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forum-topic-123458
123458
[2.0.21] Foundry at high speeds is fluid output bound
Duplicates
https://forums.factorio.com/viewtopic.php?t=123458
nctdev
I'm trying to extract 480 stone/s (2 saturated belts) from a foundry that is producing 516/s. No matter the setup I use, I cannot get over 450 stone/s from one foundry. This is the test setup: Blueprint: 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 Copy blueprint It should make 516 stone + 8613 molten copper per second from 6891 lava. It makes 450 stone + 7500 molten copper per second from 6000 lava. The foundry just gets stuck every so often, because its fluid capacity is too low: It gets stuck when craft + productivity bars are about to reach 100% at the same time too. It is not the inserter delay, because setup like this also cant produce over 450 stone/s: With production rates so high I would expect the machine inventory size to be much higher. It also seems impossible to use machines at 6000 fluid/s per input/output - highest I could achieve was 4500 for single and 7500 for double i/o - straight to/from infinity pipes. Adding storage tanks in between also didnt help.
[ { "author": "", "content": "This looks like the fluid output is backed up, not the stone output, which means you just need to extract it faster - with a pump.", "date": "2024-12-01T20:35:21+00:00", "quotes": [] }, { "author": "nctdev", "content": "Yes the fluid is backed up. Is it expected that foundry cannot hold even 2 cycles worth of craft materials? \n \nUsing pumps, like this? \n \nSetup above also caps at 450 stone/s because of fuild internal buffer. Attaching a pump directly to output hard caps its throughput at 3k from available 6k.", "date": "2024-12-02T10:24:13+00:00", "quotes": [] }, { "author": "", "content": "No, pumping directly from the output of the machine.", "date": "2024-12-02T13:08:40+00:00", "quotes": [] }, { "author": "MechBFP", "content": "Why would you want to connect a pump directly to the output when pipes have way higher throughput in the new fluid model?", "date": "2024-12-02T13:21:44+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Dec 02, 2024 1:08 pm", "content": "" } ] }, { "author": "Hares", "content": "1200 u/s [pump throughout] × 2.5 [legendary quality] × 2 [# of pumps] = 6k < 8.5k \n \nIt looks impossible to get the max output from this foundry with just pumps to the output.", "date": "2024-12-02T14:01:24+00:00", "quotes": [ { "author": "MechBFP wrote: Mon Dec 02, 2024 1:21 pm", "content": "" } ] }, { "author": "warbaque", "content": "With molten metals from ores, bonus production tick stops foundry for a tick. \n \n1000 molten metal produced during single tick and 100+ metal still in buffer, foundry has to stop for a tick empty buffers. \n \nAfter ~5000 fluid per second foundry can no longer empty its buffers fast enough: \n \n+1220%, 5156/s, no pauses \n+1237%, 5223/s, you lose 1 tick out of 30 -> effective output = 5049/s \n+1253%, 5285/s, no pauses \n+1270%, 5352/s, no pauses \n+1304%, 5484/s, you lose 1 tick out of 29 -> effective output = 5295/s \n+1338%, 5617/s, you lose 1 tick out of 28 -> effective output = 5416/s \n+1471%, 6137/s, you lose 1 tick out of 26 -> effective output = 5900/s \n+1593%, 6613/s, you lose 1 tick out of 24 -> effective output = 6337/s \n+2440%, 9922/s, you lose 4 tick out of 20 -> effective output = 7938/s \n \nIt's annoying that foundry keeps turning off for 1 tick every now and then, especially since max fluid throughput isn't documented well anywhere. \n \nedit: I was able to get 1 extra tick production by adding more pumps. \n+2440%, 9922/s, you lose 3 tick out of 20 -> effective output = 8434/s \n \nActual output fluctuates a lot from tick to tick (50/t to 160/t), limited by fullness ratio.", "date": "2024-12-04T06:55:33+00:00", "quotes": [] }, { "author": "Darain", "content": "Are you able to share some of your solutions to extracting a higher effective output? I tried using pumps directly into storage tanks, even legendary pumps, but it was somehow worse than without a pump+storage tank solution, just underground pipes to my LDS machines. \n \nI could, in theory, just add 1 more foundry. But it's really annoying that calculator/solver suggests that I only need the machine running 90% of the time to output 356k molten copper per minute, and I am just short, at around 353k per minute, and to solve it by overkilling with one whole extra machine and more real estate", "date": "2024-12-14T09:41:23+00:00", "quotes": [ { "author": "warbaque wrote: Wed Dec 04, 2024 6:55 am", "content": "" } ] }, { "author": "robot256", "content": "Pumps have been nerfed to 1200/sec so almost always slow down flow now. Try adding just tanks to the pipes between factories, because the flow rate is fastest when the connected pipe network is mostly empty. Adding tanks will increase the amount of fluid you can buffer without getting close to the full state.", "date": "2024-12-14T13:03:41+00:00", "quotes": [] }, { "author": "warbaque", "content": "I did some more tests and my initial effective output estimates were wrong. \n \ne.g. iron ore -> molten \ntheoretical max production = 9921.875/s (=500 * 2.5 / 32 * 254) \n \neffective output is not (max production) * (active ticks) / (total ticks), but (production) * (production cycles) / (total ticks) \n \nHere's a minimal setup: \n \n \n \n19 tick loop, where there is\n \n 2 production cycles \n 3 bonus production cycles \n 3 ticks (1+2) where output is full \n \n\n-> total production \n= 7894/s (=500 * 5 / 19 * 60) \nor \n= 131.579 per tick \n \nAnd then we can measure output by reading machine output: \n \n \n \nWith 9 pumps (quality doesn't matter) I can get 7894/s \n \nnormal quality pumps:\n \n 1: 1200/s \n 2: 2400/s \n 3: 3600/s \n 4: 4800/s \n 5: 6000/s \n 6: 7200/s \n 7: 7692/s \n 8: 7692/s \n 9: 7894/s \n \n\nlegendary pumps:\n \n 1: 3000/s \n 2: 6000/s \n 3: 7031/s \n 4: 7142/s \n 5: 7500/s \n 6: 7500/s \n 7: 7692/s \n 8: 7692/s \n 9: 7894/s", "date": "2024-12-16T00:06:59+00:00", "quotes": [ { "author": "Darain wrote: Sat Dec 14, 2024 9:41 am", "content": "" } ] }, { "author": "warbaque", "content": "I improved tester circuitry to just measure production ticks. \n \n \n \n 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 Copy blueprint \n \n \n \n 12-16-2024, 04-33-07.png (21.16 KiB) Viewed 2847 times", "date": "2024-12-16T02:30:30+00:00", "quotes": [] }, { "author": "evanrinehart", "content": "The foundry output buffer is 1000 and the recipe adds 500 each time. Then even with a totally empty output pipe, the molten iron empties at 100 per tick reduced by the fullness factor of the output buffer . This is slow enough that eventually the buffer is over 500 when a craft completes, stalling the machine. \n \nIt's not obvious increasing the buffer would fix it. \n \nTaking out the output fullness factor would allow output up to 100 fluid per tick per pipe connection, in this case 12k/s. \n \nBut somewhere I saw they are experimenting with a different tweak to the factor. I hope nothing drastic changes to the new fluid system because I really like it.", "date": "2024-12-16T21:54:42+00:00", "quotes": [] }, { "author": "Darain", "content": "This whole fullness factor is probably the thing that stumps me the most - if, in theory, I am consuming more, the fullness factor should be lower for the same molten copper production settings, yes? And yet, in my own real world observations, adding more LDS machines did not improve molten copper throughput. I was still \"hard stuck\" on somewhere around 346k molten copper per minute, on a single foundry with Q5 Prod 3s, and 6-beaconed with Q5 Speed 3s. On paper FLabs suggested 360k, and even adding more beacons did nothing to improve the situation. Strangely, doing it in a test world to an infinity pipe that was always empty, adding beacon(s) seemed to push that one foundry to the target 360k molten copper / minute. \n \nI have since opted to not push my foundries that much to the limit, much to my annoyance as that means more productivity modules that are really troublesome to obtain. But that's just how it is for the time being. I think I will reduce the quality of the prod3s too, as I don't need it to be the best possible, if I am splitting the workload over more machines.", "date": "2024-12-17T08:58:25+00:00", "quotes": [ { "author": "evanrinehart wrote: Mon Dec 16, 2024 9:54 pm", "content": "" } ] }, { "author": "warbaque", "content": "I did a bit more testing and for example if you want to boost chem plant output to 8653 fluid per second from 8645, you just need to add 135 pumps (for a total of 201) \n \nFunnily, if I output directly to turbines, I also need 201 turbines to consume all that steam... \n \n \n\nThese were the best I was able to get \n \ne.g. \n- molten iron/copper from lava with 7 output pumps = 7500/s (450000/min) \n- molten iron/copper from ore with 9 output pumps = 7894/s (473640/min) \n \n \n \n 12-16-2024, 22-53-09.png (1.37 MiB) Viewed 2625 times \n \n \n \n \n \n 12-16-2024, 22-53-21.png (1.15 MiB) Viewed 2625 times", "date": "2024-12-17T21:22:55+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Dec 02, 2024 1:08 pm", "content": "" }, { "author": "Darain wrote: Sat Dec 14, 2024 9:41 am", "content": "" }, { "author": "Darain wrote: Tue Dec 17, 2024 8:58 