at 60fps uses 30fps footage with frame duplication, causing motion sickness
Spread the Word
https://forums.factorio.com/viewtopic.php?t=116035
zheland
This is not a game bug, but I couldn't find a more appropriate place to report it. The 60fps version of the "Factorio: Space Age - Trailer" is incorrectly encoded, making it painful to watch. It feels twitchy and causes motion sickness. Official trailer link: https://www.youtube.com/watch?v=OiczN-8QKDA The trailer utilizes 30fps game footage and duplicates frames to 60fps without smoothing or intermediate frame generation. This issue is particularly noticeable at the beginning of the trailer, where the 30fps footage after frame duplication is worsened by a zoom effect. Attached files: - 3 consecutive frames: frame1.png, frame2.png, frame3.png. - The difference between the consecutive frames: diff12.png, diff23.png. In the attached files, you can clearly see that frames 1 and 2 uses the identical game footage frame, with only a slight zoom applied. In contrast, the difference between frames 2 and 3 is significant due to camera shifts and changes in the positions of fast-moving in-game entities. As a result, due to the irregularity of changes between each pair of frames, while watching the trailer at 60fps, the frames appear to be constantly twitching. Please fix the trailer. If there is no available 60fps footage, at minimum, consider re-uploading the trailer in 30fps without frame duplication so that video players can handle it more smoothly.
[ { "author": "Nova", "content": "Yeah, the quality of the trailer wasn't good. The constant movement made it hard to actually see stuff, but didn't know why exactly. 30 fps would explain that.", "date": "2024-10-20T14:19:38+00:00", "quotes": [] } ]
1
2024-10-18T12:43:35-05:00
forum-topic-122403
122403
Version 2.0.21 - Page 2
Releases
https://forums.factorio.com/viewtopic.php?t=122403&start=20
DragonMudd
Huge to me as I watch my tree farm wither and die due to the changes because I didn't know I was building trees somewhere I wasn't supposed to be It also includes nuclear soil which might be a problem for some nuke happy players who were planning on going green later. Landfill I'd say is a big deal too though, as there's appeal to being able to place a tileable farm that includes covering some or a lot of water.
[ { "author": "distortions864", "content": "I don't own a Macintosh, but some players in my Factorio group do and were having issues. \nI just wanted to say this: Wube should be applauded for their dedication to their customers. \nThey have been loyal to them for a good many years, and that is truly commendable. \n \nThank you.", "date": "2024-11-25T19:20:12+00:00", "quotes": [] }, { "author": "FritzHugo3", "content": "Thank you! \n\"Added drag-to-reorder to the research queue.\"", "date": "2024-11-25T21:43:31+00:00", "quotes": [] }, { "author": "BEEFE", "content": "Lots of really good stuff in this update! I appreciate the performance options, and the change to how quickly the music cuts out when you change surfaces.", "date": "2024-11-26T13:36:42+00:00", "quotes": [] }, { "author": "VieuxConAigri", "content": "Added drag-to-reorder to the research queue. \nAwesome, thank you ! \n \nAt first i almost missed it, i think it need some kind of visual to indicate you can do it", "date": "2024-11-28T09:44:32+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "It does : same texture as other draggable elements... but easier to miss because on hover only ? \n(It even works even if dragging outside of it (outside of the cross) though.)", "date": "2024-11-28T09:53:45+00:00", "quotes": [] }, { "author": "VieuxConAigri", "content": "Oh, didn't even noticed, my eyesight is not what it used to be", "date": "2024-11-28T09:57:34+00:00", "quotes": [] }, { "author": "Jap2.0", "content": "I do think the effect could be more pronounced.", "date": "2024-11-29T21:02:02+00:00", "quotes": [ { "author": "BlueTemplar wrote: Thu Nov 28, 2024 9:53 am", "content": "" } ] }, { "author": "VlkaFenryka", "content": "@WUBE \nThis update (Windows, MacOS and Linux) is still not available at GOG. \nJust a FYI, in case your deployment pipeline has broken without giving a notification to you.\n pic \n \n \n {CFC2FE1D-B441-47A7-AE06-E7D8021F9897}.png (333.13 KiB) Viewed 1071 times", "date": "2024-12-02T10:13:32+00:00", "quotes": [] } ]
8
2024-11-21T11:59:37-06:00
forum-topic-106661
106661
Controller modding guide / FAQ
Modding discussion
https://forums.factorio.com/viewtopic.php?t=106661
Factorio 1.1.83 has added support for game controllers to the PC version of the game. Naturally, this new control scheme may cause issues with mods, so this guide is intended to help ease the process of adapting mods to support controllers if needed. I'm a mod author, what does this mean for me? For the vast majority of mods, nothing! Controller support is written in such a way that it works with most mods out of the box. However, while mods may function, they may not be very convenient to use, especially if they have custom GUIs. How does this affect existing input bindings? Game controller input bindings are kept separately from keyboard/mouse bindings, so existing bindings will not be affected. Furthermore, changes made to one input method's bindings will not affect the other. Mods with custom-inputs will need to define defaults for each input method separately. How do I assign default controller bindings to custom-inputs? custom-input has gained two new properties: controller_key_sequence and controller_alt_key_sequence . Formatting-wise these work identically to key_sequence and alt_key_sequence . Controllers use different button names from keyboard/mouse. For convenience, here is a diagram of controller buttons to their respective internal names. Binding a custom-input to a button is as simple as using that button's internal name: Code: Select all controller_key_sequence = "controller-y" A note about setting default bindings Due to the severely limited number of buttons and possible combos on a game controller, it is highly recommended that most custom-inputs do not receive default controller bindings. If there is functionality that is only accessible via custom-input, it is recommended to add an alternate way to invoke that functionality, i.e. with a shortcut in the quick panel. If a custom-input is contextual and/or is replicating an existing binding (i.e. mouse-button-1) for specific circumstances, then giving it a default binding is OK. Face buttons The game includes two settings related to the four "face buttons" on a controller: Icons: Choose how the buttons are represented in the GUI. Button layout: Choose which buttons are interpreted as controller-a and controller-b . Binding a custom-input to controller-x will always bind it to the left face button regardless of the chosen button layout, and controller-y to the top button. However, a custom input bound to controller-a or controller-b will depend on which button layout is selected: Western: controller-a on bottom, controller-b on right. Eastern: controller-a on right, controller-b on bottom. The icons are entirely a visual setting and do not change how the buttons are interpreted. The game will attempt to choose the correct icons and button layout for the controller that is connected. However, either setting may be overridden at any time. Combo bindings controller-lefttrigger and controller-righttrigger may be used as modifiers to form combo bindings. These are the only two buttons that can be used as modifiers - for example, it is impossible to make a combo using multiple face buttons. To create a combo, use the button + button syntax as normal: Code: Select all controller_key_sequence = "controller-lefttrigger + controller-righttrigger + controller-y" Localisation The game's locale system provides a handful of macros to display control inputs. You can find a list of these macros on the wiki . Using these macros in locale will automatically choose the correct representation for the input method that you are using. For example, this stone furnace description: Code: Select all [entity-description] stone-furnace=__CONTROL__open-gui__ to open, __CONTROL_mine__ to remove. will show in-game as stone-furnace.png (11.11 KiB) Viewed 5198 times Reading and reacting to changes in input method The LuaPlayer::input_method read contains the player's current input method, as a variant of defines.input_method . The on_player_input_method_changed event will be called whenever a player changes their input method. LuaPlayer::input_method will only be accurate during and after on_player_input_method_changed ; reading LuaPlayer::input_method during on_player_created or on_player_joined_game is unreliable. When a player is created, their input method will always initially be keyboard_and_mouse , and if they are using a controller, on_player_input_method_changed will be called later. Always assume that a new player is using a keyboard and mouse, and only activate controller-specific behavior during on_player_input_method_changed . Quick panel - shortcut bar When using a controller, the standard hotbar and shortcut bar are replaced by the quick panel. The "tools" tab of the quick panel contains the shortcut bar buttons: quick-panel.png (16.91 KiB) Viewed 5198 times The shortcuts in this quick panel are not able to be rearranged by the user. The quick panel logic will arrange the shortcuts based on their prototype order. It is very strongly recommended that mods order their shortcuts to be after all of the vanilla shortcuts, as to not hurt muscle memory for vanilla tools. Vanilla shortcut order strings toggle-alt-mode : a[alt-mode] undo : b[blueprints]-a[undo] copy : b[blueprints]-b[copy] cut : b[blueprints]-c[cut] paste : b[blueprints]-c[paste] import-string : b[blueprints]-d[import] give-blueprint : b[blueprints]-e[blueprint] give-blueprint-book : b[blueprints]-f[book] give-deconstruction-planner : b[blueprints]-g[deconstruction-planner] give-upgrade-planner : b[blueprints]-h[upgrade-planner] toggle-personal-roboport : c[toggles]-a[roboport] toggle-equipment-movement-bonus : c[toggles]-b[exoskeleton] Mod GUIs The game includes a heuristic to select GUI elements in the currently opened GUI. For modded GUIs, this heuristic will only apply to a window if it is currently contained in LuaPlayer::opened . If a mod GUI is not set to opened, the player has to use free-cursor mode to interact with it. It is recommended that this be avoided whenever is reasonable. Click modifiers and mouse buttons For the purposes of GUI events, the following mappings are made: controller-a : Left-click controller-x : Right-click controller-lefttrigger : CONTROL modifier controller-righttrigger : SHIFT modifier There is no way to middle-click or use the ALT modifier on a controller, so if a mod's GUI relies on either of those, it will need to adjust when a controller is connected. As a potential workaround for the reduced capabilities, 1.1.83 has also added cursor_display_location to on_gui_click and custom input events. This property gives the current location of the mouse cursor on the user's screen. This can be used to create a context menu where the various actions can be contained. Keep in mind that for the controller heuristic to focus the context menu, it needs to be set as LuaPlayer::opened . Game controller interaction modes The game's heuristic uses the element type and a combination of other factors to determine if it should be selected by a controller. However, the heuristic may not perform as expected on modded GUIs, especially if a lot of GUI tricks or hacks are in use. Writing LuaGuiElement::game_controller_interaction will modify the heuristic's behavior for the given element. Convenience bindings It is notably more cumbersome to navigate a GUI with a controller than with a mouse. Because of this, it is recommended to add optional custom-inputs to speed up GUI interaction. For example, if a GUI has multiple tabs, adding optional bindings to switch tabs without having to navigate to and click them would be beneficial. Take care to only listen for these bindings if the GUI is actively opened , to avoid conflicts with other mods.
[ { "author": "Deadlock989", "content": "This is quite annoying. \n \n Shortcuts were introduced in 0.17 if I recall correctly. The \"order\" property was listed as optional property then; at the time of writing it is still listed as an optional property - none of the controller-related treatments of shortcuts described above is documented outside of this obscure FAQ post here on the forum. I only found out about this when I got a bug report saying that my shortcuts were \"badly ordered\" in the controller \"quick panel\". \n \nI've written a few mods which have used custom shortcuts. None of them ever defined the \"order\" property because until 1.1.83 it had no tangible effect on the game. I'm not very clear on how quickbar shortcut order works but I gather ( from related complaints ) that it is kept in per-player data, so setting the prototype order property never really mattered until now. But suddenly it matters. It's now \"very strongly recommended\" by this semi-hidden FAQ that every mod explicitly specifies shortcut order, and we have to do it by choosing a value after all of the vanilla shortcuts, a value that isn't given here and isn't documented anywhere outside of base mod code as far as I can tell. \n \nI don't have a controller for my PC, and don't want a controller, so I couldn't test any changes I make around supporting this \"quick panel\", even if I wanted to support controllers, which I don't. I recommend that the \"quick panel\" treats shortcuts with no order property defined as coming after all the vanilla shortcuts instead of your current choice of treating them as alphabetically first, if players' muscle memory is that important.", "date": "2023-07-26T11:23:52+00:00", "quotes": [ { "author": "raiguard wrote: Wed Jun 14, 2023 7:23 pm", "content": "" } ] }, { "author": "aka13", "content": "It was obvious from the first second when there was talk about controller support that every gui will rotate around \"CoNtRoLleR CoMfOrT\". \nCan't change hotbar location - 1A totally fine \nArbitrary armor and weapon movement - 1A totally fine \nCan't see logistic and circuit network data - 1A totally fine \n \n\"But how do you know it is not in 1.2\" - I don't, and it does not make anything better. \nBut shortcuts get a rework, and controls as well. \n \nI also am willing to bet that any new content will revolve arount the idea, that it \"has to work with controller, now that we have it\". \nHappens every time with every game that I know of. \nAt least there is hope, that no gyroscope minigames are coming.", "date": "2023-07-26T13:03:29+00:00", "quotes": [ { "author": "Deadlock989 wrote: Wed Jul 26, 2023 11:23 am", "content": "" } ] }, { "author": "", "content": "Agreed, it could be better. \n \n\nI will ask Bilka to update the wiki's entry for the order to mention the quick panel. \n \n\nThere have been attempts to improve the behavior of shortcuts in relation to mods, but fixing one issue makes another issue pop up. I hope to have it all fixed up in time for 1.2. \n \n\nThe base shortcut order strings are listed in the very next sentence. \n \n\nI considered doing this, but it is inconsistent with the rest of the game. Prototypes are ordered lexicographically, and making an exception in one very specific place doesn't make sense to me. If you remove all saved shortcut settings, then the keyboard/mouse shortcuts behave the same way, with unordered shortcuts appearing before ordered ones.", "date": "2023-07-26T17:43:23+00:00", "quotes": [ { "author": "Deadlock989 wrote: Wed Jul 26, 2023 11:23 am", "content": "" }, { "author": "Deadlock989 wrote: Wed Jul 26, 2023 11:23 am", "content": "" }, { "author": "Deadlock989 wrote: Wed Jul 26, 2023 11:23 am", "content": "" }, { "author": "Deadlock989 wrote: Wed Jul 26, 2023 11:23 am", "content": "" }, { "author": "Deadlock989 wrote: Wed Jul 26, 2023 11:23 am", "content": "" } ] }, { "author": "", "content": "Mouse/keyboard will always be the primary way to interact with the game. Controller support exists, but will always be secondary to a good mouse/keyboard experience.", "date": "2023-07-26T17:45:32+00:00", "quotes": [ { "author": "aka13 wrote: Wed Jul 26, 2023 1:03 pm", "content": "" } ] }, { "author": "Deadlock989", "content": "No-one ever removes all saved shortcut settings. \n \nI'm not going to support this. In the unlikely event that someone else reports it to me again (the previous person was Wube staff), I'll direct them here and they can take it up with Wube.", "date": "2023-07-26T18:03:54+00:00", "quotes": [ { "author": "raiguard wrote: Wed Jul 26, 2023 5:43 pm", "content": "" } ] }, { "author": "", "content": "To each their own, but in the time it took you to write these posts, you could have added an order string and called it a day.", "date": "2023-07-26T18:07:10+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "Or you could have decided not to retroactively shaft every single mod on the portal that didn't specify a completely optional property that had no effect on the game, but hey, to each their own.", "date": "2023-07-26T18:10:21+00:00", "quotes": [ { "author": "raiguard wrote: Wed Jul 26, 2023 6:07 pm", "content": "" } ] }, { "author": "aka13", "content": "Taking your word for it I'd really appreciate if it stays that way.", "date": "2023-07-26T18:16:09+00:00", "quotes": [ { "author": "raiguard wrote: Wed Jul 26, 2023 5:45 pm", "content": "" } ] } ]
8
2023-06-14T14:23:49-05:00
forum-topic-127244
127244
[2.0.37] [SA] Unable to set up forced drop-off on space platforms
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127244
Hares
Background I was experimenting with fast drop-offs: items are being consumed by landing pad in a slow rate, so to not waste time of the platform, I tried automating instant dropping of cargo and didn't succeed. Steps to Reproduce Have a platform with two request groups for the same item: Request N to N from planet A Request -N to -N from planet B Navigate platform to planet A Wait for the request satisfaction Navigate platform to the planet B Expected: All stacks of that item are dropped-off Actual: Configuration: Item: Cryogenic science pack N = 20k (100 stacks) Planets: Aquilo -> Nauvis Result: Nothing happens, despite tooltip explicitly states 0 is max allowed value combined from all request groups 03-03-2025, 22-22-06.png (71.31 KiB) Viewed 471 times Also tried different combinations of settings, some didn't have any other effect, some worked partially - like from -2N to 0, which resulted in one drop of 10 stacks upon arrival, and exactly one drop. See Also 127243: [2.0.37] [SA] Manual drop-off from space platform does not respect cargo bays throughput - related problem 124645: [2.0.26] Logistic Group Multipliers rounded to 1 Decimal Place - see my comment ( direct link ), problems with the formatting of displaying negative requests Click to expand the recording May be caused by signed/unsigned int magic.