am", "content": "" } ] }, { "author": "", "content": "Duplicate of 118644 . \n \nThis is a side effect of the fluid transfer rate being restricted based on the fullness of the source and sink. I have some ideas on how to fix it but they likely won't be implemented until 2.1.", "date": "2024-12-18T23:18:13+00:00", "quotes": [] }, { "author": "warbaque", "content": "Yeah, there are some quirks with the new fluid system, but it's still a big improvement over the old version \n \nIs there some open discussion concerning algorithm improvements somewhere? I have some ideas that could be helpful (mostly inspired from modded minecraft or from other simulation approximations I've done). After all, what we want is simple, intuitive and computationally efficient system.", "date": "2024-12-19T10:14:11+00:00", "quotes": [ { "author": "raiguard wrote: Wed Dec 18, 2024 11:18 pm", "content": "" } ] }, { "author": "Trific", "content": "It would improve it. Right now the buffer has to drop to less than half full for a craft to complete. When it is half full, each outlet empties at half (50/tick) the amount it empties when it is full (100/tick). If the output buffer is increased to 2000, then it has to drop to 1500 to accept a new craft, and at that point, it is still pushing 3/4 of its capacity, resulting in significant overall output. Double it again, and you're now looking at it pushing 7/8's of its rated capacity while it still has sufficient room to accept a new craft. That would likely at least come close to allowing a foundry to push it's max production.", "date": "2025-01-02T15:29:22+00:00", "quotes": [ { "author": "evanrinehart wrote: Mon Dec 16, 2024 9:54 pm", "content": "" } ] }, { "author": "evanrinehart", "content": "I would believe there would be some increase in performance for the foundry (and chemical plant doing steam condensation, maybe others) but unless you can get 100% of the way to the theoretical rate predicted by calculators, people will still be posting \"duplicate\" complaints into the future at the cost of 2x or 4x more buffering. \n \nMaybe with a genius enough change to the transfer formula you could get 100% predicted performance with even less buffer than we already have", "date": "2025-01-02T15:49:30+00:00", "quotes": [] } ]
17
2024-12-01T07:29:14-06:00
forum-topic-118388
118388
[2.0.12] Concrete produces iron ore in recycler
Not a bug
https://forums.factorio.com/viewtopic.php?t=118388
Sevristh
On Fulgora when recycling concrete iron ore is being produced as an output after the patch this morning. Patch 2.0.12 build 79795
[ { "author": "someone1337", "content": "seems correct? \n \nsince concrete needs brick + water + iron ore", "date": "2024-10-29T16:49:57+00:00", "quotes": [] }, { "author": "JackTheSpades", "content": "There is however no mention of this in the patch notes.", "date": "2024-10-29T16:55:00+00:00", "quotes": [ { "author": "someone1337 wrote: Tue Oct 29, 2024 4:49 pm", "content": "" } ] }, { "author": "RainbowFire", "content": "Concrete is made in an assembler (alternate recipe foundry). Recycler reverses this process, except for smelting and chemistry. \nSeems to be working as intended?", "date": "2024-10-29T17:47:48+00:00", "quotes": [] } ]
3
2024-10-29T09:38:42-05:00
forum-topic-120100
120100
productivity exploit +100%
Won't fix.
https://forums.factorio.com/viewtopic.php?t=120100
Stargateur
with productivity module and passive productivity bonus on new machines we can now have more than +100% productivity on crafting machine, this mean you get bonus item before the ingredient are used. This mean you can have unlimited item by resetting the craft just before the main progress bar finish. You can do it manually or even with circuit I think. This is a big exploit for legendary recipe, you can obtain unlimited free legendary ingredient to make your stuff. (thus that limited to what new building can craft and some items that have productivity bonus in the research tree) Possible fix: - only give bonus items once main item is complete. - doesn't give back item when cancel recipe like before (that could hurt player)
[ { "author": "Hares", "content": "IIRC, without mods you can't automatically reset the recipe before crafting is complete, so you can't abuse it. In fact, there are modpacks designed around it (like Warptorio where you can easily get +140% on every machine). \n \nBTW, definitely not a bug as devs confirmed that anything below +300% is completely OK. Feel free to open/continue discussion in Ideas & Suggestions. \n \nEdit: Added links.", "date": "2024-11-06T16:42:50+00:00", "quotes": [] }, { "author": "", "content": "Possible fix: do nothing because this abuse needs a manual labor and so is throughput limited and every possible solution is going to be seen by someone else to be more buggy (delaying bonus until main product finishes would be confusing due to gui, not returning ingredients is going to cause suffering due to kovarex-enrichment-process, limiting productivity to less than 100% will nerf quality and make certain infinite technologies finite).", "date": "2024-11-06T16:53:04+00:00", "quotes": [] }, { "author": "mrvn", "content": "Even below 100% productivity you can still exploit this. Every time you get a productivity bonus item you can reset the recipe and reset however much of the ingredients was used up. So a 60% productivity bonus turns into 100% extra output.", "date": "2024-11-06T17:29:50+00:00", "quotes": [] }, { "author": "Stargateur", "content": "dev talk about +300% being ok was about the recycle because it's return 25% that why they put a hard cap at 300% to avoid infinite loop that produce item. \n \n\nI think you can now with 2.0. I didn't try yet but you can set recipe and detect when a recipe is finish so you can probably reset it with circuit without mod now. \n \n\nwell at least there was at least one cycle before it's happen, but this was pretty much useless before except for speedrun, but now being able to craft unlimited legendary module is quite strong.", "date": "2024-11-06T17:49:36+00:00", "quotes": [ { "author": "Hares wrote: Wed Nov 06, 2024 4:42 pm", "content": "" }, { "author": "Hares wrote: Wed Nov 06, 2024 4:42 pm", "content": "" }, { "author": "mrvn wrote: Wed Nov 06, 2024 5:29 pm", "content": "" } ] }, { "author": "", "content": "This case sounds interesting, could you show me which machine can get above 100% productivity when crafting modules?", "date": "2024-11-06T18:00:40+00:00", "quotes": [ { "author": "Stargateur wrote: Wed Nov 06, 2024 5:49 pm", "content": "" } ] }, { "author": "Panzerknacker", "content": "Wasnt this also discovered quite recently in 1.1.x and fixed consequently?", "date": "2024-11-06T18:00:57+00:00", "quotes": [] }, { "author": "Hares", "content": "You can't craft any non-intermediate item such way, at best you can craft legendary processors \"for free\". But that \"free\" part is not actually free as you need to manually reset the recipe, spending your time. Player time is the most important resource in Factorio. \n Video \nHere you can see resetting the recipe destroys the prod bonus, but the recipe itself can't be changed until crafting is complete.", "date": "2024-11-06T18:09:12+00:00", "quotes": [ { "author": "Stargateur wrote: Wed Nov 06, 2024 5:49 pm", "content": "" } ] }, { "author": "Stargateur", "content": "Well, I was doing the testing about that, indeed we can't change the recipe until the main progress is finish. \n \n\nWell not directly but for example, you can use electromagnetic plant with 5 uncommon productivity modules it's make +115% productivity, than you can use this to craft intermediate material legendary material, green, red and blue circuits. But I agree with Hares it's quite a lot of manual work since for now I can't automate it. \n \nSo it's an exploit but look like it's limited. \n \nMaybe legendary/quality recipe should not have productivity bonus ? \n \n\nWell now that we have >+100% this exploit is again possible but again it's was minor :p just for speed runner, it's way stronger for quality, but again limited cause need manual work. As long as we can't automate it I don't really care now.", "date": "2024-11-06T18:29:39+00:00", "quotes": [ { "author": "Hares wrote: Wed Nov 06, 2024 6:09 pm", "content": "" }, { "author": "boskid wrote: Wed Nov 06, 2024 6:00 pm", "content": "" }, { "author": "Stargateur wrote: Wed Nov 06, 2024 5:49 pm", "content": "" }, { "author": "Panzerknacker wrote: Wed Nov 06, 2024 6:00 pm", "content": "" } ] }, { "author": "Hares", "content": "The best you can do is to stop the assembler after it it's done with extra result. \n \nNah.", "date": "2024-11-06T18:32:20+00:00", "quotes": [ { "author": "Stargateur wrote: Wed Nov 06, 2024 6:29 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "GlassBricks", "content": "It requires manual input, but is possible to parallelize: \n \n \n \nIf this ends up _not_ getting fixed, factorio speedrunning may end up no longer \"glitchless\". Which may be an interesting world to live in?", "date": "2025-03-02T09:48:07+00:00", "quotes": [] }, { "author": "Hares", "content": "Time is a resource.", "date": "2025-03-02T12:33:09+00:00", "quotes": [ { "author": "GlassBricks wrote: Sun Mar 02, 2025 9:48 am", "content": "" } ] }, { "author": "thuejk", "content": "Also possible fix: Count the ingredients as consumed for the current crafting