[ { "author": "Hares", "content": "Update \nWhen the platform receives the delivery, it re-checks trash conditions and drops a new group of 10 stacks. However, this does not happen if a platform re-arrives to the same planet as a new schedule entry, with or without wait condition. (Un)checking \"Unload\" checkbox does not affect the behaviour as it looks so trashed items are dropped even when unload is not permitted.", "date": "2025-03-05T16:04:36+00:00", "quotes": [] }, { "author": "Muche", "content": "I believe the trash conditions are also re-checked when the hub inventory storage changes (an inserter puts an item in; interestingly enough it does not happen when an inserter takes an item out).", "date": "2025-03-12T21:12:04+00:00", "quotes": [] }, { "author": "Hares", "content": "So, technically, if I add condition \"Nauvis == 3\" with to pull & push random trash -- it will work?", "date": "2025-03-12T22:02:25+00:00", "quotes": [ { "author": "Muche wrote: Wed Mar 12, 2025 9:12 pm", "content": "" } ] }, { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-03-14T12:51:02+00:00", "quotes": [] }, { "author": "Hares", "content": "Also, what would be correct configuration of requests after the patch?", "date": "2025-03-14T14:07:58+00:00", "quotes": [ { "author": "Rseding91 wrote: Fri Mar 14, 2025 12:51 pm", "content": "" } ] } ]
5
2025-03-03T13:34:28-06:00
forum-topic-127389
127389
Uploading to galaxy of fame failed.
Technical Help
https://forums.factorio.com/viewtopic.php?t=127389
Geradeaus
I tried to upload my most recent save to the galaxy of fame and i get the following error: Process failed: Failed to reach auth server. Code 400. Error: info.json file too large. Any help is appreciated. Thanks
[]
0
2025-03-11T07:58:19-05:00
forum-topic-101064
101064
Config for bzcarbon (Graphite & Diamonds), and bzaluminum (Aluminum)
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=101064
brevven
Hello once again. Another config attached, for "bzcarbon" mod, which provides "graphite" and "diamond" ores. I've set up my mod so that if RSO is enabled, both are always available. (Note that without RSO, there's a setting for diamonds.) Diamond patches are meant to be very rare. I tested and they do show up after revealing a lot of map. Thanks!
[ { "author": "brevven", "content": "And another one \n \nThis one is pretty straightforward -- a single ore, with starting patch, very similar values to e.g. vanilla copper.", "date": "2022-01-31T11:27:51+00:00", "quotes": [] }, { "author": "orzelek", "content": "Sorry it seems I missed this thread earlier - I'll try to take a look and add those during weekend.", "date": "2022-01-31T13:10:40+00:00", "quotes": [] }, { "author": "brevven", "content": "No worries, thank you very much", "date": "2022-02-01T02:47:15+00:00", "quotes": [] }, { "author": "orzelek", "content": "Added both configs in 6.2.13.", "date": "2022-02-11T17:55:21+00:00", "quotes": [] }, { "author": "brevven", "content": "Thank you!", "date": "2022-02-12T08:16:37+00:00", "quotes": [] } ]
5
2021-12-29T23:10:58-06:00
forum-topic-119199
119199
Quality options for chests and trains
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=119199
danbopes
I'm curious why locomotives, wagons, and chests only have health improvements from quality. I think chest size, cargo size, and maybe fuel slots or locomotive speed are all good targets for higher qualities. I'm curious if there was a justification for these omissions.
[ { "author": "wlkrd1", "content": "I was thinking the same thing. I was hoping that higher quality cargo wagons, chests, etc would get buffs to their storage size with higher quality. \nLooking at how the prototypes define their quality bonuses I might be able to make a mod that adds this if there's enough interest and and the Dev's don't get to it first.", "date": "2024-11-05T15:45:48+00:00", "quotes": [] }, { "author": "credomane", "content": "Oh dang. Guess I won't setup quality for cargo wagons and trains. I think epic/legendary versions of wagons/trains/cars should get grids. Just large enough to have some solar, maybe a bettery or two, plus a shield and roboport. No more than 3 tall on the epic (no legs for speed) and maybe 4 tall on legendary.", "date": "2024-11-05T17:01:10+00:00", "quotes": [] }, { "author": "wlkrd1", "content": "I'm currently poking around how the quality bonuses are defined to see if it's possible to make a mod for this but I'm not having much luck (either i'm looking in the wrong place or i'm missing something.) If I can get it figured out I'll update here.", "date": "2024-11-05T17:16:09+00:00", "quotes": [] }, { "author": "wlkrd1", "content": "Bummer. It looks like as of right now what quality affects is currently unchangeable. They would have to make changes to the Modding API in order to do something like that. Which May or may not happen in the Future", "date": "2024-11-05T17:23:52+00:00", "quotes": [] }, { "author": "wlkrd1", "content": "They implemented this in 2.0.18 \n \n 121457", "date": "2024-11-14T18:10:52+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "AileTheAlien", "content": "They only did if for chests though, right? The game isn't showing me a symbol for cargo wagons...", "date": "2024-11-14T19:49:25+00:00", "quotes": [] }, { "author": "wlkrd1", "content": "Looks Like it. Bummer. Maybe the next release they will? Seems odd to buff the chests but not the cargo wagons.", "date": "2024-11-14T19:52:38+00:00", "quotes": [] }, { "author": "AileTheAlien", "content": "I think equipment grids should be a different type of train. (Like, maybe electric .) Quality just increases everything else in the game, but it doesn't add new effects , which would be confusing and/or require a really weirdly-phrased tooltip on the item.", "date": "2024-11-14T19:57:34+00:00", "quotes": [ { "author": "credomane wrote: Tue Nov 05, 2024 5:01 pm", "content": "" } ] }, { "author": "Tinyboss", "content": "I can see why they didn't do it for trains. It could get messy if cargo wagons of different capacities showed up at your train stop, depending on what you have in your train conditions and/or connected circuit network logic.", "date": "2024-11-14T21:22:51+00:00", "quotes": [] }, { "author": "danbopes", "content": "My biggest gripe is none of this is configurable. Mod creators can't edit the quality options at all. They're all hard-coded. I don't understand how at this point they don't realize that mod developers want access to this stuff.", "date": "2024-11-14T22:05:14+00:00", "quotes": [] }, { "author": "danbopes", "content": "Partially* implemented.", "date": "2024-11-14T22:06:14+00:00", "quotes": [ { "author": "wlkrd1 wrote: Thu Nov 14, 2024 6:10 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Tinyboss", "content": "Optimization and moddability are usually in opposition, and Factorio is incredibly good by both measures. I really don't think they just \"don't understand\" that people want it. It's a matter of when they prioritize adding it. Give them the credit they've earned.", "date": "2024-11-14T22:11:02+00:00", "quotes": [ { "author": "danbopes wrote: Thu Nov 14, 2024 10:05 pm", "content": "" } ] }, { "author": "danbopes", "content": "Yes but why add technical debt when you can just implement it correctly the first time? I feel like it's going to be more work to first hard code it and then later on decide to revert those changes to add additional functionality? Why weren't these things just implemented in the first place? \n \nI give them a lot of credit, as it's a great expansion, but as I've tried to jump into modding factorio, I've run into all these issues that pile up and make me frustrated that we could have so much more.", "date": "2024-11-14T22:16:13+00:00", "quotes": [ { "author": "Tinyboss wrote: Thu Nov 14, 2024 10:11 pm", "content": "" }, { "author": "danbopes wrote: Thu Nov 14, 2024 10:05 pm", "content": "" } ] }, { "author": "Tinyboss", "content": "I've been a software dev my whole adult life (and I'm pretty old). Which is only to say that I understand the process. The Wube devs are THE most incredible team I've ever seen. Their obsessive drive for quality and correctness, sustained for over a decade now, is just awe-inspiring. I will never get over how they handled the challenges of achieving perfect determinism in order to get multiplayer working. I don't know who else could have made that happen. And then when they went to stress test it, they didn't have 4 or 8 players either, it was hundreds . Just outstanding. \n \nSo, I myself would not consider talking about tech debt, implementations, or design as if I know better than they do what's right for the game they built. But that's just me.", "date": "2024-11-14T22:46:52+00:00", "quotes": [ { "author": "danbopes wrote: Thu Nov 14, 2024 10:16 pm", "content": "" } ] }, { "author": "Dixi", "content": "I want bigger volume wagons with quality. Since wagon size is quite small for now. As I remember a lot of bigger mod packs made wagon cargo bigger in 1.1, Industrial Revolution 3 for sample.", "date": "2024-11-15T07:46:38+00:00", "quotes": [] }, { "author": "CyberCider", "content": "iirc the devs said they will never add quality effects for trains, because it’s hard/annoying to replace working trains in a running base. And trains can already be upgraded by quality fuels and networks built for larger sizes.", "date": "2024-11-15T08:23:45+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "There are a lot of places already where different qualities can mess things up though, starting with items on belts themselves... \n \n---- \n \nHmm, but why specifically this though ? \nFactorio isn't the only game relying on perfect determinism (look up references to multiplayer desync(hronization)). \n \nArguably, they did it on a bigger scale than most others, but there are some that come close enough : \n https://springrts.com/ \n https://zero-k.info/ \n https://www.beyondallreason.info/ \n(and by amateurs, to boot !)", "date": "2024-11-15T11:48:51+00:00", "quotes": [ { "author": "Tinyboss wrote: Thu Nov 14, 2024 9:22 pm", "content": "" }, { "author": "Tinyboss wrote: Thu Nov 14, 2024 10:46 pm", "content": "" } ] }, { "author": "Tinyboss", "content": "Only if you screw it up all by yourself, though. \n \nI'm talking about introducing a change that would mess up factories that were previously designed correctly. That's the point.", "date": "2024-11-15T15:58:33+00:00", "quotes": [ { "author": "BlueTemplar wrote: Fri Nov 15, 2024 11:48 am", "content": "" } ] }, { "author": "Tinyboss", "content": "Of course not. Factorio isn't the only game to do *anything*, just the one that does many things better than any other. \n \nI don't know if you were around that the time, but they devoted a lot of FFF space to discussing the challenges and how they overcame them. The super subtle problems they found and fixed. The test framework they built to avoid introducing new regressions. And as I said, the result, supporting hundreds of players flawlessly, is on another level from anything else I'm aware of. (Yeah, MMOs have more players, but it's not remotely the same thing!)", "date": "2024-11-15T16:02:00+00:00", "quotes": [ { "author": "BlueTemplar wrote: Fri Nov 15, 2024 11:48 am", "content": "" } ] } ]
19
2024-11-01T22:12:55-05:00
forum-topic-126193
126193
[raiguard][2.0.32] lingering thumbnails when updating several mods ingame
Assigned
https://forums.factorio.com/viewtopic.php?t=126193
Quezler
When you bulk update mods it is very probable for one of the thumbnails to still render even when there is currently no mod actually selected. Full video in 126192
[]
0
2025-01-21T07:07:00-06:00
forum-topic-109658
109658
[1.1.94] Desync during terrain generation
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=109658
cogito123
Hi, this desync report was generated while reloading surface in bitter battles soft scenario. By reloading I mean that new surface is created, all players are teleported there and old surface is deleted. Shortly (2s-5s) after players are teleported and chunks start generating, extremely rare desync happens only to a small group of players. They can rejoin without a problem. There doesn't seem to be a pattern here. Sometimes I see other people desync, while it's fine on my end and sometimes it's other way around. I attach mine desync (11-11) and other player (10-28), both happening in same situation. When 10-28 was generated I was on the server and I didn't desync.
[ { "author": "", "content": "Hello, assuming the desync is related to x86 vs ARM consistency, 1.1.96 fixed two such issues - infinite resource richness and an overflow in random penalty noise expression seed. Could you try reproducing it in the latest experimental release?", "date": "2023-11-13T11:03:42+00:00", "quotes": [] }, { "author": "cogito123", "content": "We're only playing on stable version. It will take a while for server to move to new version and then some time to catch the desync if still exists, but I'll remember to give you a feedback", "date": "2023-11-18T14:48:07+00:00", "quotes": [] }, { "author": "cogito123", "content": "Desynced again on 1.1.100 in the same situation", "date": "2023-12-16T09:01:51+00:00", "quotes": [] }, { "author": "cogito123", "content": "Same situation different player", "date": "2023-12-23T08:07:00+00:00", "quotes": [] } ]
4
2023-11-11T05:37:43-06:00
forum-topic-126894
126894
Set a default starter pack when multiple starter packs exist
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=126894
Quezler
When there is only one starter pack it gets preselected. When there are multiple starter packs nothing gets preselected. It would be nice if the first pack (based on the item's order) gets picked / an utility constant for it gets added / etc. Currently im working on a mod that adds a new platform for in usage for the editor, but it is really annoying (for muscle memory) that the default platform is not selected, it would really be nice if there were some way to define a default starter pack.
[ { "author": "PennyJim", "content": "+1 either that or have it remember which one was last chosen", "date": "2025-03-07T15:00:45+00:00", "quotes": [] }, { "author": "MrSmoothieHuman", "content": "+1", "date": "2025-03-07T16:43:14+00:00", "quotes": [] } ]
2
2025-02-16T13:59:58-06:00
forum-topic-117851
117851
[2.0] Brave New World
Mods
https://forums.factorio.com/viewtopic.php?t=117851
Omnifarious
This mod will need to seriously change for 2.0. Mostly, it will get a LOT simpler as 2.0 supports doing practically everything via map view. I'm thinking of, instead of removing the character, confining the character to another surface (the "Control Room") where they manage what's going on on Nauvis. I'm also thinking I might add support for a special item in Space Age where, when you land it on the planet, it automatically turns into the starting setup with a roboport and the like. I'm open to ideas.
[ { "author": "Rafe", "content": "One of my favorite mods. I don't think you need the player character at all as you are the factory. The canon in my head has always been that the direction of factory growth is done by an advanced AI or that a post-human has forgone his humanity and fused with technology and his entire being and identity is embodied as the factory in some unseen mainframe or maybe still in orbit. The belts being like his circulatory system, the steam valves and pistons being his lungs, the little bots flying around being his hands to the radar dishes being his eyes and ears. \n \nAs you say landing on a planet is the tricky part as the engineer has to be there to facilitate the initial start and put the platform down as well as atleast one robotport a few bots, and some sort of power solution. A package that deploys automatically might consist of a construction cost of 1 roboport + 20 construction bots and it automatically deploys when dropped near where the map view you are keyed into is. \n \nAnother thing I would like to see is if you could remotely drive buggies. For whatever reasons tanks and trains are possible to remotely operate but they didn't offer the same for buggies. Tanks offer robust security without being stationary. \n \nSpeaking on buggies having an early buggy or some defensive vehicle at the start along with a few roboports may streamline the the beginning and offer an emergency defense if you are hit by biters due to some unforeseen gap in your defense but that's at your discretion - maybe a personal robotport, bat and solar for one beginning vehicle. As 2.0 stands now you do not need to do any work figuring out a way to refuel or rearm or load equipment on vehicles because the ghostview/map view allows this easily as long as these vehicles are in robotport range so that work is done. \n \nAnyway, love your mod. Played the hell out of with seablock and angels and bobs.", "date": "2024-11-11T18:57:01+00:00", "quotes": [] }, { "author": "Omnifarious", "content": "The reason I was thinking about having your character \"up in space\" on an inescapable platform is technical. \n \nFactorio 2.0 has fixed everything that was a major challenge for BNW in 1.0. There were a lot of things in 1.0 that can only be done by your character. And so BNW in 1.0 uses \"god mode\" to have what is effectively a character with no sprite. This is what allows you to drive vehicles, and why 1.0 BNW, internally, has a bunch of code to try to make sure only a select few items end up in your \"inventory\" because you can only manipulate these items as a character. \n \nSo, effectively, you have a character in BNW, you just can't see it, and there's a bunch of code to prevent you from carrying anything but modules and a few other things in your inventory. \n \nBut in Factorio 2.0, you can manipulate everything through the map view if you want to. So, there's no reason to make the character disappear. You can just confine the character. \n \nBut, for you, that would break what made the mod most interesting. \n \nSee, I was thinking that you were someone sent to exploit the resources of a star system only glimpsed through telescopes, and you weren't given the hazard equipment you would need to actually land on them in favor of a remote controlled bunch of machines that had much wider environmental tolerances than even you could in a hazard suit of some kind. \n \nHmmm.... so, it sounds like for the mod to be as interesting to people I will still have to remove the character. \n \nThere is another issue... I have ideas for how to make the mod compatible with space age. For example, constructing a \"landing pack\" that had all the stuff you needed to land on your chosen planet. The components would be the roboports, chests, and walls that would be deployed and there would be trigger code that when a cargo pod with a landing pack landed, it would auto-deploy into a BNW starting base. \n \nBut, some planets would have peculiar requirements for your landing pack. For example, on Fulgura, there is no way to have a roboport network that spans the map because you can't build on the oil covered ground or in the oil ocean. I'd have to add a special kind of landfill that let you do that in order for BNW to work. \n \nAnd I think Aquila will pose some unique challenges as well that will make things hard for BNW. \n \nI'm doing a full Space Age playthrough while I think about this. \n \nBTW, BNW isn't \"my mod\". I've been basically given it by the original author ( canidae ). But he deserves most of the credit. Almost all of the code in it is his at this point.", "date": "2024-11-14T05:35:38+00:00", "quotes": [ { "author": "Rafe wrote: Mon Nov 11, 2024 6:57 pm", "content": "" } ] }, { "author": "Rafe", "content": "When I zoomed out I noticed that your character name was always hovering where you had recently zoomed out so it makes sense how this mod worked. \n \nIf you did confine the engineer to a installation It would be the same, in my opinion, as having some sort of AI mainframe or some transhuman synthetic intelligence integrated into some massive server farm that, both agents, whatever their origins, are interfacing with all the objects and equipment. I don't think you would ruin the experience for me if you had some centralized installation where the putative engineer \"exists\" in some form or another, it's all head-canon at that point - it's accessory narrative \n \nWhat always drove me nuts about Factorio was picking up buildings manually. Long iterative sequences of : pickup this lightpole, pick up this inserter, pick of this lightpole x 50 and so on. BNW solved this by giving bots early game alleviating you from this really painful interface task of removing buildings, you simply designate them to be removed and, after some time, they will be. IT didn't so much feel like a cheat mod because you still couldn't build bots and had to research their construction. \n \nAnother pet peeve of mine is the idea of a common human running around with 75 metric tons of cement and 20 chemical plants in his backpack - its' a bit more egregious than having a few chemical plants on a belt segment. \n \nFactorio is an amazingly fun game but but the pain of tedium of doing all those repetitive tasks while wrestling with the absurdity that a single mortal man is lifting the weight of an ocean-going cargo vessel's freight is something this mod solved as a gameplay design issue. \n \nI'm also playing through the main game - slowly to experience it fully - I have bots now so it's not so bad. I've been using mods so long that I never had a single achievement. Don't feel you need to rush the mod, i think many of us want to do a vanilla play. Anyway i'm glad I discovered the mod and thank you for your work on it as it solved these issues that are just personal things for me.", "date": "2024-11-15T23:41:01+00:00", "quotes": [] }, { "author": "BraveCaperCat", "content": "This mod will have to be renamed to \"Brave New Worlds\" as there are now multiple such worlds.", "date": "2024-11-15T23:46:00+00:00", "quotes": [] }, { "author": "amr_rider", "content": "I myself loved BNW in the last version just i was insane and added uhhh stuff like K2 and SE to it which forced me to add a Few extra items to make it possible to automate i loved the idea of no character it makes you think in different ways to automate i just asking please when most overhaul mods are updates Please make them possible to beat without editor mode. And i think there should be a version for people who dont got the dlc yet [Like meh sad ] plus locking up the player is just asking for players to break the mod", "date": "2024-12-15T18:12:11+00:00", "quotes": [] } ]
5
2024-10-27T01:09:08-05:00
forum-topic-19114
19114
Splitter not working properly
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=19114
SPolygon
Ok, so I have 1 input belt and 1 output belt. I used splitter to balance input lanes. I thought that splitter works like this; 1 item left, 1 item right, 1 item left etc. But what happened; 2 items left, 2 items right, yea, the splitter splits couples, not a single items. Picture: I know, it's still pretty much 50:50, but in some cases (when fully loaded train arrives for example) it can do some unwanted stuff. IDK, maybe this is how splitter work, anyway I never before noticed that :/
[ { "author": "", "content": "I think the splitter works by splitting each 'lane' 50/50 to eachside, and by looking at it, your copper and come in on opposite lanes. \n \nSo if you imagine, the1st item on the left lane goes to the left lane of the bottom belt, 2nd item on the left lane goes to the left lane of the top belt. This might not be true for all cases, but it explains why both your items wen to the same output belt initially", "date": "2016-01-12T16:44:44+00:00", "quotes": [] }, { "author": "SPolygon", "content": "OK, now I see that Anyway, how do I split 1 input to 1 output without this happening \n \nEDIT: now I noticed the same thing happening with 1 lane only splitter, when there are 2 same items next to each other, splitter send them to same output thus not splitting them \n \nBtw.: tnx for quic answer", "date": "2016-01-12T16:47:27+00:00", "quotes": [] }, { "author": "", "content": "I think Klonan's answer is only partially correct, the reason both ended up on the bottom belt is because Splitters work per item : \n \n(the same would have happened if both ores were on the same lane of the belt)", "date": "2016-01-12T19:10:34+00:00", "quotes": [] }, { "author": "vanatteveldt", "content": "Interesting design choice, I would have expected either a single \"memory slot\" or a slot per lane, not per item type. \n \n(Note that I found the statement \"Splitters work per item\" confusing, I would have said \"Splitters work per item type \")", "date": "2016-01-13T13:16:33+00:00", "quotes": [] }, { "author": "SPolygon", "content": "OH, so they work per item type, iteresting, complicated, but useful", "date": "2016-01-13T17:38:52+00:00", "quotes": [] }, { "author": "XKnight", "content": "I started to think about this wonderful splitter's ability and realised that it is possible to implement item filtering without any inserters, using only splitters and belts. \nSo...\n Filter \n \n \n 1.png (309.34 KiB) Viewed 68812 times \n \n \nAnd example:\n Test input \n \n \n 2.png (579.92 KiB) Viewed 68812 times \n \n \n Result \n \n \n 3.png (416.14 KiB) Viewed 68812 times \n \n \nPerfect! \n \nAlso, this setup has several limitations: \n- it works efficiently only with yellow/red belts and red/blue splitters \n- only with one belt-line \n- doesn't support full compression", "date": "2016-01-13T22:38:28+00:00", "quotes": [] }, { "author": "", "content": "It surprises me all the time, how the belts can be \"missused\" to make something cool. Good find.", "date": "2016-01-14T12:56:59+00:00", "quotes": [] }, { "author": "XKnight", "content": "Could you share links to other interesting belt usages?", "date": "2016-01-14T19:47:46+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "", "content": "", "date": "2016-01-14T20:12:20+00:00", "quotes": [] }, { "author": "XKnight", "content": "Animation.gif (14.3 MiB) Viewed 67237 times", "date": "2016-01-15T00:05:54+00:00", "quotes": [] }, { "author": "rk84", "content": "That is cool. I was bit confused until i saw those items in closed loops. \n \nOld bug report about splitter's \"feature\" and counters getting tweaked: \n [Resolved 0.3.2] Splitter error - not splitting", "date": "2016-01-15T01:14:00+00:00", "quotes": [] }, { "author": "vanatteveldt", "content": "Pure curiosity, but is there any word on why splitters would have such a complicated memory setup (a counter of up to five per item type, with past unbalance compensated when a lane gets free)? \n \nI would have just put a single boolean to remember if the next item should go left or right, certainly given that a splitter is not even supposed to be smart (no electricity usage -- although it does use an electric circuit, there's something magical going on there ) \n \nI can imagine that it is \"nice\" that lanes balance out even if they were clogged up, but isn't it the player's fault if s/he lets a lane clog up? And anyway, I would have expected that a basic splitter just does a left/right alternation, with optionally a \"smart splitter\" doing more advanced balancing stuff (requiring electricity, possibly allowing some sort of control via circuits - maybe the ability to close either exit with a signal to allow balancing based on e.g. the amount of items downstream?)", "date": "2016-01-15T09:23:01+00:00", "quotes": [] }, { "author": "ratchetfreak", "content": "If you have an item per lane then in the plain alternation each belt tends to only get one item. One of the output belts needs to backlog until a good split is achieved", "date": "2016-01-15T11:49:03+00:00", "quotes": [] }, { "author": "vanatteveldt", "content": "Right, so I guess a boolean state per lane would be needed. But that should be enough to function properly, right?", "date": "2016-01-15T20:18:50+00:00", "quotes": [] }, { "author": "Zeblote", "content": "The way it works now also produces nonsense like this on compressed belts: \n \n \n \nBut appearantly that is how the devs want it to look. https://forums.factorio.com/forum/vie ... 23&t=16801", "date": "2016-01-15T20:41:11+00:00", "quotes": [] }, { "author": "XKnight", "content": "Don't even ask \"why?\" \n \n \n \n Animation2.gif (6.01 MiB) Viewed 67414 times", "date": "2016-01-16T21:42:44+00:00", "quotes": [] }, { "author": "RavenHexx", "content": "This is just beautiful", "date": "2016-01-17T21:00:13+00:00", "quotes": [] }, { "author": "vanatteveldt", "content": "Okay, I officially don't get it. Why does the second splitter produce such a neat sorted pair? How can the \"symmetric\" rule that keeps track of a side per type give an \"assymetric\" outcome? \n \nOr does it depend on the order of the input ?", "date": "2016-01-18T14:51:24+00:00", "quotes": [] }, { "author": "", "content": "Note that at first the items are all on the top lane (what I will now call left, as seen from the belt direction). \nThe first splitter that then sideloads from the right onto the belt makes it so that the iron (or any other item) alternates from the left lane to the right. That is because one item stays on the belt, the next gets sideloaded, the next one stays on the belt, the next gets sideloaded, ... \nNow the belt is doubled using a splitter, then you have the iron on the outside lanes and the copper on the inside lanes because the right-left altering items are distributed by the splitter so that the left items go to the top belt and the right items to the bottom belt (for iron, for copper it is the opposite). \nThen you only need to get the lanes to go to the same side of the belt, this is done by using the underground belt trick (if you fill it from the side only one lane gets through, the other one is blocked). \n \nIt doesn't depend on the order of input. That's actually the whole point: to separate a belt with arbitrary input of 2 item types into a belt where the item types are ordered by lane, no matter what input is given. \n \nI hope that explains it good enough to understand it, it seems a little long and confusing written out.", "date": "2016-01-18T16:41:10+00:00", "quotes": [ { "author": "vanatteveldt wrote:", "content": "" } ] } ]