cycle, whenever a bonus productivity item is created. \n \n\nBut please please don't use this \"solution\". Forcing the playing to micromanage cancelling crafting for expensive items is horrible game design.", "date": "2025-03-05T18:43:26+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "You are self contradicting yourself. If ingredients would be marked as consumed when bonus products are given, that means when doing kovarex-enrichment-process, after 40 good uranium was consumed due to ingredients, after being given just 1 good uranium due to bonus progress, if at this point you would cancel the recipe, you would not be given back the 40 good uranium because it was marked as consumed.", "date": "2025-03-05T18:47:04+00:00", "quotes": [ { "author": "thuejk wrote: Wed Mar 05, 2025 6:43 pm", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "AntiElitz", "content": "Just to make it clear, we Speedrunners don't relie on a dev fix here. We can just ban the exploit if we wish to do so in the Speedrun rules.", "date": "2025-03-05T23:47:46+00:00", "quotes": [] }, { "author": "GlassBricks", "content": "This can be designed around: separate \"catalyst\" ingredients from \"input\" ingredients (filter by ignored_by_productivity). \"catalyst\" ingredients are always returned, \"input\" ingredients aren't returned after the first output. I think this addresses all cases. \n \n...Why am I advocating to fix something I kinda hope would stay in the game to make things interesting", "date": "2025-03-06T00:13:14+00:00", "quotes": [ { "author": "boskid wrote: Wed Mar 05, 2025 6:47 pm", "content": "" }, { "author": "thuejk wrote: Wed Mar 05, 2025 6:43 pm", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "There exists only one solution that would prevent any type of abuse where product is given when ingredients can still be recovered: delaying giving bonus items until main crafting cycle finishes. That way clearing recipe before main crafting cycle will give ingredients but no bonus items, and when recipe finishes, bonus items are given but ingredients are gone. This is not trivial to solve in the gui because a machine would have to show that it has bonus products pending to be given.", "date": "2025-03-06T09:11:35+00:00", "quotes": [] }, { "author": "Hares", "content": "Nah. I don't see this being necessary. Without external mods (ref: Mod Portal: Recursive Blueprints ), the only way to abuse this is to manually switch recipes, and doing so will consume your time (ref: YouTube: Michael Hendriks -- Warptorio: Evolved HomeWorld #2: OOPS, did I screw up? ) effectively making this into a cheeky gameplay mechanic.", "date": "2025-03-06T10:36:18+00:00", "quotes": [ { "author": "boskid wrote: Thu Mar 06, 2025 9:11 am", "content": "" } ] }, { "author": "AntiElitz", "content": "I don't see this exploit as much of an issue. Any fix that comes with a draw back seems bad for the playerbase. Seems useless for casual play. Only seems useful for Speedrunners. But we can ban it if we like.", "date": "2025-03-06T16:28:12+00:00", "quotes": [] } ]
18
2024-11-06T09:48:59-06:00
forum-topic-114287
114287
fluid burnt result
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=114287
kingarthur
id like to request the ability for fluids to have an optional burnt result similar to item burnt result. machines all have a set fluid consumption rate based on the input parameters and id like the ability to have them return a burnt result at a 1:1 ratio with the consumed inputs. fluid burnt results should allow for things like exhaust gases that match the consumption of fuels that cant currently be achieved with recipe outs while allowing modules to be used as they would throw off the numbers when the machines energy consumption is changed.
[ { "author": "MrSmoothieHuman", "content": "+1 - it’d add a lot more avenues for mods to add extra mechanics, plus would save people from having to go and do it the “janky-scripting” way", "date": "2024-07-14T09:51:20+00:00", "quotes": [] }, { "author": "protocol_1903", "content": "+1", "date": "2024-07-14T16:36:10+00:00", "quotes": [] }, { "author": "robot256", "content": "The Condenser Turbines in Space Exploration implement this with an assembler prototype and some awkward intermediate items and scripts. It would be a lot simpler if it were part of the engine.", "date": "2024-07-14T20:21:06+00:00", "quotes": [] }, { "author": "curiosity", "content": "That's not 1:1. Will still need awkward intermediate items.", "date": "2024-07-15T00:55:35+00:00", "quotes": [ { "author": "robot256 wrote: Sun Jul 14, 2024 8:21 pm", "content": "" } ] }, { "author": "DarkShadow44", "content": "First thought: I fear what pyanodon will do with this. \nSee's screenshot and username: Oh. \n \nAnyways, useful suggestion, hope it makes it in.", "date": "2024-08-14T17:12:02+00:00", "quotes": [] } ]
5
2024-07-14T02:32:36-05:00
forum-topic-115703
115703
Mod Portal moderation and "forks" tab in mods
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=115703
protocol_1903
TL;DR Moderation for mod portal submissions to add tags to mods that are generally unused such as hotfix mods, compatability mods, "my modlist" mods, minor changes to other mods, etc There should be a forks tab under each mod, to list mods that include minor changes, fix certain bugs, or are forks when a mod is abandoned. What ? I want a way for moderators to filter out mods that most people ignore even while browsing the mod portal. This list includes: - Minor changes to mods ( ex , ex , ex , ex , ex ) - Compatability mods ( ex , ex , ex , ex , ex ) - Modlists ( ex , ex , ex , ex , ex ) - Hotfix mods/"Fixed for 1.1" ( ex , ex , ex , i mean come on this is a fixed version of a mod of a mod , oh look another one ) I don't think removing them is the right idea, as the mod portal is a place to share these kind of mods. However, I do think they should be tagged, and those tags should be disabled by default. That way if people do want those mods, they can still search for them. I'd recommend tags like: - Personal (sometimes modlists, sometimes modifications of other mods only changing a few things) - Modlist (to differentiate from modpacks, they are two very different things) - Compatability - Minor modification (say, changing SE's science packs to produce 4x the amount and only that) (also includes the fixed and hotfix mods mentioned above) The "personal" mods could really just be marked as internal, as those mods are automatically hidden. This request outlines a way for modders to give their mods to others if they are inactive for a period of time. I think the way they suggest doing it is a bit off, but the idea of passing on mods after a period of inactivity is a good idea. There are already too many "fixed" and "for 0.7" and "for 1.0" mods on the portal, and there will be even more with the advent of 2.0. I suggest a tab similar to the dependencies tab, where you can browse forks and minor modifications of the main mod. These forks and mods of mods would not show up when searching normally, but would appear when selecting a mod. Like, "Hey this mod is old, there are new versions for the current version of Factorio". If this is implemented, some of the aforementioned tags would not be needed. Why ? There are already a ton of mods on the portal, a good chunk of which are not wanted by the average player. Filtering them out and putting them in specific places will greatly clear up the mod portal for 2.0, including the in-game mod portal, as well as make it easier for players to find new versions of mods that are no longer being maintained. It will also help mod developers that wish to maintain olders mods from other developers that are no longer active, without creating a new mod page entirely. It will also help with 2.0, so that there are fewer "x but for 2.0" mods in the weeks following release.
[ { "author": "protocol_1903", "content": "If getting moderators to do the moderation is an issue, allow users to mark mods with tags, then if enough users tag a mod as \"internal\" or \"modlist\" then the tag will automatically be added given other parameters (not updated recently, etc)", "date": "2024-10-03T00:52:25+00:00", "quotes": [] }, { "author": "protocol_1903", "content": "Additionally, after a period of time of a mod being abandoned, the in-game mod portal should recommend \"fixed\" versions of the mod if they are avaliable, so that users can switch to a new version under active maintinence. \n \nSorry for so many separate posts i keep thinking of new things", "date": "2024-10-03T00:55:31+00:00", "quotes": [] }, { "author": "MrSmoothieHuman", "content": "theres not much i can add to this content wise, i just really like the sound of it - +1 \n \n(also yeah, any sort of preventative measure to stop the influx of “Mod but for 2.0” would be great)", "date": "2024-10-03T06:40:15+00:00", "quotes": [] }, { "author": "Hares", "content": "+1 on that", "date": "2025-02-28T10:42:39+00:00", "quotes": [] } ]
4
2024-10-02T19:48:17-05:00
forum-topic-99400
99400
Factorio Forums • Simpler, less taxing fluids
Recently I play with fluid heavy mods and there is too much problems with liquid physics and ups impact. Can someone make a mod that makes fluids/pipes work like electricity/wires. Everything connected to the same pipe can use and transfer all the available liquid immediately. Thanks for help.
[ { "author": "", "content": "That's quite interesting in my opinion... Pipes and stuff could be empty, all fluids entering those turn into virtual fluids... Imo it sounds not impossible. I wonder if factorio API gives access to (fluid system contents) and (flush fluid system contents) this + manually adding fluids where needed could be enough .. \n \nrequirement one : https://lua-api.factorio.com/latest/Lua ... dBox.flush \nand 2 : \"Return value The fluid removed.\" \nare available... \n \nI might look into that, since it doesn't look very hard, tho I don't promis anything. Also filling entities that require that fluid might not be so light? How am I going to check which ones need fluid? _on_tick? Hmm I'll think about that. \n \n \nDamn, but also pumps... They will mess eveyrthing up, imagine smart pump using circuits - I would have to make 2 separate fluid memories (pre and post pump) and then *know* what condition is for pump.. And these conditions usually relay on state of fluid in some tank... \nAlso there's a problem of infinite fluid storage.. \nStorage tanks would be usless if our storage is infinite and if we were to not make it infinite, we would have to stop fluids from entering system at one point... Which is quite less simple than just removing fluids and storing it in memory. \nIt all became quite challenging after some thinking, and I think I'm not personally interested enough in such mod to create it.", "date": "", "quotes": [] }, { "author": "", "content": "omnifluid mod", "date": "", "quotes": [] } ]
2
forum-topic-109836
109836
mod communicating with the outside world
Modding help
https://forums.factorio.com/viewtopic.php?t=109836
leo_85
hello! first thing first, my english is broken, i'll do my best (sorry in advance) so! i'd love to make a mod that allow you to monitor and manage you factory through your phone via an app, by this i mean: - read/write in the chat - kick/ban/mute/promote player (if admin) - see progression of and be able to change current research - manage trains (modify their schedule) - activate/deactivate interruptors - save/save and quit the game - see electric network / production and consumption state - send a notification when bitters attack / there is a power outage / a research is finished / a rocket is launched all of thoses thing are not really a problem, the problem is (like the title said) communicating with outside... so i've started by looking for the Lua socket module and of course it doesn't work with factorio that have it's very own Lua implementation so HTTP request isn't an option too... (wich seems to make people really mad really quick on the forum for some reasons), after that i've come across this article https://medium.com/expected-behavior/in ... 5d63fecdd0 that's one step! now i have a (pretty terrible) way to extract data from factorio to the outside world, next thing is to import commands from the outside world into factorio, some research later i've find two things: - factorio implement RCon (Remote Console) wich look pretty easy to access https://pypi.org/project/factorio-rcon-py/ - clusterio mod exist so here are my questions: can we add custom commands to RCon via mod ? can clusterio help me with what i want to achieve ? or is there an easier way than what i've found to make factorio communicate with outside ? thanks in advance, have a good day!
[ { "author": "mmmPI", "content": "Not sure if this is related to what you want or if you are familiar with it but i have seen factorio game communicating to people on phone using discord. I know it is used for moderation so you can read the ingame chat from discord. You can see research, and i think also receive custom notification when things are \"bad\" like power or biters. \n \nThere is mod for this, but also github projects that are not mods and do not require them. I have only see them used from the perspective of someone joining a server when it was running though i have no idea how it works.", "date": "2023-11-22T13:05:59+00:00", "quotes": [] }, { "author": "leo_85", "content": "Well it does help in a way but i'd like to minimise the constraints for the end user, having to create a discord account and have a discord client running is not optimal... also it's a one way solution (factorio -> outside) and i'm looking for the most difficult part (outside -> factorio). but thank anyway i'm gonna look what i've been made.", "date": "2023-11-22T13:30:42+00:00", "quotes": [ { "author": "mmmPI wrote: Wed Nov 22, 2023 1:05 pm", "content": "" } ] }, { "author": "Qon", "content": "I was interested in this before. \nBut you have already found all the info you need. \nRcon for data in, file writing for data out. \nIt's up to you to make a good protocol. But you can send data io as JSON so writing and parsing is trivially handled my your chosen languages (for the external program) JSON library. And you only need 1 rcon command with string input. The input string is simply lua code that the mod just receives the string and runs the lua code.", "date": "2023-11-22T15:55:16+00:00", "quotes": [] }, { "author": "leo_85", "content": "thank you! \n \nso can i make custom rcon command or do i have to use an already defined one that run lua ? and if so, isn't it a major security issue to be able to run arbitrary code from a remote device ?", "date": "2023-11-22T17:26:33+00:00", "quotes": [ { "author": "Qon wrote: Wed Nov 22, 2023 3:55 pm", "content": "" } ] }, { "author": "Nidan", "content": "What you can do via rcon is the same as what any mod and any player with access to /c can do; you're still constrained by the limits of the modding API. And since the server owner has to explicitly enable rcon via command line or config file, it is their responsibility to secure access to it.", "date": "2023-11-22T17:58:32+00:00", "quotes": [ { "author": "leo_85 wrote: Wed Nov 22, 2023 5:26 pm", "content": "" } ] }, { "author": "Qon", "content": "The person that is running the Factorio server starts Factorio with the program sending the RCON commands, with CLI options for password. And only 1 RCON connection is possible if I remember it correctly. \nIf you read the doc\n \nYou see that you can set a password also. \nBut you aren't letting anyone setup the RCON connection to the server, the Factorio server and the program sending RCON commands are on the same machine (well it doesn't have to but if the server is your computer you use to play the game with then this seems likely, since you want the same program to handle connections to many other things and read the logs). \nThe RCON program can inject code freely, yes. But it's your trusted program, so there's no risk. Also, any user with privileges to use /c can inject same code as the RCON program. It's basically only making an external program an admin player without a character entity and without connecting additional Factorio clients. And all the code injected only has access to the lua API, it can't really do anything outside the Factorio world it is playing. Except the external program already has access to your machine, you are running it... \n \nAnd https://lua-api.factorio.com/latest/cla ... aRCON.html says you can output to RCON as well, so no need for file output.", "date": "2023-11-22T19:36:30+00:00", "quotes": [ { "author": "leo_85 wrote: Wed Nov 22, 2023 5:26 pm", "content": "" }, { "author": "https://wiki.factorio.com/Command_line_parameters wrote:", "content": "" } ] }, { "author": "leo_85", "content": "thank you everyone i think i have all i need to start my project!", "date": "2023-11-23T18:18:59+00:00", "quotes": [] } ]
7
2023-11-22T04:59:03-06:00
forum-topic-124993
124993
Wagon to wagon items transfer
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=124993
apriori
Found it useful to use wagons as a storage on Gleba because of: • number of sides to deal with a wagon using inserters (spoilage and the need to deal with it); • ability to set item filters for slots; • ability to "extend" a wagon storage in a sneaky way: 2024-12-23_11-30-54.png (1.25 MiB) Viewed 573 times So now designing a setup for generating legendary Spoilage: yumako → mash → *wait until spoils* → spoilage → nutrient → *wait until spoils*... The intermediate result is: 2024-12-23_12-14-19.png (747.67 KiB) Viewed 558 times 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 Copy blueprint
[ { "author": "apriori", "content": "Nah... nutrient production is a waste here... \n \nThis one is three times more efficient:\n \n \n \n 2024-12-23_14-10-01.png (591.95 KiB) Viewed 547 times \n \n \n 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 Copy blueprint \n \nAnd it can be two more times space efficient if I replace Yumako with Jellynut.", "date": "2024-12-23T11:11:48+00:00", "quotes": [] } ]
1
2024-12-23T03:24:01-06:00
forum-topic-93125
93125
Factorio Forums • New development team member? Welcome Lou
Hello all, I just noticed a new purple name, but couldn't find any news or announcements for Lou Please join me in welcoming Lou, and hope that they have a happy and productive tenure at Wube.