19
2016-01-12T10:41:10-06:00
forum-topic-38831
38831
[MOD 0.15] Water Fix
Mods
https://forums.factorio.com/viewtopic.php?t=38831
Title: Water Fix Short Description: Fixes the water graphics so that it can blend into any terrain type, including concrete, stone brick and modded biomes. Concrete and stone brick can also be placed right up to the edge of the water. Also fixes some of the weirdness related to placing landfill Name: water-fix Factorio Version: 0.14 Mod State: Beta Dependencies: Base Author: Earendel Downloads: Mod Portal waterfix.png (36.3 KiB) Viewed 3361 times
[ { "author": "Xeanoa", "content": "Is this going into 0.15 then? Because that sounds like it should.", "date": "2016-12-21T02:49:28+00:00", "quotes": [] }, { "author": "", "content": "Probably not. There's a trade-off, being able to blend with any type of land tile means sacrificing the tufty grass edging effect so it doesn't look quite as good as the original.", "date": "2016-12-21T14:43:16+00:00", "quotes": [] }, { "author": "PantherX", "content": "Can I make a suggestion that you move this block to data-updates.lua so that it can make this change to tiles that are added by other mods? \n Code: Select all for _, item in pairs(data.raw.item) do \n\tif item.name ~= \"landfill\" and item.place_as_tile then \n\t\titem.place_as_tile.condition_size = 1\n\tend\nend \nCurrently it depends on the mod load order as to when the water fix is run and therefore it doesn't always apply to new tiles added by other mods.", "date": "2017-11-27T00:39:03+00:00", "quotes": [] } ]
3
2016-12-20T19:06:35-06:00
forum-topic-108788
108788
Reliable, constant and balanced 2 compressed blue belt per wagon side
Railway Setups
https://forums.factorio.com/viewtopic.php?t=108788
gracicot2
I'm not sure if train station can get better in term of throughput. This train station design is a combination of techniques and designs I found online. It can achieve a constant 4 blue belt per wagon, or 2 blue belt per wagon side. The problems I found online with designs for a 2 blue belt per wagon sides were: Couldn't compress the blue belt and leave gaps Unbalanced Couldn't get the next train fast enough to output 100% constant compressed blue belt Not compact This design is an attempt to fix those problems. When I tried it, it seemed to be working but the timings are quite tight for the 16 belt unloader. It requires the next train to be waiting right before the current one to have a constant output. The balancing has a small bias and allow small unbalance-ness to be able to have a constant output. There's blueprint for the 8 lanes version, working with a 2 wagon train. This design might be optimizable to be more compact, but it is quite compact already and pretty elegant. Loading and unloading stating have the same footprint, and input/output at the same place. Caveats: Need the next train to be right behind the parked one Needs circuits for the balancing Technically not the fastest to load and onload because inserters are doing the balancing (parked time not minimized) Blueprint: Code: Select all 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
[ { "author": "datarza", "content": "Good job @gracicot2, please consider one of the following two updates related to loading cargo wagons: \n \n \n \n test unloading.png (3.75 MiB) Viewed 3942 times \n \n \n\n1. additional belt in the left side for stretch the loading line \n2. 2x6 balancer with additional belt in the right side", "date": "2023-11-28T06:50:23+00:00", "quotes": [] }, { "author": "datarza", "content": "Hi once again, I was played with loading trains blueprint, and would say (perhaps it is discussable) that instead of balancing the unloading chests to train, maybee here should be implemented the balancing of loading chests from belts plus line balancer, like it was done in unloading trains blueprint. \n \nSometing like that (it is draft): \n \n \n \n Screenshot 2023-12-09 210315.png (1.16 MiB) Viewed 3782 times \n \n \n 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 Copy blueprint \n \nAnother possible option is using the line balancer (balancer for both lines on belt) behind.", "date": "2023-12-09T23:29:04+00:00", "quotes": [] }, { "author": "gracicot2", "content": "Interesting. Balancing from the belt to the chest would be better, but I couldn't figure out how to guarantee full throughput while doing this.", "date": "2023-12-17T00:34:18+00:00", "quotes": [] }, { "author": "Tertius", "content": "There is a strange looking but very balanced loader for 2 blue belts, evolved from some discussion in this forum. It's almost completely mechanically balanced. I added active balancing nonetheless to force it and to make sure it's still balanced if the input isn't completely compressed, but if you remove active balancing, it will take quite some time until you notice anything. \n \n \n \n Screenshot 2023-12-17 215017.png (230.24 KiB) Viewed 3630 times \n \n \n 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 Copy blueprint", "date": "2023-12-17T20:54:50+00:00", "quotes": [] }, { "author": "Roaders", "content": "This works great for my use case. \nCan I ask why you have red and yellow belts in there? It seems to work just as well with blue belts everywhere. \nAlso why do you have one underground belt section that comes from nowhere? \nThanks", "date": "2024-07-12T11:04:55+00:00", "quotes": [ { "author": "Tertius wrote: Sun Dec 17, 2023 8:54 pm", "content": "" } ] }, { "author": "Tertius", "content": "The single yellow top right yellow belt has no other function as to make the lower yellow belt piece sideload instead of merge with the vertical line. \n \nThe other non-blue pieces help balancing. If they were all blue, the chests will not fill as equally as if they are yellow/resp. red. This setup is the result of much manual testing. \n \nThe single underground belt is to force sideloading from the rightmost lane. It's crucial all items are put on the top lane of the horizontal belt only. It's also a separator between the wagons. If you replace this with a regular blue belt pice, you will notice chests going out of balanced fill between the rightmost wagons and the leftmost wagons, and the leftmost input belts will start to back up, so the overall throughput will suffer. Might not be visible with the active balancing I added, but if your remove the inserter wiring and rely on the mechanical balancing only, you will notice that.", "date": "2024-07-12T15:10:26+00:00", "quotes": [] } ]
6
2023-09-18T13:33:51-05:00
forum-topic-122646
122646
Wire color selection
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=122646
Chthon
Instead of having green/red wire, which for me look the same no matter which color vision setting I choose, why not let the player select which color each wire is from a set of 8 or 16 colors? Honestly, looking at the resource files, there isn't any reason why you have 4 different wire pictures anyways. Having one where when read in it creates 4 copies in memory, one for copper, wire color 1, wire color 2, and wire highlighted respectively would be more efficient, and very fast. Further more it would allow for fast color selection in the menu for wire color 1 and wire color 2 as well. This is a feature that was requested over 2 years ago in a color vision mega thread, and provided by mod, but honestly there is no reason to disable Steam achievements over such a feature as simply changing a few pngs to have a different color. Furthermore since wire color is not helped at all by color blind settings, something should be done here to assist. Edit: I missed one wire png. There is Wire-shadow.png which is a black wire. My bad. There are 5 wire pngs of different color. This bad practice isn't just for wires, but for other images in the game as well. You have different colored squares of the same size, different colored + of the same size. Storing each of these makes no sense as you can use one and change it during caching. It just makes the download longer, and add redundancy when needing to make changes to the UI. You can also rotate, resize, and flip icons with OpenCV if you are not using it, but my guess is that you are already using OpenCV to load images. Since that is the case, why you aren't fully utilizing it, baffles me.
[]
0
2024-11-23T10:58:12-06:00
forum-topic-126484
126484
Factorio Forums • Removal of the "Use filter" checkbox
Removal of the "Use filter" checkbox. So you just have to click the box to show the selection window, or drop something in one of the boxes. If that happens, the white/blacklist options also becomes available.
[ { "author": "", "content": "+1 think of all the clicks saved. All those children in the clickmines will thank you.", "date": "", "quotes": [] }, { "author": "", "content": "What do you think about tristate filter mode solution i did in case of loader entities?", "date": "", "quotes": [] }, { "author": "", "content": "I love it, it's a bit hard to remove filtering, but that is not an operation that is needed often. \nWould be great if it was the same for inserters.", "date": "", "quotes": [ { "author": "boskid wrote: Fri Jan 31, 2025 8:22 am", "content": "" } ] }, { "author": "", "content": "Agree yes!", "date": "", "quotes": [ { "author": "aka13 wrote: Fri Jan 31, 2025 8:36 am", "content": "" }, { "author": "boskid wrote: Fri Jan 31, 2025 8:22 am", "content": "" } ] }, { "author": "", "content": "I use the 'use filter' checkbox on unfiltered inserters all the time as a speedy hey inserter STOP for a minute. Yes there are many other ways to do this, but this one is fast and not easy to mess up, and I don't have to flip through different tabs to click on say a deconstruction planner to tell the inserter don't accept any items.", "date": "", "quotes": [] }, { "author": "", "content": "Another possibility would be to keep the checkbox, but make clicking on the filter slots automatically check the box.", "date": "", "quotes": [] }, { "author": "", "content": "I agree with this. I frequently try to set the filter but find it is disabled, then click \"Use filters,\" then actually set the filter. This change would reduce the 3-step process to 1 step.", "date": "", "quotes": [ { "author": "kpreid wrote: Sun Feb 02, 2025 4:34 pm", "content": "" } ] }, { "author": "", "content": "The \"tristate\" switch boskid mentioned would leave this at one click. It's the same UI element splitters use for left/both/right selection, used for whitelist/no filtering/blacklist. As mentioned, you can spawn in a loader to see how the inserter UI would look. \n \n\nLooks good to me.", "date": "", "quotes": [ { "author": "Amarula wrote: Sun Feb 02, 2025 2:04 pm", "content": "" }, { "author": "boskid wrote: Fri Jan 31, 2025 8:22 am", "content": "" } ] }, { "author": "", "content": "@Boskid \n \nThis is exactly how the inserters should be. Can they be coded to act in the same way\\use the same GUI? If so consider this message a huge +1 for the idea!", "date": "", "quotes": [] }, { "author": "", "content": "Intuitively, and always, if I want to use a filter, I click on the (currently inactive) filter places. I expect I'm able to directly edit the item list. This is because I realized I need a filter and have the corresponding items in mind. To not forget about them, I want to add them immediately. \nAfter I entered the filters, I would expect the \"use filters\" setting is turned on automatically, because by entering a filter I told the system I want to use a filter. After that, I would adjust the whitelist/blacklist setting. \n \nThe current inferior workflow for me is this: Intuitively, I click the (currently inactive) filter places. I realize nothing happens. I search the GUI for the place where I can activate filters and find the \"use filter\" setting, which I click. Then I click again the filter places to set the items. Then I adjust the whitelist/blacklist setting. \n \nHaving an explicit \"Use Filters\" checkbox is ok, because it's a consistent GUI element found everywhere in all settings GUIs: it shows this type of setting is currently switched on. Keep it, and allow players to always click the filter places and modify them, and if he changed it then auto-switch the \"Use Filers\" setting to on. Except when he emptied the list of filtered items. In this case, auto-switch \"Use Filters\" to off. He can manually re-enable Use Filters to on if he wants, with an empty filter list, which makes no sense but might be a valid temporary setting while this is work in progress for him.", "date": "", "quotes": [] }, { "author": "", "content": "I disagree. \nIf I have Use filter enabled with one filter selected, I can: disable filtering by clicking the Use filter checkbox, or remove the one filter by right clicking on it. \nThe intents are different and both are achievable with one click.", "date": "", "quotes": [ { "author": "Tertius wrote: Wed Feb 05, 2025 9:31 am", "content": "" } ] }, { "author": "", "content": "I do like the idea of setting a filter automatically turning on use filters. \n \nSome will want removing the last filter to turn off filtering, and won't be happy if they need two clicks to turn it off. (Mind you they could do that by just unchecking the box rather than removing the last filter, but there is no right way to play.) \nSome like me will want removing the last filter to continue filtering, and won't be as happy if they need two clicks to keep filtering on. \nEither way some of us will need to click twice, and if the devs are going to spend time reducing clicks I would much rather the effort went into", "date": "", "quotes": [] }, { "author": "", "content": "Please no. Transitioning from \"whitelist, one item\" to \"whitelist, no items\" but getting \"no filter\" instead allows the inserter to pick up anything. Even if you change it immediately you'll have to chase down one swings worth of items. \n \nTurning the filtering on when selecting a filter is fine, splitters act that way already.", "date": "", "quotes": [ { "author": "Tertius wrote: Wed Feb 05, 2025 9:31 am", "content": "" } ] } ]
13
forum-topic-122021
122021
[Klonan][2.0.20] when the platform list updates (ship departed/arrived) the hovered one flashes dataless
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=122021
Quezler
-
[ { "author": "", "content": "Hi, \n \nThanks for the report, \n \nIt is fixed for the next release", "date": "2024-12-04T11:17:43+00:00", "quotes": [] } ]
1
2024-11-18T15:48:41-06:00
forum-topic-29937
29937
Factorio Forums • Unofficial Factorio Troll/Griefer Database - Page 12
2 new troll on deu server 2 name: DerLangeStecher and Walzen665 they grief trolling and kill player on allie server
[ { "author": "", "content": "user \"Liver\" griefed comfy servers.", "date": "", "quotes": [] }, { "author": "", "content": "Over the past couple days there have been griefers in a few of the multiplayer games that I've played. Almost all of them were on one or more of these lists. \n \nUnfortunately, these lists were disorganized, so I wrote a script which ingests banlists from all of the major servers in this thread and produces a clean server-banlist.json. It currently includes the lists from UFTGD, Comfy, M45-BHMM, RedMew, Dae, and Judos. It removes duplicates, removes invalid IPs, and lists the servers a user was banned from in the ban reason. \n \nIf you have a large server and want to be included in this list, post your server-banlist.json and I can include it the next time I rebuild this file. \n \nEnjoy!", "date": "", "quotes": [] }, { "author": "", "content": "Player named 'VaNdaLizERR' logged in, and predictably went right to work trying to... vandalize. \nsoft-mod prevented him from accomplishing his goal, and he was banned. \n \nYou might just add him to your ban-list, and wube should not offer to rename his account. \n \nM45's banlist URL changed, so here is the updated one: \n http://m45sci.xyz/server-banlist.json", "date": "", "quotes": [] }, { "author": "", "content": "Thanks for this man! Really great list. I host a public server where some random people were building a small factory and it looks like two guys TurtleBurger and _Lightning joined and wrecked it. Surprise surprise they're already on this list. I've added it to my server to help prevent future occurrences.", "date": "", "quotes": [ { "author": "luafish wrote: Sat Jan 30, 2021 2:38 am", "content": "" } ] }, { "author": "", "content": "getting tired of players using hacked steam client to join factorio and grief my servers. this is the 5th time its happened even with blacklists. \n \nso id like to havea channel in the forum or this post stickied, so that people can collectively report players \n \n(providing they have proof and evidence) \n \nand hopefully have them banned at the factorio level, perhaps even at the IP level \n \n \nheres number one. cheers ! \n \nproof:: https://ibb.co/1Mhyj1m \nname of idiot:: ipiptfan1 \ntime of stupidity:: 4:51 pm mountain time \ntime of ban:: 5:01 pm mountain time", "date": "", "quotes": [] }, { "author": "", "content": "Nice little chat log for you... \n Code: Select all — Today at 1:08 PM\n09-18-39-03 (SYSTEM) Welcome TuckBuckk to the map!\n09-18-39-03 TuckBuckk joined (New Player)\n — Today at 1:44 PM\n09-19-14-42 TuckBuckk was killed at [gps: 578,-220] \n — Today at 1:54 PM\n09-19-24-38 TuckBuckk was killed at [gps: 33,-404] \n — Today at 2:03 PM\n09-19-33-30 (SYSTEM) Welcome DR3Y to the map!\n09-19-33-30 DR3Y joined (Regular)\n09-19-33-34 TuckBuckk: hi\n09-19-33-58 DR3Y: hi\n09-19-34-14 TuckBuckk: I'm going to blow the reactors :)\n09-19-34-22 DR3Y: xD\n09-19-34-22 TuckBuckk: [gps: 710,28]\n09-19-34-29 DR3Y: wait for me\n09-19-34-35 TuckBuckk: you have to be active for 30 mins to gried\n09-19-34-38 TuckBuckk: grief\n09-19-34-51 TuckBuckk: I need 6 mote minutes\n09-19-36-19 TuckBuckk: 4 more mins\n09-19-36-31 DR3Y: ok (:\n09-19-36-36 TuckBuckk: :)\n09-19-37-59 DR3Y: do you have a rocket launcher ?\n09-19-38-03 TuckBuckk: no\n09-19-38-09 TuckBuckk: theres no friendly fire tho\n09-19-38-26 DR3Y: ahh forgot it\n09-19-38-39 TuckBuckk: 2 more minutes\n09-19-39-59 TuckBuckk is now a member!\n09-19-40-08 TuckBuckk: ready\n09-19-40-11 DR3Y: yes\n09-19-40-36 TuckBuckk: how do you exactly do this\n09-19-41-15 TuckBuckk deconstructing [gps: 754,-32] to [gps: 754,4] AREA: 1262sq\n09-19-41-43 TuckBuckk: how do they blow up?\n09-19-42-02 DR3Y: fire rockets but friendly firwe\n09-19-42-12 TuckBuckk: I thought they would overheat\n09-19-42-52 TuckBuckk: well bye then\n09-19-42-56 TuckBuckk disconnected. (Quit)\n09-19-49-00 DR3Y disconnected. (Quit)\n09-19-49-12 davem876 joined (Regular)\n09-19-49-31 DR3Y joined (Regular)\n09-19-49-55 davem876: what the hell has happened here!\n09-19-50-07 DR3Y: idk\n09-19-50-40 DR3Y: my ears bleeding\n09-19-51-07 DR3Y: [gps: 762,-13]\n09-19-51-12 DR3Y: there is the problem\n09-19-51-12 davem876: 1st thing turn them off... where is it from?\n09-19-51-27 davem876: we got a greifer\n09-19-53-34 davem876: did you turn it off?\n09-19-53-54 DR3Y: TuckBuckk maybe\n09-19-54-23 davem876: where was it it\n09-19-54-59 davem876: do you want to help\n09-19-55-09 davem876: suit up and fight these\n09-19-55-12 davem876: [gps: 337,-2313]\n09-19-55-26 DR3Y: the server is laggy sorry cant help\n09-19-55-27 DR3Y disconnected. (Quit) \n\nTuckBuckk and DR3Y. \nThey both played (not afk) for 30 minutes to grief... \nBanned, and map reverted to just before they logged in.", "date": "", "quotes": [] }, { "author": "", "content": "Someone named YOurDog moving through the factory picking up belts/pipes/manufacturers.", "date": "", "quotes": [] }, { "author": "", "content": "script kiddie who wants to annoy. \n Code: Select all 00-18-38-20 (SYSTEM) Welcome gabi2casap to the map!\n00-18-38-20 gabi2casap joined (Regular)\n00-18-39-19 gabi2casap: im testing a pontential cheat to help have an anti cheat\n00-18-39-32 gabi2casap disconnected. (TOO MANY DESYNC)\n00-18-39-40 gabi2casap joined (Regular)\n00-18-39-54 gabi2casap disconnected. (TOO MANY DESYNC)\n00-18-40-15 gabi2casap joined (Regular) \n \nFactorio gabi2casap \nDiscord NoRoblox / 476057232186933274 \nSteam: https://steamcommunity.com/profiles/76561198858400928 \n \nScreenshot of Discord chat included.", "date": "", "quotes": [] }, { "author": "", "content": "hsnester", "date": "", "quotes": [] }, { "author": "", "content": "Christmas eve griefer: \n Code: Select all 04-13-05-29 (SYSTEM) Welcome pipodirkjeNL to the map!\n04-13-05-29 pipodirkjeNL joined (New Player)\n04-13-12-46 David_dghbsdgsdgs: Hi\n04-13-31-25 David_dghbsdgsdgs: Hi\n04-13-31-33 RootWyrm: Hey :)\n04-13-31-46 pipodirkjeNL: hi\n04-13-32-40 pipodirkjeNL: may i blow up your nuclear power plant?\n04-13-35-59 pipodirkjeNL is now a member!\n04-13-39-26 gameboy01923 joined (Regular)\n04-13-39-46 David_dghbsdgsdgs: ??? what do you do ???\n04-13-39-56 pipodirkjeNL: ehh\n04-13-40-04 gameboy01923: where is the power\n04-13-40-08 pipodirkjeNL: i accidentally removed all the nuclear reactors\n04-13-40-10 (SYSTEM) Welcome pilypas to the map!\n04-13-40-11 pilypas joined (Regular)\n04-13-40-12 gameboy01923: what did you guys do\n04-13-40-15 David_dghbsdgsdgs: HI gameboy01923\n04-13-40-18 gameboy01923: NANI\n04-13-40-27 gameboy01923: hi david\n04-13-40-30 pipodirkjeNL: and i took your spidertron and removed it\n04-13-41-19 gameboy01923: and ofcourse its a dutch guy\n04-13-41-29 pipodirkjeNL: : )\n04-13-41-29 RootWyrm voted to banish: pipodirkjeNL for: griefed nuclear\n04-13-42-01 RootWyrm: And now he's using nukes\n04-13-42-04 pilypas voted to banish: pipodirkjeNL for: nuking base \n04-13-42-04 pipodirkjeNL has been banished.\n04-13-42-04 pipodirkjeNL was killed at [gps=205,-251]\n04-13-42-30 pipodirkjeNL: nukes dont affect\n04-13-42-44 pipodirkjeNL: otherwise your whole base would be gon\n04-13-42-45 David_dghbsdgsdgs: how can I vote for banning\n04-13-42-46 pilypas: if you fire at nuclear\n04-13-42-54 gameboy01923: yea your mom does\n04-13-42-54 pipodirkjeNL: i removed them\n04-13-42-59 pipodirkjeNL: not blew them up\n04-13-43-18 pilypas: in name list his name is arrow\n04-13-43-57 gameboy01923 voted to banish: pipodirkjeNL for: destroying equipment\n04-13-44-08 David_dghbsdgsdgs: who can I vote to banish ?\n04-13-44-10 pilypas: you can system ban him\n04-13-45-02 Distortions864 joined (Admin)\n04-13-45-17 Distortions864: looks like banish worked to me...?\n04-13-45-19 David_dghbsdgsdgs voted to banish: pipodirkjeNL for: destroing equipment\n04-13-45-24 pipodirkjeNL: by y'all have a nice day good luck fixing the nuke plant!\n04-13-45-41 Distortions864: i can just rewind the map, you twat\n04-13-45-47 pilypas: system distortion you admin?\n04-13-45-49 pipodirkjeNL: ok boomer\n04-13-45-50 RootWyrm: Stupid f*ing child.\n04-13-46-01 pipodirkjeNL was banned by <server>. Reason: f* off twat.\n04-13-46-01 pipodirkjeNL was killed at [gps=-1,21]\n04-13-46-01 pipodirkjeNL disconnected. (BANNED)**", "date": "", "quotes": [] }, { "author": "", "content": "https://github.com/Distortions81/QuickBanCombine \n(Public domain) \n \nProgram to combine ban lists, remove duplicates and combines ban reasons. \nQuickBanCombine <file1> <file2> <file...>", "date": "", "quotes": [] }, { "author": "", "content": "On 5/12/2022, ~6:40pm PDT, \"dubudubu\" joined a game, picked up the nuclear power plant, rotated tons of belts, picked up the steam plant, picked up rail tracks. Then mass deleted rest of base. \nNo admins were present to stop him. Was dedicated server \"Cope's US East Server\". \n \nThis player should be banned from all games ever.", "date": "", "quotes": [] }, { "author": "", "content": "Community ban lists: \n https://github.com/M45-Science/Factorio-Community-List", "date": "", "quotes": [] }, { "author": "", "content": "https://m45sci.xyz:8443/ \nM45's ban server, with several useful links.", "date": "", "quotes": [] }, { "author": "", "content": "Somehow I got placed on this banlist. Not sure how but I was associated with spamming? How do I go about getting off of the banlist?", "date": "", "quotes": [] }, { "author": "", "content": "Hi! I was banned from the FJFF server and would like to know how to get unbanned. All I did was question why both of my space platforms were (mostly) deleted after getting kicked (and having to rejoin) after making two mistakes.\n \n Mistake 1 was that my space platforms were ejecting their \"waste\" as the other members of the server called it (copper ore and sulfur) onto the ground when possible instead of into space. I didn't know that other people weren't ok with that and they should have made that clear from the start. \n Mistake 2 occurred when I \"fixed\" mistake 1 where a filter on the inserters taking items out of the space platform hubs were missing. \n \n\nMistake 1 should never have happened and Mistake 2 shouldn't have caused me being kicked from the server. \nAsking why my space platforms were deleted (except for the platform tiles and the hub) shouldn't have caused me being banned from the server. \n \nI would also like if the moderator(s) who banned and kicked me could be reported, as they said (after a previous time they kicked me) that \"you are stupid\" and the \"reason\" I was banned was labelled as \"griefing by it's own repeated stupidity\" which doesn't even make sense as a sentence. I wasn't deliberately griefing in any way I know of. I was repeatedly kicked afterwards until the kick mentioned above, then got banned. \n \nThese practices for Factorio server moderators seem unreasonable. I made a couple of honest mistakes and was under a lot of pressure from the previous kicks and people saying I was stupid, which eventually led to me making more and more mistakes. \n \nI also didn't know where to put this (anywhere else would be too odd) so as a reply in the global ban list seems the closest thing to what I'm looking for. Maybe you could add a separate category for that, but I don't want to get off topic.", "date": "", "quotes": [] }, { "author": "", "content": "I would like to report the user PODOLCHAK. \n \nThey attempted to deconstruct all of Nauvis (twice - first time we cancelled the decon before finding out who tried it). \n \nI do not have the save/server logs as I do not have shell access.", "date": "", "quotes": [] }, { "author": "", "content": "Respectfully, tough shit. Server admins/moderators can kick/ban for any reason at all, and you can do nothing about it. Play on a different server and move on.", "date": "", "quotes": [ { "author": "BraveCaperCat wrote: Sun Dec 08, 2024 7:22 pm", "content": "" } ] }, { "author": "", "content": "You don't know what the word \"respectfully\" means, do you?", "date": "", "quotes": [ { "author": "Biometrix wrote: Mon Mar 10, 2025 12:35 am", "content": "" } ] } ]
19
forum-topic-92491
92491
[1.1.4] Missing tooltip for character-button
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=92491
fishycat
When you hover over the character button there is no tooltip. I would expect there to be a tooltip with character and the hotkey "e", like you can see in 2nd pic. Not a big thing, but for consistency sake. hover1.png (26.05 KiB) Viewed 1501 times hover2.png (17.32 KiB) Viewed 1501 times
[ { "author": "", "content": "Not really a bug. But I added a tooltip for the next release because why not.", "date": "2020-12-08T23:20:57+00:00", "quotes": [] }, { "author": "fishycat", "content": "Nice, thanks for that!", "date": "2020-12-09T13:49:56+00:00", "quotes": [] } ]
2
2020-12-03T13:25:12-06:00
forum-topic-108080
108080
How to use this forum
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=108080
Did you just run into a prototype property that was called pizza_type but didn't seem to do anything with pizzas at all and didn't have a description to tell you what it really does? Did you try to use a complicated method in the control stage but couldn't figure out how the format the doc describes should look like and there wasn't any example? We want to fix that We are looking for properties/methods that are missing descriptions or could use examples in both the prototype docs and the runtime docs . We would like to prioritize our documentation efforts by what mod authors specifically run into or have problems with due to missing explanations/examples. Please post your requests to this subforum, and make sure there isn't already a thread for the thing you want us to look at. This is not for API feature requests, those have their own subforum. Please do not just say "most things in the prototype docs", we know and we'd like to prioritize working what you run into, instead of going alphabetically.
[]
0
2023-08-04T09:51:56-05:00
forum-topic-122405
122405
Factorio Forums • [Fixed] Can't paste images from clipboard anymore
Something has changed within the last 24 hours and now I can no longer paste images from clipboard directly in the post. Up until yesterday I could just press Win + Shift + S to clip a fragment of my screen into the clipboard then paste it in the post contents with Ctrl + V, and phpBB would automatically make an attachment out of it (with image name being current datetime, like "11-20-2024, 23-54-51.png"). I've just tried replying to a post and Ctrl+V no longer seems to be doing anything. Tried it again a couple of times, including in this post, and it just doesn't work. I'm not getting any message, my browser console doesn't show any errors. I definitely have image stored in the clipboard, as I can normally paste it into an image editor. Has that option been disabled?