[ { "author": "", "content": "Welcome!", "date": "", "quotes": [] }, { "author": "", "content": "welcome Lou!", "date": "", "quotes": [] } ]
2
forum-topic-118668
118668
1-Combinator RS-latch
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=118668
Achating
Hey, Idea popped in my head, that it should be possible to make single-input single-combinator RS-latch with new decider combinator. So I made one: 10-30-2024, 22-33-05.png (672.44 KiB) Viewed 6770 times On the screenshot I recreated example of the backup steam generators from wiki using new latch design. I have created parametrized blueprint for general use: 0eJydU01vnDAU/CurOZsKNrsbraX20nMu6XGFkIFH8iRjE2M2QSv/98jAfqStmqjiYj975s2bMSeUeqDOsfGQJ3BlTQ95OKHnJ6N0rBnVEiRqqrgml1S2Ldkobx2CAJua3iCzkAuQ8eyZZvy0GQsztCU5yEz8g0egsz17tib2i3Q7gREyybJv2yBQs6NqPt4IVNZ4Z3VR0rM6snURs5AWlTX1RNTH6u3ucELDrvfFH4N1yqmWPLkkjRNFB7yKdqzTNA3i/3B/Bfqxi8AjOz8ojYsl843kyRGZmaqN5NEaiR84F6hYCJSpEQ23g+8G/3teX+/SjUVlB+OLxtm2YNMNHrJRuqeQhyDQaTWSK2rqK8fdHACym+RWj78SrXz1PMl5ZTeFf8hE/O7yXFxNmlUu2ri+yvo5x7lqtH1d2QYinn50V+BlUJr9mFwSjYMuRUgY69pp1A/OfUeIKSw9l5cozguJmNNVxwOb1VHpgfAp6Bal3s6oXIA9tZA3v5SAViVpSFycEjiS66cRtrv1frPfbzfr9P5+swvhHavxMzA= Copy blueprint Notes: - Output is "green" signal by default - Red wire used as a memory cell Have fun
[ { "author": "daemuth", "content": "Hey dude! This is awesome! I randomly bumped into this while making my own \"smart assembler\" and have used it to make my setup nice and compact: \n \n \nThanks for posting!", "date": "2024-11-03T20:09:27+00:00", "quotes": [] }, { "author": "CircuitBreaker", "content": "Cool! I've now used this in my fuel processing setup (when to crack heavy oil into light oil etc.). Very useful, thank you!", "date": "2024-11-13T17:34:20+00:00", "quotes": [] }, { "author": "TomyTheBest", "content": "This is epic. \nyou should ask for a 1$ license fee every time when someone using it. \nI already owe a full tank gas ...", "date": "2024-11-14T14:37:25+00:00", "quotes": [] }, { "author": "coffee-factorio", "content": "I was looking at this because I didn't get to 1 combinator RS latch but I had the idea it could be done. \nBecause I made a 1 combinator resetting clock. \n \nYou have two input conditions: t < value and r == 0. Two output conditions: 1 qty t and output total quantity of ts. This is done on a standard back fed logic single combinator clock. I have a videya of it and wanted to see if it was a novel idea or if it was already covered in a Friday Fast Facts or similar. I know I have my idea of how an RS Latch works and might try and come up with another video but if I do I wanna give people credit for being coming up with cool stuff \n \nIt isn't the timer that pauses from the tutorial. It definitely cycles. You'd have to use an rs latch as a guard for the demo purpose I think it has, which is switching a mall resource line on and off (because malls can halt while you build up small logistics; versus dedicated construction products that need to work till they end or research - which doesn't really end in theory). \n \nI'll put a still frame from the video on this post when I get round to editting it.", "date": "2024-11-16T02:15:35+00:00", "quotes": [] }, { "author": "phant0m", "content": "Hi, \n \nThanks for the idea! I've updated the latch for more general usage. Red wire is used as a memory cell. \n \nA > 0 is the set signal. \nB > 0 is the reset signal. \n \nThe logic I thought of is as follows: \nWe want to output S if A > 0 or S > 0, but not B > 0, so \n[(A > 0) OR (S > 0)] AND [NOT (B > 0)] \n[(A > 0) OR (S > 0)] AND (B = 0) \n[(A > 0) AND (B = 0)] OR [(S > 0) AND (B = 0)] \n \nI have not actually tested this thoroughly, please correct me if there's any issues with this setup. \n \n \n \n Capture.PNG (77.29 KiB) Viewed 5186 times \n \n \n 0eNrFVMtOwzAQ/BW0Zxc1TgM0EkjlE+ixqiwncamlxA62U4gq/zvr9KkSCpWKUC6btXd2djz2GrKyEbWRykG6BplrZSGdrcHKV8XLkFO8EpBCWHFcuUGuq0wq7rQBT0CqQnxAGnnSU1OIXBbC9JdQPycglJNOik3P7qdlqqkyYRCTnMEhUGuLpVqFfgg3oFF0mxBoETl6wDZI2Bldskws+UpiCe7bAjFcK7piG7LHf0hjIY117DCMa+tAYiWNazCzZ7XZMZhA16yquemYpfAEu4Rg22KuCggSXYj9/AX78WrY0x7ef0oRj1s3rm7cqcN+R7Ru8dga5djC6IpJhUCQLnhphZ97H5if+IeSc97tM9BwZyCK0TcWsiLfG+cQ4zy7m0BQwdIJc5r9UUcCb7iAE2BSaVN1m3qUbcJdjXDoebhMloUJNjr0iBBfLEL0jyJMriEC+uxdmu5NmUUkfPGcYERJTChGdBvhPulEhZCHN5BAyTOBroToSKeb6ctNyV2+xPUVDtXpldzR8Wg8Tkb3MR3GifefggHIzA== Copy blueprint", "date": "2024-11-24T09:22:20+00:00", "quotes": [] }, { "author": "Hudy01", "content": "and....I just use a box: \nand set ON time by transport belt length ) \n \n \n \n 11-29-2024, 10-48-50.png (1.57 MiB) Viewed 4833 times \n \n \n \n \n \n 11-29-2024, 10-49-12.png (1.17 MiB) Viewed 4833 times", "date": "2024-11-29T08:50:17+00:00", "quotes": [] }, { "author": "SuicideJunkie", "content": "I'm not clear on how that differs significantly from the classic; {S} > {R} ? Output 1x {S} (+Wire output to input) \n \n2.0 could add some sidecar values to the classic latch using the additional output options; they would a running tally or a clock depending on your use case of 1 and input count options.", "date": "2025-01-02T22:20:55+00:00", "quotes": [ { "author": "phant0m wrote: Sun Nov 24, 2024 9:22 am", "content": "" } ] }, { "author": "gGeorg", "content": "Slightly improved original idea, \ninput is restricted, (to green_only AND red_only) so it doesn’t mix with others. In case you use it in some far intriguing scenario.\n \n \n \n 01-10-2025, 07-40-37.png (359.1 KiB) Viewed 2994 times", "date": "2025-01-10T06:41:56+00:00", "quotes": [] }, { "author": "leograyc", "content": "This is such a great step up. I've browsed for 2 nights of normal RS-latch stuff till I see this. \n \nI made a account just to give you a thumbs up. \n \n \n________$$$$ \n_______$$__$ \n_______$___$$ \n_______$___$$ \n_______$$___$$ \n________$____$$ \n________$$____$$$ \n_________$$_____$$ \n_________$$______$$ \n__________$_______$$ \n____$$$$$$$________$$ \n__$$$_______________$$$$$$ \n_$$____$$$$____________$$$ \n_$___$$$__$$$____________$$ \n_$$________$$$____________$ \n__$$____$$$$$$____________$ \n__$$$$$$$____$$___________$ \n__$$_______$$$$___________$ \n___$$$$$$$$$__$$_________$$ \n____$________$$$$_____$$$$ \n____$$____$$$$$$____$$$$$$ \n_____$$$$$$____$$__$$ \n_______$_____$$$_$$$ \n________$$$$$$$$$$", "date": "2025-01-11T23:33:23+00:00", "quotes": [] } ]
9
2024-10-30T15:38:34-05:00
forum-topic-110300
110300
problem with logistic system chest priority
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=110300
dog80
bot building priority take from chest: green > red this means that when you have your main mall going into red chests, then build a green chest far away because you want to speed up building there, you end up with building in the main base, the bots wont take of the red chest nearby, they will go all the way to the green chest and pick the required materials there... so it should be green = red for bots to get their items... what am i missing?
[ { "author": "FuryoftheStars", "content": "For logistic bots, buffer chests have highest priority as a source (aside from player trash) . (EDIT: high er priority over passive (red) providers.) \n \nFor construction bots, it's closest to the build ghost, regardless of type. \n \nIt's hard to tell from your post, but are you seeing a behavior different from that? \n \nSource: https://wiki.factorio.com/Logistic_netw ... _of_robots", "date": "2023-12-20T15:09:17+00:00", "quotes": [] }, { "author": "dog80", "content": "ah ok so maybe the buffer chest was the only available chest containing the items... that could explain it", "date": "2023-12-20T15:24:56+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Yeah, I don't know what you had going on. \n \nAnd by the way, I made a mistake in what I said about logistic bots... buffer chests are high er priority than red passive, but not high est . But again, that only applies to logi bots. Con bots still don't care (distance to build target only).", "date": "2023-12-20T16:07:39+00:00", "quotes": [] } ]
3
2023-12-20T07:42:24-06:00
forum-topic-122518
122518
[Donion] [2.0.21] Foundries play full volume crafting sounds when clicked
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=122518
RavenCoding
What did you do? I clicked between two foundries on a space platform that had already crafted something (without clicking any other buildings in-between). What happened? After clicking on the second foundry, a full volume "metal casting" sound played from the foundry along with the "enter building gui" steel chest sound. What did you expect to happen instead? It might be obvious to you, but do it anyway! I expected that when I clicked on the second foundry that only the "enter building gui" sound would play. Does it happen always, once, or sometimes? Requirements for the bug to occur: 1: Something has been crafted in the foundry 2: No other buildings have been clicked in-between 3: The player's inventory hasn't been opened in-between 4: You have to click from one recipe to another in any of these orders: Self to other: Casting low density structure -> any other foundry recipe not in list A Casting steel -> any other foundry recipe not in list A Casting copper -> any other foundry recipe not in list B Casting iron -> any other foundry recipe not in list B Molten copper -> any other foundry recipe not in list A Molten iron -> any other foundry recipe not in list A Molten copper from lava -> any other foundry recipe not in list A Molten iron from lava -> any other foundry recipe not in list A Big mining drill -> any other foundry recipe in list C Casting pipe to ground -> any other foundry recipe not in list A Turbo splitter -> any other foundry recipe in list D Express splitter -> any other foundry recipe in list D Fast splitter -> any other foundry recipe in list D Splitter -> any other foundry recipe in list D Turbo underground belt -> any other foundry recipe not in list A Express underground belt -> any other foundry recipe not in list A Fast underground belt -> any other foundry recipe not in list A Underground belt -> any other foundry recipe not in list A Turbo transport belt -> any other foundry recipe not in list A Express transport belt -> any other foundry recipe not in list A Fast transport belt -> any other foundry recipe not in list A Transport belt -> any other foundry recipe not in list A Other to self: Any other foundry recipe -> Casting iron stick List A: Casting low density structure Casting steel Casting copper Casting iron Molten copper from lava Molten iron from lava Casting pipe to ground Splitter Turbo underground belt Express underground belt Fast underground belt Underground belt Turbo transport belt Express transport belt Fast transport belt Transport belt List B: Casting copper Casting iron Turbo transport belt Express transport belt List C: Foundry Casting iron stick List D: Casting pipe Big mining drill Foundry Casting iron from lava Casting copper from lava Casting iron gear wheel Casting iron stick Concrete from molten iron Casting copper cable Tungsten plate Holmium plate Metallurgic science pack If you can reproduce the issue, provide the exact steps! 1: Place down 2 foundries 2: Supply them with the items to craft at least once 3: Wait until they stop crafting 4: Click between them without closing the menu or clicking on anything else Here is an image of the foundries I originally found the bug with: Foundries I used originally.png (1.03 MiB) Viewed 763 times Attached is the save I reproduced the bug in, my log file, and here is a link to a video of me demonstrating the bug: https://drive.google.com/drive/folders/ ... sp=sharing .
[ { "author": "", "content": "I'm so sorry, I completely missed this report. \nThe issue is fixed for the next release, 2.0.36. Thank you for the thorough report.", "date": "2025-02-20T17:27:04+00:00", "quotes": [] } ]
1
2024-11-22T09:43:38-06:00
forum-topic-82431
82431
Version 0.18.13
Releases
https://forums.factorio.com/viewtopic.php?t=82431
Gui The character GUI now has a new look. Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel. Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type. Updated the look of filter, item and circuit signal selection GUIs. Changes Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots. Removed the restriction of not allowing to have two identical blueprints in the blueprint library or blueprint book. Allowed to delete blueprint/books/upgrade planners/deconstruction planners also when opened in other inventory. Removed the utility slots (to create blueprint, book etc) from blueprint library as it is now available directly through quick tools menu. Allowed to edit blueprints in the blueprint library the same way as when it is an item. Allowed to export blueprint books in blueprint library (it was only possible in inventory before). Allowed to choose whether train fuel should be included in a blueprint. Bugfixes Fixed that 3rd last row of 4th sheet of gun turret shooting had duplicate frame. ( 82144 ) Fixed desync when changing recipe that was outputting large amount of fluid per crafting cycle to recipe that outputs low amount of fluid. ( 74155 ) Fixed sprite button would not respect draw_shadow_under_picture style property. ( 82334 ) Modding Added main_menu_background_image_location to utility constants. Scripting Removed LuaStyle::extra_padding_when_activated read/write. Added LuaStyle::extra_top_padding_when_activated, extra_bottom_padding_when_activated, extra_left_padding_when_activated and extra_right_padding_when_activated read/write. 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": "Deadlock989", "content": "Interesting ...", "date": "2020-03-17T14:10:32+00:00", "quotes": [ { "author": "FactorioBot wrote: Tue Mar 17, 2020 2:07 pm", "content": "" } ] }, { "author": "vdreams", "content": "\"Open equipment grid\" has a different size and missing the close button, search button and the text \"Inventory\". Missing close buttons in many windows, like blueprints and so on. I know you can close with e. But in the current state it's inconsistent. \n \nPlease add enable/disable personal logistics bots to quick bar.", "date": "2020-03-17T14:41:35+00:00", "quotes": [] }, { "author": "xARCHONx", "content": "I second this!", "date": "2020-03-17T14:47:14+00:00", "quotes": [ { "author": "vdreams wrote: Tue Mar 17, 2020 2:41 pm", "content": "" } ] }, { "author": "", "content": "Yes, this GUI hasn't been polished yet", "date": "2020-03-17T14:50:55+00:00", "quotes": [ { "author": "vdreams wrote: Tue Mar 17, 2020 2:41 pm", "content": "" } ] }, { "author": "Serenity", "content": "Best change in Factorio history", "date": "2020-03-17T14:57:19+00:00", "quotes": [ { "author": "FactorioBot wrote: Tue Mar 17, 2020 2:07 pm", "content": "" } ] }, { "author": "LuziferSenpai", "content": "Pls add support for Custom RGB and other Style like no Background and images for the quickbar! Otherwise you will break a lot of mods and dont give them a nice option for custom Tools.", "date": "2020-03-17T14:59:36+00:00", "quotes": [ { "author": "FactorioBot wrote: Tue Mar 17, 2020 2:07 pm", "content": "" } ] }, { "author": "fishycat", "content": "Was wondering what happened with that update - until I saw new GUI. \n \n \n \n \n screen1.png (60.96 KiB) Viewed 13877 times \n \n \n \n\nThanks for that, that's a great relief.", "date": "2020-03-17T15:22:29+00:00", "quotes": [ { "author": "FactorioBot wrote: Tue Mar 17, 2020 2:07 pm", "content": "" } ] }, { "author": "RockDeicide", "content": "Opening character GUI now tanks the frame-rate. That's the only change that I've noticed.", "date": "2020-03-17T16:21:12+00:00", "quotes": [] }, { "author": "AK90", "content": "The new character GUI looks and feels amazing! Very good change", "date": "2020-03-17T16:48:12+00:00", "quotes": [] }, { "author": "ptx0", "content": "Screenshot_20200317_091911.png (39.73 KiB) Viewed 13365 times \n \n \n\nliterally unplayable", "date": "2020-03-17T16:51:28+00:00", "quotes": [] }, { "author": "brunzenstein", "content": "How does this filter in the yellow boxes work and what about the logistic filter boxes inaccessible besides the only top one left in top in the filter?", "date": "2020-03-17T17:08:44+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "Click on it. \n \n\nLogistics storage has never had more than one filter. The square boxes are just background for where more filters would be if there were any but there aren't.", "date": "2020-03-17T17:11:47+00:00", "quotes": [ { "author": "brunzenstein wrote: Tue Mar 17, 2020 5:08 pm", "content": "" }, { "author": "brunzenstein wrote: Tue Mar 17, 2020 5:08 pm", "content": "" } ] }, { "author": "valneq", "content": "This is a whitelist filter for logibots and conbots, so they know what kind of stuff they are allowed to drop in this chest. \nIf you don't filter anything they will just dump stuff in random chests, while trying to keep the same type of items in the same chest.", "date": "2020-03-17T17:15:18+00:00", "quotes": [ { "author": "Deadlock989 wrote: Tue Mar 17, 2020 5:11 pm", "content": "" }, { "author": "brunzenstein wrote: Tue Mar 17, 2020 5:08 pm", "content": "" } ] }, { "author": "brunzenstein", "content": "It does not - if I set the filter to a raw product like copper the box get filled. If I set it for example to red inserters it doesn't store in the very box but elsewhere", "date": "2020-03-17T17:15:47+00:00", "quotes": [ { "author": "Deadlock989 wrote: Tue Mar 17, 2020 5:11 pm", "content": "" }, { "author": "brunzenstein wrote: Tue Mar 17, 2020 5:08 pm", "content": "" } ] }, { "author": "brunzenstein", "content": "I see - so it allows a certain item to be stored but the bots are not forced to do - right?", "date": "2020-03-17T17:18:16+00:00", "quotes": [ { "author": "valneq wrote: Tue Mar 17, 2020 5:15 pm", "content": "" }, { "author": "Deadlock989 wrote: Tue Mar 17, 2020 5:11 pm", "content": "" }, { "author": "brunzenstein wrote: Tue Mar 17, 2020 5:08 pm", "content": "" } ] }, { "author": "Deadlock989", "content": "https://wiki.factorio.com/Logistic_network", "date": "2020-03-17T17:19:01+00:00", "quotes": [ { "author": "brunzenstein wrote: Tue Mar 17, 2020 5:15 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "brunzenstein", "content": "Thank you indeed - now I understand", "date": "2020-03-17T17:23:39+00:00", "quotes": [ { "author": "Deadlock989 wrote: Tue Mar 17, 2020 5:19 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Omnifarious", "content": "Another thing I noticed is that while there are roboport toggle and exoskeleton buttons in the little toggle button bar at the bottom, there is no logistics supply toggle button. I presume this is also a polishing issue. \n \nI really like the new GUI. Thank you for this. It's fantastic.", "date": "2020-03-17T17:45:01+00:00", "quotes": [ { "author": "Klonan wrote: Tue Mar 17, 2020 2:50 pm", "content": "" }, { "author": "vdreams wrote: Tue Mar 17, 2020 2:41 pm", "content": "" } ] }, { "author": "freeafrica", "content": "After upgrading there is no `Logistics` tab in my character screen, however `Logistic robotics` item is already researched. This appears after loading a game where I haven't had any trash/personal logistics researched (yet) and allowing migrations to be done after load. \n \n Is it possible that the migrations do not handle the special case where `Logistic robotics` is already researched but none of the personal/trash research-item is done when loading the game? \n \nLet me know if I can attach any kind of migration/upgrade log... \n \nEDIT: also in the `L`-menu (logistics networks) the personal network is present, the character showing up as a `Member` of the network.", "date": "2020-03-17T18:18:40+00:00", "quotes": [ { "author": "FactorioBot wrote: Tue Mar 17, 2020 2:07 pm", "content": "" } ] } ]
19
2020-03-17T09:07:09-05:00
forum-topic-116156
116156
[Hrusa][2.0.6] Asteroid collector arms turn invisible
Assigned
https://forums.factorio.com/viewtopic.php?t=116156
Gergely
TLDR: Asteroid collector arms become invisible when the collector itself is off screen, even if the arms are on screen. Reproduction Enter remote view and visit a moving space platform. Center the camera on the top edge of a front-facing asteroid collector's collection area. Zoom in completely, and adjust the camera to make sure the collector is completely off screen. Wait for asteroid chunks to fly by, that the collector should be collecting. (I tested with Uncommon collectors.) Expected Arm is visible and collects the asteroid chunks. Observed Asteroid chunks "pop" out of existence with no visible arm.