[ { "author": "", "content": "Same issue for me. Very annoying. Changes the option to use images from \"nice for explanation\" to \"wow, cumbersome\". \n \nAs a temporary workaround on windows, have a look at a small tool I just found, pasteintofile ( https://github.com/EslaMx7/PasteIntoFile )", "date": "", "quotes": [] }, { "author": "", "content": "Yes same with me (Windows 11 + Chrome 131.0.6778.86), it used to work a few days ago.", "date": "", "quotes": [] }, { "author": "", "content": "Why would you need that for pictures, if win-shift-s or direct call to snipping tool/old skissors can save to disk already...", "date": "", "quotes": [ { "author": "rapus wrote: Sun Nov 24, 2024 3:47 am", "content": "" } ] }, { "author": "", "content": "Um Win-Shift-S doesn't give me a save to disk option (at least not in Windows 11). \nI just paste the result into paint. But it's still annoying.", "date": "", "quotes": [ { "author": "aka13 wrote: Mon Nov 25, 2024 4:24 am", "content": "" } ] }, { "author": "", "content": "Pretty sure the tool is the same as in 10, and can save to disk/edit without problems. You should not need paint for it", "date": "", "quotes": [ { "author": "IsaacOscar wrote: Mon Nov 25, 2024 4:28 am", "content": "" }, { "author": "aka13 wrote: Mon Nov 25, 2024 4:24 am", "content": "" } ] }, { "author": "", "content": "Snipping tool is a seperate program to Win-Shift-S: \n \nAlso I just discovered it has been automatically saving my Win-Shift-S screenshots anyway (in \"C:\\Users\\Isaac\\Pictures\\Screenshots\")", "date": "", "quotes": [ { "author": "aka13 wrote: Mon Nov 25, 2024 4:36 am", "content": "" }, { "author": "IsaacOscar wrote: Mon Nov 25, 2024 4:28 am", "content": "" }, { "author": "aka13 wrote: Mon Nov 25, 2024 4:24 am", "content": "" } ] }, { "author": "", "content": "Snipping tool looks like this:\n \n \n \n Screenshot 2024-11-25 144058.png (51.46 KiB) Viewed 878 times \n \n \n\nWin-Shift-S however only brings up these buttons:\n \n \n \n Screenshot 2024-11-25 144132.png (3.03 KiB) Viewed 878 times \n \n \n\n(of course I can't actually take a screenshot of Win-Shift-S)", "date": "", "quotes": [] }, { "author": "", "content": "Oh and in case anyone else has an HDR monitor, I just found a setting in snipping tool \"HDR Screenshot Corrector\", with it on, I can now take proper factorio screenshots, \n \nwith the setting off:\n \n \n \n Screenshot 2024-11-25 144344.png (3.25 MiB) Viewed 877 times \n \n \n\nand with it on:\n \n \n \n Screenshot 2024-11-25 144339.png (3.64 MiB) Viewed 877 times", "date": "", "quotes": [] }, { "author": "", "content": "Noticed that too. Strange.", "date": "", "quotes": [] }, { "author": "", "content": "Looks fixed.", "date": "", "quotes": [] }, { "author": "", "content": "Yes this has been fixed, apologies for the \"downtime\" on this feature.", "date": "", "quotes": [] }, { "author": "", "content": "Thank you so much! \n \n \n 11-29-2024, 00-37-16.png (57.25 KiB) Viewed 689 times", "date": "", "quotes": [] }, { "author": "", "content": "Awesome, thank you!", "date": "", "quotes": [ { "author": "Sanqui wrote: Thu Nov 28, 2024 2:27 pm", "content": "" } ] } ]
13
forum-topic-125116
125116
Paste sound barely audible -- pls make louder
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=125116
Usul
Hi! The interface sound of pasting copied settings over to an entity is barely audible. In comparison to corresponding copy sound, it is objectively much quieter. I find it difficult to hear the former above other factory noises, though I have unimpaired hearing. That particular sound is especially important as feedback, to know that the pasting of settings is confirmed, without having to verify by opening the entity UI. Please make this sound louder, thank you! P.S: Speaking of feedback sounds, I think that several of the 2.0 new sound effects are too quiet and others quite loud and harsh compared to. I think these sfx could benefit a lot from a volume balancing pass by the dear sound dev dude at Wube. Example for one of the loudest and harshest sounds in the game: opening and closing train wagon (the new sound)
[ { "author": "ikarikeiji", "content": "+1", "date": "2024-12-26T15:11:57+00:00", "quotes": [] } ]
1
2024-12-25T14:43:32-06:00
forum-topic-116694
116694
Assembler's "Set Recipe" should use the strongest signal
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=116694
19wolf
So I've been playing around with the "set recipe" feature of assemblers and I'm having a lot of trouble getting it to do what I want because of how the signals currently work. And in researching it, apparently getting the max signal is non-trivial? Unless I'm missing something, if I could just get my assembler to use whatever signal has the highest value, I wouldn't end up with a contraption that's trying to make belts before it makes gears.
[ { "author": "sarge945", "content": "I noticed this too. It was very annoying. \n \nYou can work around it using the new combinator, but it's tedious and annoying.", "date": "2024-10-23T01:56:30+00:00", "quotes": [] }, { "author": "RoseQuartz", "content": "Would love to have this. It would make the somewhat tedious \"ensure items are craftable\" part of dynamic malls simpler and seems like an obvious feature.", "date": "2024-10-27T09:55:26+00:00", "quotes": [] }, { "author": "mmmPI", "content": "Most of your research must have found result from before the expansion release where it was indeed non-trivial to find the max signal. \n \nThe new selector combinator that can be used for this now, it has several mode, one of them ( on the right in the picture) allow to \"select input\" by descending order with X as index in the picture means sending X=1 as input with the other signals will have as result for ouput the highest signal ( the 1rst) in descending order , if you want the lowest signal you can sort by ascending. \n \n \n \n selector combinator.jpg (143.64 KiB) Viewed 1995 times \n \n \n\nThere are other mode that may help. \n \nNot sure how i feel about the suggestion, the strongest signal seems more intuitive, but may end up more difficult to use as it would change sometimes more frequently than the current order.", "date": "2024-10-27T10:53:15+00:00", "quotes": [ { "author": "19wolf wrote: Tue Oct 22, 2024 9:22 pm", "content": "" } ] }, { "author": "Elobomg", "content": "This is totally needed In my opinion. Right now we have the tools to do it with some combinators but really if just the assembly would just take the strongest signal I could just add a *10 to each intermediate ingredient after being compared in a chest so it will craft it first and after 1/10 of the signal is made, will change to the other recipe and tho, making a smart mall would be sooooo much easier than starting to filter out all the things you need before final product. \n \n\nYeah you would need to amplify the signal after being compared so it has highest priority and then is crafted. Also using small orders would compensate this tho.", "date": "2024-10-27T12:52:21+00:00", "quotes": [ { "author": "mmmPI wrote: Sun Oct 27, 2024 10:53 am", "content": "" }, { "author": "19wolf wrote: Tue Oct 22, 2024 9:22 pm", "content": "" } ] }, { "author": "IsaacOscar", "content": "What if the maximum signal changes too quickly? \nThen the recipe could changed after ingredients have been picked up but before they are placed in the machine, thus causing inserers to get stuck. \n \nI suggest it only changes recipe if the current recipe signal is no longer sent, or it has no recipe set and there is a signal. Then when it changes, it uses the max. \nThis behaviour would be hard to communicate to users.", "date": "2024-11-26T11:30:45+00:00", "quotes": [] }, { "author": "Khazul", "content": "This seems to be one of those things that if it gets done, then there are many many other scenarios that have equally good arguments for special treatment of signals. \nAs someone suggested - use a selector combinator. If you need to restrict signals, use a multi-decision decider setup to function as a filter. \nIf you use the random input option it has an update timer as well that may be useful holding a recipe to save messing with timed latch setups (though a timed latch will always be more responsive). \n \nWhat I actually use for recipe swapping is a lock out latch that blocks further recipe changes until the current one has finished or was abandoned. That other thing I sometimes use is triggered register (basically a multi-signal memory cell with a separate trigger input to load the register). \n \nI think there are greater needs for more combinators with more complex operators to more generally facilitate the kind of control you are looking for, for eg, while there are resources around for many of the more complex combinator setups with feedback that can be out of reach for many players and/or end up very clunky with circuits, for eg clocks/timers, memory cells, clocked memory cells, SR and RS latches, Continuous Moving Average accumulators and many others that would be of far greater and more general benefit I think as well as immediately solving these kinds of problems and making the solutions to these kinds of problems much more accessible to people or even just to save space for those who already know what they are doing.", "date": "2024-11-26T17:27:21+00:00", "quotes": [] }, { "author": "danbopes", "content": "I came here to +1 this. Seems a little counterintuitive to just take the first in the recipe order. (It may make sense from a performance perspective), but I think the performance hit is worth it, at the tradeoff of ease of use.", "date": "2025-03-16T15:05:52+00:00", "quotes": [] } ]
7
2024-10-22T16:22:00-05:00
forum-topic-124363
124363
[2.0.23] Cant swap player with player in remote view
Won't fix.
https://forums.factorio.com/viewtopic.php?t=124363
root
Code: Select all /swap-players command does not work if you or the player to swap is currently in remote view. The command returns an error: Code: Select all Cannot swap players: Character does not have a controller. I believe that the command should work regardless of the player's viewing mode.
[ { "author": "", "content": "This is quite funny because the \"swap-players\" command internally is handled by a function called swapCharacters and a player that is in remote view obviously has no character.", "date": "2025-01-17T13:25:53+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report however I don't believe we will be doing anything about this. This command exists as a helper for post-banned players and or people who have changed their username and want to get their old items back. There are many combinations of cases where it won't work and as a simplification to implementing it, it simply rejects the swap if it's not the simple case.", "date": "2025-03-03T19:48:26+00:00", "quotes": [] }, { "author": "root", "content": "It was very useful command. Usually griefer select all on the map and mark for deconstruct. I ban them but cant Code: Select all swap-players to undo deconstruct because they banned in remove view.", "date": "2025-03-05T18:27:32+00:00", "quotes": [] } ]
3
2024-12-13T09:47:26-06:00
forum-topic-126971
126971
Filter to include/exclude spage age mods
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=126971
tyasuh
As simple as the title says, a way to filter out mods that require space age dlc.
[ { "author": "mmmPI", "content": "+1 ( i think this was suggested already but can't find it)", "date": "2025-02-20T09:23:10+00:00", "quotes": [] }, { "author": "Hares", "content": "+1", "date": "2025-02-28T10:40:23+00:00", "quotes": [] } ]
2
2025-02-19T19:24:40-06:00
forum-topic-85716
85716
LuaGuiElement double slider
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=85716
LuziferSenpai
Hey, it would be nice to get the double slider from the Logistic Menu, so we can use it to create custom request/keep/send GUI's, without needing 2 sliders in 2 rows or even more. I would use it for this mod: https://mods.factorio.com/mod/Cargo_Train_Logistics Greetz, Luzifer
[ { "author": "LuziferSenpai", "content": "Any update to this?", "date": "2020-10-19T11:57:13+00:00", "quotes": [] }, { "author": "", "content": "+1. I would like to use a double slider for my Quick Item Search interface. Right now I have to use two separate sliders, which wastes a lot of space. \n \n \n \n 2021-01-17 12_26_32-Factorio 1.1.13.png (41.12 KiB) Viewed 1362 times", "date": "2021-01-17T19:26:54+00:00", "quotes": [] }, { "author": "LuziferSenpai", "content": "Any update?", "date": "2024-04-30T18:52:07+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "Now that you work for WUBE, do you plan to implement this yourself?", "date": "2024-08-14T17:10:31+00:00", "quotes": [ { "author": "raiguard wrote: Sun Jan 17, 2021 7:26 pm", "content": "" } ] } ]
4
2020-06-07T05:28:17-05:00
forum-topic-122313
122313
[2.0.20] script equipment grid ghost interactions/removal can create a lingering item request
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=122313
Quezler
steps to reproduce: - load world with mods (reproducible without the platform construction mod too) - place a linked/infinity chest and put each of your 3 tiers of personal battery away - head into remote view - place a (tier 3) battery as shown on the picture - confirm personal roboport is on and that there is a missing item request - board the train and drive over the landmine - notice the battery ghost is now gone from the grid, yet the alert remains it is potentially caused by a removal proxy being created (first) by the equipment train stop mod, since this in a fresh world does not cause the issue: /c game.player.selected.grid.order_removal(game.player.selected.grid.equipment[1]) regardless, that it is able to get into this state is a bug, possibly can crash during prototype changed validity checks and such
[ { "author": "", "content": "Can you reproduce this in the latest version? (2.0.32 or later) \n \nAlso, do you have exact steps to reproduce the issue from scratch?", "date": "2025-01-29T13:54:41+00:00", "quotes": [] }, { "author": "Quezler", "content": "During the process of trying to reproduce it i found an instance of lingering requests, not sure if its \"exactly the same one\", but reproducible nonetheless: \n \n- install kry-vehicle-grids_2.1.15 (+ kry_stdlib_2.0.1) \n- new world \n- place enough rails for a locomotive \n- /c battery = game.player.selected.grid.put{name = \"battery-equipment\", ghost = true} \n- /c battery = game.player.selected.grid.put{name = \"battery-equipment\", ghost = true} \n- notice 2 requests \n- remove the 1 ghost from the locomotive grid \n- notice 1 request still remains, without a ghost", "date": "2025-01-29T16:27:06+00:00", "quotes": [] }, { "author": "Quezler", "content": "The save itself also seems to still cause the initial glitch even in .33, additionally there might be a migration issue in general related to grids stored in items:", "date": "2025-01-29T17:04:59+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. This is now fixed for 2.0.42.", "date": "2025-03-12T19:45:23+00:00", "quotes": [] } ]
4
2024-11-20T15:15:32-06:00
forum-topic-9407
9407
MoMods: MiniMod Downloads
MoMods
https://forums.factorio.com/viewtopic.php?t=9407
ludsoe
This thread contains Smaller mods, or incomplete mods that are still in the prototyping phase. Mod details are organised by [Factorio Version,Mod Name,Mod Version]. 0.9.X MoBeans OutDated Fart your enemys to death! --This was a request to be made. http://www.mediafire.com/download/4111t ... obeans.zip 0.12.x MoFarms 0.1.01 This is planned to be a core MoMod, but its currently in development. http://www.mediafire.com/download/qyd12 ... mofarm.zip 0.12.x MoSurvival 0.0.28 While browsing the mods on the forums, I came across Oxygen Mod. Which simulated oxygen requirements for the player, and as the developer of MoFarm from the MoMods Series. I had a idea. Why not simulate hunger to give players reason to harvest fish and use all those agricultural mods. So MoSurvival is the result of that idea. Right now I have a small prototype ready for those of you who dare try it, modders to get their hands on the script interfaces early. Currently in new games, MoSurvival will give you 10 fish to start with to lengthen the amount of time you have before you need to harvest food to eat. Download: http://www.mediafire.com/download/30ldx ... rvival.zip Example Code: For modders who want to add food for mosurvival Code: Select all if remote.interfaces.MoSurvival then remote.call("MoSurvival", "RegisterFoodItem", "item-name, hunger-value) end MaxHunger = remote.call("MoSurvival", "GetMaxHunger") PlayerHunger = remote.call("MoSurvival", "GetHungerofPlayer",player-index) remote.call("MoSurvival", "SetHungerofPlayer", player-index, hunger-points)
[]
0
2015-04-03T14:54:41-05:00
forum-topic-61472
61472
[One Line Suggestions] - Page 3
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=61472&start=40
curiosity
Ability to see actual date and time on everything, and not just a vague "X Ys ago". Ability to go to a specific page of a mod listing. This has been implemented by now, at least to the extent the linked thread is concerned.