[ { "author": "", "content": "I will look into this. It's simply the result of the entity itself being just the collector box.", "date": "2024-10-21T16:11:50+00:00", "quotes": [] }, { "author": "Gergely", "content": "This is possibly related, or might even be the same bug: \n \nWhile building asteroid collectors, the visualization for collection range also disappears when a collector goes off-screen.", "date": "2024-10-25T15:30:05+00:00", "quotes": [] } ]
2
2024-10-20T16:24:35-05:00
forum-topic-127493
127493
30 minutes tab in production window
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=127493
datarza
03-14-2025, 15-24-54.png (157.53 KiB) Viewed 300 times
[]
0
2025-03-14T14:25:16-05:00
forum-topic-61126
61126
Friday Facts #248 - Not Saturday Facts
News
https://forums.factorio.com/viewtopic.php?t=61126
https://factorio.com/blog/post/fff-248
[ { "author": "mexmer", "content": "i suppose, there is only 1 question after reading that \n \n0.17 when?", "date": "2018-06-22T12:10:54+00:00", "quotes": [] }, { "author": "bNarFProfCrazy", "content": "^+1 \n \nWell I actually have a second question: \n \nWhat is the deal about the matchmaking server? \n(Where is it and whats wrong with it?)", "date": "2018-06-22T12:19:53+00:00", "quotes": [ { "author": "mexmer wrote:", "content": "" } ] }, { "author": "Philip017", "content": "LOL to the fan mail, but gummies in any shape are indeed tasty. \n \nas for the Friday facts not Saturday facts, well i realize that some people are in +gmt time and will get their Friday facts on Saturday but for me in -8 gmt i always got them on friday. thanks for all the great work that you all do and keep it up!", "date": "2018-06-22T12:23:48+00:00", "quotes": [] }, { "author": "5thHorseman", "content": "+10,000 points (and a pointless self-censor from me) for blurring the word 'D***S' but not 'GOTDICKS' or 'DICKSBYMAIL'.", "date": "2018-06-22T12:35:32+00:00", "quotes": [] }, { "author": "imTheSupremeOne", "content": "Those jellydicks are so sweet even to look at \n \n... I even want to find a mold like that(and for big gummy pie too) :3", "date": "2018-06-22T12:36:20+00:00", "quotes": [] }, { "author": "Proxy", "content": "Red Modules...? hmm not sure if cleverly \"hidden\" teaser, or just color error. \n \nalso ranom thing that would be awesome for the HD Version, how about an animated main Menu background?", "date": "2018-06-22T13:51:43+00:00", "quotes": [] }, { "author": "Nexarius", "content": "Only HD? +1 for animated main menu in 4k", "date": "2018-06-22T14:13:44+00:00", "quotes": [ { "author": "Proxy wrote:", "content": "" } ] }, { "author": "Amarula", "content": "Ooh I like the keychains. Thank you Demod! \nFirst thought: oh I want one! \nSecond thought: hmm maybe mini ones for ear-rings? \nThird thought: Factorio the Board Game! \nFourth thought: Factorio the Playing Card Game? \n \nI really do look forward to FFF Fridays!", "date": "2018-06-22T14:33:51+00:00", "quotes": [] }, { "author": "psihius", "content": "Lol \n \nOverall - nice progress. If you need testing the render engine on Linux - I have a Linux Mint 18.3 with a GTX 1060 with latest nvidia binary drivers", "date": "2018-06-22T14:41:06+00:00", "quotes": [ { "author": "5thHorseman wrote:", "content": "" } ] }, { "author": "Lubricus", "content": "-There are of course other small projects that are ongoing, such as improved pipe-fluid physics and improved map generation, but more on those when they are fleshed out. I would say that is huge... \n \nAnd the \"Sync mods with a server you want to join.\" feature could make multiplayer more lively and fun. The vanilla servers have a tendency to feel quite samy and it's a to big hassle as it is now to pop into a moded server.", "date": "2018-06-22T14:42:50+00:00", "quotes": [] }, { "author": "dasiro", "content": "improved VRAM usage would be a nice thing, since 3GB for the high-res is quite steep for older cards, causing major FPS drops while passing dense trees or steam engines. I've been playing around with some of the graphics options, but it's still pretty confusing", "date": "2018-06-22T15:18:19+00:00", "quotes": [] }, { "author": "mexmer", "content": "for base game you are fine with less than 1GB VRAM, problem is mods, mods include more and more graphics (own icon, own entities, tilesets and so on). you can't blame devs for allowing modders to use own graphics.", "date": "2018-06-22T15:41:37+00:00", "quotes": [ { "author": "dasiro wrote:", "content": "" } ] }, { "author": "Ghoulish", "content": "The key chains are really cool. I could of sworn you were going to show off the new electric info screen this week, my prediction must of been for the other multiverse.. Next week maybe?", "date": "2018-06-22T16:31:32+00:00", "quotes": [] }, { "author": "Zeblote", "content": "High res textures are specifically not for older cards. They're a nice bonus for people with the hardware to use them.", "date": "2018-06-22T17:30:48+00:00", "quotes": [ { "author": "dasiro wrote:", "content": "" } ] }, { "author": "milo christiansen", "content": "3GB for high res? I run high res on a 2GB card and it does not lag or anything, nice steady 60/60", "date": "2018-06-22T17:57:13+00:00", "quotes": [] }, { "author": "theolderbeholder", "content": "bought myself a new RX570 with 8Gb just because of factorio - but I had only a 1G card before and was always jealous when I saw the high res screenshots. Anyway, should serve me well into 1.0 and maybe a few mods", "date": "2018-06-22T18:37:20+00:00", "quotes": [] }, { "author": "Oktokolo", "content": "Good idea to look about, what modders would like to be able to mod - bumped Request: more granular inserter control .", "date": "2018-06-22T18:56:27+00:00", "quotes": [] }, { "author": "Gergely", "content": "When it's ready. \n \nStupid question. (Stop asking the developers to make promises!!)", "date": "2018-06-22T19:31:54+00:00", "quotes": [ { "author": "mexmer wrote:", "content": "" } ] }, { "author": "zOldBulldog", "content": "Awww... bummer! The feature that I was looking towards the most - the fixing of the ugly mess that is 0.16 map generation - got downgraded to \"other changes\". I was even planning to turn on the beta so that I could get the fixes, I guess I must wait longer \n \nI hope the fix will still be a full fix and not just some half-hearted band-aid.", "date": "2018-06-22T19:33:46+00:00", "quotes": [] } ]
19
2018-06-22T07:05:56-05:00
forum-topic-99502
99502
[posila] [1.1.36] Tips and tricks playable tutorials run migrations without running control first (if at all)
Minor issues
https://forums.factorio.com/viewtopic.php?t=99502
kirazy
See: viewtopic.php?f=11&t=91675 Ran into an issue with my mods where a migration is reliant on a function defined globally in control.lua, and attempting to "Play tutorial" for the "Rail signals basic" throws the following error: Creating a new game with this modpack and attempting to play the Rail signals basic tutorial will throw the error: https://mods.factorio.com/mod/vq-modpack-bobs
[ { "author": "", "content": "Thanks for the report. \nI don't know what to do with this, and it doesn't seem to be a big issue (we expect most players who play modded already played vanilla and are not target audience for minitutorials)", "date": "2025-02-27T13:34:38+00:00", "quotes": [] } ]
1
2021-08-04T09:28:42-05:00
forum-topic-127560
127560
[2.0.41] Desync, no mods (Big demolisher)
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127560
BlueMarkers
Loaded the game and immediately desynced. A second load was successful, so I'm not sure how useful this will be...unable to reproduce but passing along anyways. https://drive.google.com/file/d/18vbn5B ... sp=sharing
[]
0
2025-03-16T19:20:20-05:00
forum-topic-104183
104183
One of these mods removes the tank flamethrower and machine gun, but I can't find which
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=104183
Techfish3000
I'm playing through a Space Exploration game around 90 hrs in, and I just realised the tank no longer has it's gun and flamethrower, and one of the jets from Aircraft no longer has it's machine gun either. Does anyone know which mod does this and if it's possible to disable it? Screen Shot 2022-11-23 at 12.41.22 pm.png (381.02 KiB) Viewed 1054 times Cheers. (Modlist can be found in attachments.)