[ { "author": "Jakzie", "content": "Ability to search for all the mods which use a specific mod as their dependency. Could be useful for mod developers to be able to see which mods use theirs as a dependency, but also regular players could use this to more easily find mods which overhaul, expand or just are definitely compatible with their favorite mods.", "date": "2022-06-06T15:46:28+00:00", "quotes": [] }, { "author": "", "content": "relative datetimes on the mod portal now show the original utc timestamp on hover \n \n \n \n Screenshot from 2022-09-22 18-56-27.png (43.39 KiB) Viewed 4358 times", "date": "2022-09-22T16:57:27+00:00", "quotes": [ { "author": "curiosity wrote: Thu Dec 23, 2021 3:51 pm", "content": "" } ] }, { "author": "ickputzdirwech", "content": "unify pages /user/username and /profile/mods (at least change the target of the link in the top right corner) \n add /notifications/list and /licenses as tabs to /user/username", "date": "2022-09-24T07:53:12+00:00", "quotes": [] }, { "author": "", "content": "yeah with the recent additions the top right corner was in need of a redesign...which we just deployed", "date": "2022-10-04T07:04:06+00:00", "quotes": [ { "author": "ickputzdirwech wrote: Sat Sep 24, 2022 7:53 am", "content": "" } ] }, { "author": "Honktown", "content": "Sorting / Search among My downloads", "date": "2022-10-04T08:23:36+00:00", "quotes": [] }, { "author": "Honktown", "content": "Came across some behavior that may be optimize-able? data_final_final_i_swear/downloads takes a while to load, which, presumably, is because the dependencies are being parsed each time to determine which ones are visible. A short list could be baked / precalculated instead to avoid this?", "date": "2022-10-08T05:48:42+00:00", "quotes": [] }, { "author": "", "content": "Already on my todo list \n \n\nI think I'd rather just stop displaying dependencies when there's like >500 of them. Or is there a legit use-case to have so many dependencies visible when browsing?", "date": "2022-10-13T05:34:47+00:00", "quotes": [ { "author": "Honktown wrote: Tue Oct 04, 2022 8:23 am", "content": "" }, { "author": "Honktown wrote: Sat Oct 08, 2022 5:48 am", "content": "" } ] }, { "author": "Honktown", "content": "That does apply, though strictly speaking, in this case the optional hidden dependencies aren't showing. For a comparison number, SE shows 92... maybe the dependencies should be a dynamically loaded frame or separate page (with linking). How often will someone looking at the downloads *care* except when it's a \"mod pack mod\"? The only drawback I see is it's more clicking for someone strictly downloading mods through the portal pages. I imagine players only go to the download page when they intentionally download old versions - they have to be able to download from inside the game, anyway, already... And old versions won't show dependencies so it's not like seeing dependencies will help them in that case.", "date": "2022-10-13T06:19:21+00:00", "quotes": [ { "author": "vinzenz wrote: Thu Oct 13, 2022 5:34 am", "content": "" } ] }, { "author": "curiosity", "content": "FWIW, most of the time I open the downloads page is to see dependencies. I won't mind it being a sibling tab to downloads, but I will mind if I have to load an additional page to get there.", "date": "2022-10-13T23:09:33+00:00", "quotes": [ { "author": "Honktown wrote: Thu Oct 13, 2022 6:19 am", "content": "" } ] }, { "author": "Pi-C", "content": "Regarding dependencies: It's useful to see what other mods a mod depends on. As the mod names are links to the respective mod page, it's easy to use \"Open in new tab\" and check out those mods without trouble. However, sometimes a long list of dependencies may become a nuisance (e.g. when you just want to download an old version of a mod, or when making screenshots). So, how about making an expandable/collapsable \"Dependencies\" field? This way, the information would be available when needed, but users could decide to not show it -- without changing a general setting that applies to all mods.", "date": "2022-11-09T08:36:21+00:00", "quotes": [] }, { "author": "micromario", "content": "For Pyanodons we frequently love to leave extra context in the changelog via hyperlinks. \nWould it be possible to automatically convert these into real links?", "date": "2024-04-26T12:37:17+00:00", "quotes": [] }, { "author": "darkfrei", "content": "He must be the markdown syntax as:\n Code: Select all [Annotorio](https://mods.factorio.com/mod/Annotorio)", "date": "2024-04-26T16:25:58+00:00", "quotes": [ { "author": "micromario wrote: Fri Apr 26, 2024 12:37 pm", "content": "" } ] }, { "author": "Hares", "content": "One line suggestions:\n \n Add tags for most-popular overhauls/projects (Bob's; SE; K2; AAI; etc.). 3rd-parties may use these tag to mark a mod as specifically designed for the specified modpack (i.e., Space Exploration rocket log). \n Add preview button to all big message boxes.", "date": "2024-07-18T10:14:54+00:00", "quotes": [] }, { "author": "UselessAqua", "content": "Add Tag: Character \n Add Tag: Texture Replacer \n Add function to report mod directly from to mod page \n Add function to block specific user so their mods are not shown", "date": "2024-12-21T22:27:23+00:00", "quotes": [] } ]
14
2018-07-10T11:51:03-05:00
forum-topic-64017
64017
FactorioIO - Energy Reader (Only one reading)
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=64017
Sworn
I was looking for a mod that output that two top bars that you have in the energy windows (Satisfaction, Production). A guy in the reddit send me here. I found that you have 3 signals (power consumption, power production and grid satisfaction) but only 1 signal have output. Actually power consumption and power production have readings, but they read the same value, so no much use in there. The grid satisfaction never reads anything. I found no information in the mod portal if I actually need to do something for that to work or if it's a bug... Would be awesome to be able to read the 2 top bars (Satisfaction, Production) of the energy window. My guess was that the Satisfaction = power consumption and Production = power production but it is only a guess. More inormation would be nice to have.
[ { "author": "Sworn", "content": "", "date": "2018-12-25T15:35:51+00:00", "quotes": [] }, { "author": "Sworn", "content": "I was trying to fix it, but I have no idea how to change it. \nThey output the same value and will always output the same value as the consumption and production are always the same in the game guy energy. \nThey should output the % value of each bar like the accumulator does.", "date": "2019-01-08T23:19:39+00:00", "quotes": [] }, { "author": "Oh_Bob_Saget_86", "content": "Sorry to hijack this thread (but the option to create a new topic isnt available) \n \nCan someone point me in the direction of how to use the 'Actuator\" combinators in this mod?", "date": "2023-01-28T13:49:34+00:00", "quotes": [] }, { "author": "1WheelDude", "content": "I don't know where to post because there's no RadioNetwork topic to post to...so I guess I hope for the best and post here. \n \n1) If a red and green signal is transmitted, the receiver combines the signal into one and pollutes the signal with values not intended to be read. \n2) Signals cross over other surfaces in mods like Space Exploration. A signal receiver (T1) in Nauvis Orbit will pick up signals from a transmitter (T1) on the ground from Nauvis.", "date": "2023-02-11T20:29:42+00:00", "quotes": [] } ]
4
2018-12-21T15:41:50-06:00
forum-topic-126304
126304
[2.0.32] Crash when launching multiplayer save.
Technical Help
https://forums.factorio.com/viewtopic.php?t=126304
chasen
Crash on launching multiplayer, just as the world finishes loading in. Both players are on most recent update [2.0.32] and crash on any Space Age saves. Code: Select all 0.001 2025-01-24 21:03:11; Factorio 2.0.32 (build 81349, win64, steam, space-age) 0.001 Operating system: Windows 10 (build 19045) 0.000 Initializing Steam API. 0.002 Program arguments: "G:\Program Flies\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.002 Config path: C:/Users/chase/AppData/Roaming/Factorio/config/config.ini 0.002 Read data path: G:/Program Flies/Steam/steamapps/common/Factorio/data 0.002 Write data path: C:/Users/chase/AppData/Roaming/Factorio [122081/476322MB] 0.002 Binaries path: G:/Program Flies/Steam/steamapps/common/Factorio/bin 0.013 System info: [CPU: AMD Ryzen 5 5600X 6-Core Processor, 12 cores, RAM: 20257/32683 MB, page: 31315/71595 MB, virtual: 4350/134217727 MB, extended virtual: 0 MB] 0.034 Memory info: 0.034 [0]: Corsair CMW16GX4M2D3600C18 8192 MB 3600 MHz 1.2 v 0.034 [1]: Corsair CMW16GX4M2D3600C18 8192 MB 3600 MHz 1.2 v 0.034 [2]: Corsair CMW16GX4M2D3600C18 8192 MB 3600 MHz 1.2 v 0.034 [3]: Corsair CMW16GX4M2D3600C18 8192 MB 3600 MHz 1.2 v 0.380 Info ModManager.cpp:279: Found duplicate mod GhostOnWater, using highest version (0.12.2). 0.380 Info ModManager.cpp:279: Found duplicate mod LogisticTrainNetwork, using highest version (1.18.6). 0.380 Info ModManager.cpp:279: Found duplicate mod flib, using highest version (0.14.1). 0.380 Info ModManager.cpp:279: Found duplicate mod space-exploration, using highest version (0.6.134). 0.380 Info ModManager.cpp:279: Found duplicate mod space-exploration-graphics, using highest version (0.6.18). 0.380 Display options: [FullScreen: true] [VSync: false] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 0] [Special: lmw] [Lang: en] 0.708 Video driver: windows 0.708 Available displays: 2 0.708 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 3080 {0x05, [0,0], 2560x1440, 32bit, 144Hz} 0.708 [1]: \\.\DISPLAY2 - NVIDIA GeForce RTX 3080 {0x01, [-2560,0], 2560x1440, 32bit, 100Hz} 0.764 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll 1.167 Initialised Direct3D[0]: NVIDIA GeForce RTX 3080; id: 10de-2206; driver: nvldumdx.dll 32.0.15.6636 1.167 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none 1.167 [Local Video Memory] Budget: 9285MB, CurrentUsage: 26MB, Reservation: 0/4770MB 1.167 [Non-Local Vid.Mem.] Budget: 15573MB, CurrentUsage: 10MB, Reservation: 0/7914MB 1.167 Tiled resources: Tier 2 1.167 Unified Memory Architecture: No 1.167 BGR 565 Supported: Yes 1.167 MaximumFrameLatency: 3, GPUThreadPriority: 0 1.168 Graphics settings preset: very-high 1.168 Dedicated video memory size 10053 MB 1.230 Desktop composition is active. 1.230 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] 1.230 [Max threads (load/render): 32/12] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: low] [Other: STDCwtl] [B:0,C:0,S:100] 1.264 [Audio] Driver:wasapi, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear 1.502 Info ModManager.cpp:444: FeatureFlag expansion-shaders = true 1.502 Info ModManager.cpp:444: FeatureFlag freezing = true 1.502 Info ModManager.cpp:444: FeatureFlag quality = true 1.502 Info ModManager.cpp:444: FeatureFlag rail-bridges = true 1.502 Info ModManager.cpp:444: FeatureFlag segmented-units = true 1.502 Info ModManager.cpp:444: FeatureFlag space-travel = true 1.502 Info ModManager.cpp:444: FeatureFlag spoiling = true 1.508 Loading mod core 0.0.0 (data.lua) 1.535 Loading mod base 2.0.32 (data.lua) 1.748 Loading mod elevated-rails 2.0.32 (data.lua) 1.781 Loading mod quality 2.0.32 (data.lua) 1.802 Loading mod space-age 2.0.32 (data.lua) 2.188 Loading mod base 2.0.32 (data-updates.lua) 2.203 Loading mod quality 2.0.32 (data-updates.lua) 2.228 Loading mod space-age 2.0.32 (data-updates.lua) 2.344 Checksum for core: 544741660 2.344 Checksum of base: 183736295 2.344 Checksum of elevated-rails: 2106445898 2.344 Checksum of quality: 3925140030 2.344 Checksum of space-age: 3216343430 2.720 Prototype list checksum: 3046732054 2.776 Loading sounds... 3.269 Info PlayerData.cpp:68: Local player-data.json unavailable 3.269 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1737434788 3.272 Post-data load graphics options: [Light occlusion: YES] 3.607 Initial atlas bitmap size is 16384 3.621 Created an atlas bitmap (size 16384x16380) [none] 3.636 Created an atlas bitmap (size 16384x16380) [none] 3.654 Created an atlas bitmap (size 16384x16372) [none] 3.655 Created an atlas bitmap (size 16384x11624) [none] 3.660 Created an atlas bitmap (size 16384x16384) [low-object] 3.660 Created an atlas bitmap (size 4096x1312) [low-object] 3.661 Created an atlas bitmap (size 16384x13440) [corpse-decay] 3.662 Created an atlas bitmap (size 16384x8392) [decal] 3.662 Created an atlas bitmap (size 16384x5596) [none] 3.662 Created an atlas bitmap (size 1676x79) [not-compressed] 3.663 Created an atlas bitmap (size 16384x4208) [mipmap, linear-minification, linear-magnification, linear-mip-level] 3.663 Created an atlas bitmap (size 4096x3104) [smoke, mipmap, linear-minification, linear-magnification] 3.670 Created an atlas bitmap (size 16384x16352) [terrain, mipmap, linear-minification, linear-mip-level] 3.671 Created an atlas bitmap (size 16384x4944) [terrain, mipmap, linear-minification, linear-mip-level] 3.671 Created an atlas bitmap (size 8192x4144) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 3.672 Created an atlas bitmap (size 8192x2576) [mipmap] 3.672 Created an atlas bitmap (size 2048x1520) [mipmap] 3.672 Created an atlas bitmap (size 4096x3152) [mipmap] 3.672 Created an atlas bitmap (size 4096x3152) [mipmap] 3.673 Created an atlas bitmap (size 4096x3152) [mipmap] 3.673 Created an atlas bitmap (size 8192x3808) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 3.674 Created an atlas bitmap (size 16384x6120) [alpha-mask] 3.695 Created an atlas bitmap (size 16384x16364) [shadow, linear-magnification, alpha-mask] 3.699 Created an atlas bitmap (size 16384x16376) [shadow, linear-magnification, alpha-mask] 3.699 Created an atlas bitmap (size 16384x5148) [shadow, linear-magnification, alpha-mask] 3.700 Created an atlas bitmap (size 8192x3952) [shadow, mipmap, linear-magnification, alpha-mask] 3.700 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 4.011 Loading 3D bitmaps. 4.027 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 4.045 Parallel sprite loader initialized (threads: 11, bitmaps: 8233) 20.533 Sprites loaded 20.555 Generated mipmaps (4) for atlas [4] of size 16384x16384 20.566 Generated mipmaps (4) for atlas [5] of size 4096x1312 20.577 Generated mipmaps (3) for atlas [10] of size 16384x4208 20.598 Generated mipmaps (3) for atlas [11] of size 4096x3104 20.609 Generated mipmaps (3) for atlas [12] of size 16384x16352 20.630 Generated mipmaps (3) for atlas [13] of size 16384x4944 20.640 Generated mipmaps (3) for atlas [14] of size 8192x4144 20.680 Generated mipmaps (3) for atlas [15] of size 8192x2576 20.691 Generated mipmaps (3) for atlas [16] of size 2048x1520 20.701 Generated mipmaps (3) for atlas [17] of size 4096x3152 20.730 Generated mipmaps (3) for atlas [18] of size 4096x3152 20.741 Generated mipmaps (3) for atlas [19] of size 4096x3152 20.753 Generated mipmaps (5) for atlas [20] of size 8192x3808 20.764 Generated mipmaps (3) for atlas [25] of size 8192x3952 20.790 Custom mipmaps uploaded (3189) 20.809 Video memory usage: 3490.87 MB (Atlases: 3360.56 MB, Textures: 130.30 MB) 20.881 Factorio initialised 20.959 Steam Storage Quota: 985/23841 39.483 Info ServerSynchronizer.cpp:22: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0). 39.483 Info ServerMultiplayerManager.cpp:808: updateTick(18446744073709551615) changing state from(Ready) to(PreparedToHostGame) 39.483 Info ServerMultiplayerManager.cpp:808: updateTick(18446744073709551615) changing state from(PreparedToHostGame) to(CreatingGame) 39.483 Loading map C:\Users\chase\AppData\Roaming\Factorio\saves\Shrimp Town 1-20.2-25.zip: 38371006 bytes. 39.536 Loading level.dat: 105739112 bytes. 39.541 Info Scenario.cpp:153: Map version 2.0.28-1 Factorio crashed. Generating symbolized stacktrace, please wait ... C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Util\ReleaseAssert.cpp(7): ReleaseAssertFailed C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Entity\MilitaryTarget.cpp(136): MilitaryTarget::checkNearbyForcesUnRegistration C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Entity\MilitaryTarget.cpp(95): MilitaryTarget::unregisterOnChunk C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Entity\EntityWithOwner.cpp(487): EntityWithOwner::setIsMilitaryTarget C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Map\SaveLoadHelper.cpp(7): LoadHelper::setup C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Map\MapSetupHelper.cpp(144): MapSetupHelper::MapSetupHelper C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Map\Map.cpp(831): Map::setupEntities C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Scenario\Scenario.cpp(293): Scenario::loadFactory C:\Users\build\AppData\Local\Temp\factorio-build-ZDK82g\src\Scenario\ParallelScenarioLoader.cpp(191): ParallelScenarioLoader::doLoad C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\thread(56): std::thread::_Invoke<std::tuple<void (__cdecl*)(MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,NamedBool<EnableReplayTag>),MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,enum NamedBool<EnableReplayTag>::Enum>,0,1,2,3,4,5,6,7> minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl*)(void *),1> ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFCA7637374) 00007FFCA7637374 (KERNEL32): (filename not available): BaseThreadInitThunk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFCA777CC91) 00007FFCA777CC91 (ntdll): (filename not available): RtlUserThreadStart Stack trace logging done 44.311 Error Chunk.cpp:708: value > 0 was not true 44.311 Error CrashHandler.cpp:643: Received 22 Logger::writeStacktrace skipped. 44.374 Info CrashHandler.cpp:318: Executable CRC: 3191260255 44.374 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. 47.066 Uploading log file 47.082 Error CrashHandler.cpp:270: Heap validation: success. 47.083 Creating crash dump. 47.371 CrashDump success
[ { "author": "adam_bise", "content": "No idea what this means: \n \nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFCA7637374) \n00007FFCA7637374 (KERNEL32): (filename not available): BaseThreadInitThunk \nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFCA777CC91) \n00007FFCA777CC91 (ntdll): (filename not available): RtlUserThreadStart \n \nSounds like it couldn't read from memory. \n \nBut I would start by deleting the game content in steam, deleting the app folder and re-extracting / installing the game and all mods. \n \nProlly want to back up your save game and blueprint storage dat and achievment dat \n \nGood luck", "date": "2025-01-29T15:46:44+00:00", "quotes": [] }, { "author": "", "content": "It's failing a check for forces registered on a chunk, so without a save file not possible to diagnose.", "date": "2025-01-29T15:54:28+00:00", "quotes": [] }, { "author": "chasen", "content": "Sorry, thought this had a save attached. That's my bad, here is the save being used at the time of post. \n \nThe work around that has been working for us since is staying on version 2.0.28. Any future versions have resulted in similar errors.", "date": "2025-02-01T21:52:26+00:00", "quotes": [ { "author": "Loewchen wrote: Wed Jan 29, 2025 3:54 pm", "content": "" } ] } ]
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2025-01-24T20:10:56-06:00
forum-topic-123324
123324
Factorio Forums • Play styles and factory designs
Hey folks, I play Factorio for a some years now (with some breaks from time to time) and I wonder about your play styles. Sure, most prominent is building megafactories creating quadrillions of science packs and so on, which is impressive for sure.... but I doubt most people have that much time to invest (maybe they also don't hang around in forums *lol) So maybe you would like to tell about how you enjoy Factorio (because it's the best game ever ). That said I'll begin: I prefer starting on an Island without "neighbours", build up supersuperslowly and expand in godmode . It's mostly about building making it nice and cosy and figuring out solutions. Most important: I use a main bus design with basic materials only (i/c-plates, stone, coal, advanced oil liquids+water ) so every factory section builds their own circuits, steel or whatever is needed. So setting up processors is a little different. I wonder if somebody uses a similar design away from almighty rainbow bus. Curious about your input Cheers M
[ { "author": "", "content": "I just hit 4000h and im going back to the roots with SA. Focusing on making it pretty over pure efficiency. \n \nTLDR: it just occurred to me that with over organising, you try to explain your base to someone who hasn't built it and joins your game. \nBeside my own playing I've watched too much other people and let them influence me too much. \nA little inspiration is good, but I've lost my own way. \n \nI know what I thought when a built a train around that cliff and forked a small stone mine off in that bulge. Or the loop that makes tracks long enough to park a 2nd train waiting to be loaded at the cramped U mine. \n \nMy plan is to not have a plan. If I need to figure out what I thought 100h ago, that's part of the plan. \n \n \n \nSo.. \nTrees will only be cut if very dense forests to see items, at least a little. Maybe when they are destroyed with the tiny amount of pollution, cos I'm using mostly green modules. \nCliffs will be kept. \n \nSmall nuclear power plants scattered around. \nSolar field design inspired by Dosh's megabase, not as big tho. \nPower might be overbuilt now, but I don't care. It looks good. \n \nOrganic train network. A few BPs. Mostly offloading stations. \nElevated rails will be kept for special purposes, I like when trains have to stop. I like signals. \n \nThe offloaders and the smelters are the only thing that looks the same. But I mixed em up, steel is not wider, it's twice as long. Stone is only half. A coal offloader for plastic in between two copper stations. \n Coal having no smelting obviously, so there is room for train fuel production. \n \nThis goes into a highly spaghettified base that is kind of handbuilt. Ofc I'm using bots for repetitive tasks, but it's not looking like a soulless warehouse with rows of production and nothing in between. \n \nMy defense perimeter consists of pillboxes to the north and east, cos it's small openings between big lakes. \nSouth and west has a few strips of longer walls between smaller lakes. \n4 different automated defense trains cos I designed walls and pillboxes differently. \n \nProduction doesn't need upgrades to research faster, cos designing takes time anyway \nCoal and solar is not enough and nuclear is not ready yet? (forgot to automated buildings, uranium was running), turn off part of the base. I've had a few brownouts and didn't upgrade then. \n \nFulgora will be first, just for the recycler so I can let quality grind for a few blue items at home. \nSince it's the easiest planet to escape naked, I'll only bring rocket silo materials and leave early. \n \n \nThe plan is to go Gleba \"first\", naked, only personal bots. It's beautiful, it's interesting, the sound is the best. \nIt's not the most efficient way, but I wanna build a \"normal\" base that supports itself and the solar system with its products, without outside help. \n \nFrom there I don't know. \n \nI've been to Aquilo in my first save and I liked it. \nBut I need to integrate the planet into my long term thoughts before I set up a fleet of space platforms. \n \nMy first save was brute force building to beat the game and that was a huge mistake.", "date": "", "quotes": [] }, { "author": "", "content": "I like trees and cliffs. I try not to destroy them unless there is no choice. My current map has a huge oil field covered by trees. I only cut down the trees needed to place power poles, pump jacks, and underground pipes to get the oil out. \n \nI also like spaghetti factories. I have a main bus but the belts go both directions. Plates, coal, stone, brick, plastic, green circuits, and red circuits on the main belt. I place things where they fit and use as many undergrounds and splitters as I need to make it work. I do not destroy anything I built except for the starting burner miners and hand-fed assembly machines. \n \nI like curved walls for defense. It allows more turrets to target enemies on approach. \n \nI have never made a \"city-block\" style base, but I want to try that. I want to design a huge network of trains delivering plates wherever they're needed, and a smaller train network taking higher products wherever they're need. I need to improve my blueprints before I'll be able to do this though. 6 hours in a map attempting to do this I discovered that I simply couldn't get resources where I needed them. I need to figure out how to get a large-scale automation of train products before I start trying to build a base around a train network. So far I have only done that using a bus design.", "date": "", "quotes": [] }, { "author": "", "content": "The biggest obstacle for me is getting all things together. I'm unable to create something from zero. I must have something to work with, no matter how mediocre it is, something to expand, to build on, to improve. This is my strength, while building things from nothing is my weakness. \n \nSo if I start with nothing (on every planet it's the same, even if I bring some starting equipment with me), I run around and look what resources are available, what tech is available, what tech can be unlocked soon to expand my capabilities. \n \nThen I fire up a new game as sandbox, map editor with lab tiles. I place all resources as infinity boxes (ores, fluids), and I randomly place a bunch of production buildings (assembling machines, refineries, etc.) and give them all the recipes currently available to me in the real map. Now I have a bunch of resources and a bunch of converters from ingredient x to output item y, where some need x and output y, and others need y and output z. \n \nThen I arrange them and connect them with belts and inserters. Or place logistics chests, depending on the tech level I have available. It's a long, long cut+paste session with me arranging and multiplying all the buildings until I get sane production lines with the resources from the infinity chests+pipes on the left and the final result(s) in chests on the right, and the production lines between them. \nSome intermediates such as green+red+blue circuits are always the same, so they get their own part from some blueprint and I only need to connect outputs with inputs. \n \nIn the end, there is something I blueprint and place on the real map. Usually it's an iterating process, since you need to build a small factory by hand to produce the items for the next factory, then use the next factory to build the next version of that factory and so on until every production relevant tech is unlocked. And it's necessary to improve the blueprint on the real map, since the blueprint from the sandbox never runs properly on a real map of course. But this is fun, since repairing existing stuff is my strength. \n \nWithin the factory I have guidelines, such as trying to minimize belt and pipe length and place the output of one line as near as possible to the input of the next line it feeds. On Nauvis, I have big smelting and circuit production areas, but everything else is built on the spot. Elsewhere, it's everything distributed and near the spot where it's needed, since you have more powerful production buildings that require less space. \n \nAnd last, I tend to always build 2 different and distinct factories next to each other. One is the mall for producing items to build the factory, optimized for spike usage. The other is the science production and rocket transport, optimized for continuous, nonstop production. \n \nWhat I definitely like in Space Age is the scaling of the production. You're able to build a slow basic setup that works as start. Then scale the same setup by adding a few more machines, then modules, then beacons, then better modules, then faster belts, then quality, and then everything again, on the next higher level. You don't need to deconstruct and create a whole new factory with a whole new layout to increase production. At least much less than with 1.1.", "date": "", "quotes": [] }, { "author": "", "content": "I like designing stuff but not building them. I just design the bare minimum for a short term goal and don't bother to scale or tweak rates unless absolutely necessary. I also prefer renewables, tore down nuclear power the moment I get enough free carbons from space to burn. Reached solar edge without depleting anything but the starting Nauvis ore patches on default setting.", "date": "", "quotes": [] }, { "author": "", "content": "I do the same. When I play, I just go from bottleneck to bottleneck. Over the years, I've learned that when I fix a bottleneck, maybe increase production of that Item by about 3-4 times. Usually, that's enough, but in some games, that's still not enough, so that same thing might be a bottleneck again in a few weeks. \n \nAt the end, I usually put everything (including ore patches) in a giant rail/robotport grid, and play that until my UPS/FPS drops too low to make it fun to play any more.", "date": "", "quotes": [ { "author": "h.q.droid wrote: Wed Dec 04, 2024 5:44 am", "content": "" } ] } ]
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