[ { "author": "Xorimuth", "content": "It is AAI Programmable Vehicles. It removes them because there are other vehicles with them instead (flame tumbler and something else).", "date": "2022-11-23T03:14:46+00:00", "quotes": [] } ]
1
2022-11-22T20:18:12-06:00
forum-topic-91714
91714
your thoughts on menu simulation
General discussion
https://forums.factorio.com/viewtopic.php?t=91714
pichutarius
my thoughts: 1. too bombastic its a glorified wallpaper, and should be quiet and not be distracting. what's on screen should be slow. i like scene with assembly line, belts, bots, trains arriving and leaving base, but not combats (a little is ok) and spidertron moving around. showing nests and biters loitering around is ok. 2. too short. i would prefer each scene to last 1~5 mins, every time player enters the menu they will see different startup screen, different surprise every time. zipping by every 10 seconds is distracting. a good example is default window wallpaper that rotates every 30mins. 3. potential spoiler? if I'm a new player, i wouldn't wanna see spidertron on the screen and being teased for 100 hours. i prefered to be surprised, just like how the spidertron was implemented. anyway overall still cooler than a static image, thumbs up from me. i'm not putting it on the suggestion (yet) because others might have different taste bud. what's your thought on the menu simulation?
[ { "author": "valneq", "content": "I just love em! \n \nJust find it weird that I can hear them when in new game map preview, where I cannot see a single bit of the simulations.", "date": "2020-11-24T05:08:04+00:00", "quotes": [] }, { "author": "pichutarius", "content": "yes agreed, i should add one more point, mute sounds.", "date": "2020-11-24T05:23:49+00:00", "quotes": [ { "author": "valneq wrote: Tue Nov 24, 2020 5:08 am", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "I like everything, but would prefer it a bit quieter too. Not muted but faded at least.", "date": "2020-11-24T05:40:52+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "I'm surprisingly negative towards it. I was really looking forward to it and thought it was a really clever idea when I read about it. I had even designed some furniture to include in modded screens. Now I'm looking at muting it as much as possible. Fortunately the modding interface is straightforward. \n \n1. It's way too combat and biter focused. It doesn't represent the game I typically play. I don't think Factorio is well represented by hails of artillery and fountains of purple gore. That said I'm amused by the one that which showcases how OP personal laser defence is. \n \n2. It looks too much like the game. I keep trying to zoom out with the mouse wheel and trying to use Esc to make the menu go away so I can play it. The vignette is a clue but it's too subtle. \n \n3. It just plows on regardless even if mod changes have made the scenario goofy-looking or even simply unviable. So now modders have more work to do in cleaning up broken menu simulations. \n \n4. Agree with others that the looping sounds are unwelcome.", "date": "2020-11-24T06:14:27+00:00", "quotes": [] }, { "author": "NotRexButCaesar", "content": "I agree \n \nI also agree: maybe it should be a little blurry \n \nI disagree: it is the mods job to fix that.", "date": "2020-11-24T06:18:15+00:00", "quotes": [ { "author": "Deadlock989 wrote: Tue Nov 24, 2020 6:14 am", "content": "" }, { "author": "Deadlock989 wrote: Tue Nov 24, 2020 6:14 am", "content": "" }, { "author": "Deadlock989 wrote: Tue Nov 24, 2020 6:14 am", "content": "" } ] }, { "author": "", "content": "I globally like it, but also globally agree with some of Deadlock989's gripes. \n1. Content too much combat oriented. I'm expecting to see an accurate representation of average gameplay, so mostly factory content, and a few combat scenes. Watching this makes me think Factorio is overall a combat game sprinkled with a little building. Special mention to the 1 biter poursuit, I liked it a lot . \n \n2. I think something to make the cutscenes less crisp would be welcome, a slight blur (like the one we see behind the reserarch menu), or maybe an \"old movie\" overall effect \n \n3. I can't say \n \n4. I like the sound, but I think its volume may be slightly off. I think it could be a little lower, but maybe it is because there's a lot of combat, which is overall more noisy that gives me the impression. The parts with just trains or factory seem OK. \n \n5. The music doesn't seem to loop, if one stays long on the menu, all what's left is the animation sound.", "date": "2020-11-24T07:37:08+00:00", "quotes": [] }, { "author": "ptx0", "content": "i don't think many here will be surprised, lol \n \n1. the default settings enable enemies \n \n2. that's sorta the point \n \n3. 'fortunately the modding interface is straightfoward' -> krastorio2 has a static image (and their own music..) \n \n4. a mute button would be nice, next to language selector dropdown (remember previous setting)", "date": "2020-11-24T07:55:34+00:00", "quotes": [ { "author": "Deadlock989 wrote: Tue Nov 24, 2020 6:14 am", "content": "" } ] }, { "author": "astroshak", "content": "I like it, a lot. \n \nI’d love to actually make it my PC’s desktop wallpaper.", "date": "2020-11-24T10:05:37+00:00", "quotes": [] }, { "author": "Serenity", "content": "I like the scenes, though I agree that there is too much combat. But there shouldn't be sound. It's very distracting", "date": "2020-11-24T11:24:53+00:00", "quotes": [] }, { "author": "MiniHerc", "content": "+1\n \n+1 \n \n\nOr a teaser. Makes one more excited to get there. You can always browse the tech tree at any time even as a day 1 player and see the spidertron research. \n \n \nMy thoughts are that there should be four buttons at the bottom: Pause the simulation shuffle (stay on that one), Previous simulation, Next simulation, and Mute the simulation sound (but let the music keep going).", "date": "2020-11-24T22:46:28+00:00", "quotes": [ { "author": "pichutarius wrote: Tue Nov 24, 2020 5:02 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "TatsuZZMage", "content": "Well personaly i have a favorite cause in my head I can hear the pac-man level transition music playing when the player is chasing a biter from one end to the other only to be chased back by a swarm ^_^", "date": "2020-11-25T00:10:02+00:00", "quotes": [] }, { "author": "pichutarius", "content": "but it is backward, instead of seeing actual thing then research icon, i'd rather see research icon then actual thing. plus a new player will not actively search for spidertron, suddenly found it in the research is also a surprise", "date": "2020-11-25T01:41:58+00:00", "quotes": [ { "author": "Ambaire wrote: Tue Nov 24, 2020 10:46 pm", "content": "" } ] }, { "author": "5thHorseman", "content": "I'm a super huge fan of it, though I think it should go away (i.e. no noise) when you're starting a new game.", "date": "2020-11-25T01:53:01+00:00", "quotes": [] }, { "author": "Pi-C", "content": "I absolutely agree with this, albeit for an entirely different reason: As Deadlock pointed out , each time a scene is loaded, all Lua migration scripts of every active mods that have at least one such script will be run. Previously, it didn't really matter if you put debugging code into your migration scripts because they were run just once when a game was loaded. Logging stuff would be actually useful because you could see what was happening and use that information to fix potential problems. Now it's different. If you start Factorio and keep the start menu open for a while, your log file may be spammed with the same output very fast (depending on how many mods with migration scripts are active). This isn't really helpful at all, quite to the contrary! \n \nFor example, while working on updating my mods, I noticed that there was a bug in one of my changelogs. This wouldn't have been a big deal previously as there would be a useful error message right at the bottom of my log file and I could easily fix the bug. It wasn't there now, however -- I had to scroll way up until I could find it, and I missed it because it was just one line buried under a heap of output from continuously running migration scripts! \n \nAlso, it did happen several times already that I introduced bugs that I needed to fix with migration scripts that changed all entities of a certain kind on all surfaces, for all forces. No problem if the script is run just once -- but if it's run each time a new scene is loaded, this is really bad and may slow down things a lot. So, letting each scene run for a couple of minutes instead just some seconds would actually improve performance.", "date": "2020-11-25T02:35:08+00:00", "quotes": [ { "author": "pichutarius wrote: Tue Nov 24, 2020 5:02 am", "content": "" } ] }, { "author": "bormand", "content": "I love those dynamic wallpapers! \n \nBut I see some problems with them: \n \n1. As other people mention, scenes are too combat-oriented. Hope to see more scenes with peaceful machinery. \n \n2. Switching between scenes is very abrupt. Light cross-fade or fade-out effect wouldn't harm. \n \n3. Scenes that highlight working factories should be much longer, imho. Some of them are so short, that I don't have enough time to understand what happens.", "date": "2020-11-25T06:38:42+00:00", "quotes": [] }, { "author": "ptx0", "content": "there's actually an option to disable them, that i just discovered. just like disabling which mods touched a certain prototype for debugging startup speed.", "date": "2020-11-25T07:09:43+00:00", "quotes": [ { "author": "Pi-C wrote: Wed Nov 25, 2020 2:35 am", "content": "" } ] }, { "author": "Pi-C", "content": "You're right! I've looked at all the menus multiple times last night. Still, this one setting has been very successful in evading my sight. I blame it on binge-modding throughout the night while trying not to fall asleep … \n \nWhile this setting is the answer to the problems I've described earlier, I still maintain that running all migration scripts on loading a scene is a waste of computing power and, possibly, disk space. So I'm very happy that @Rseding already fixed this for the next current release! I could even imagine adding a scene of my own at some point in the future -- would be a nice way to showcase stuff.", "date": "2020-11-25T13:45:04+00:00", "quotes": [ { "author": "ptx0 wrote: Wed Nov 25, 2020 7:09 am", "content": "" }, { "author": "Pi-C wrote: Wed Nov 25, 2020 2:35 am", "content": "" } ] }, { "author": "ickputzdirwech", "content": "I always try to press alt", "date": "2020-11-25T16:30:45+00:00", "quotes": [] }, { "author": "Pi-C", "content": "Don't you ever succeed?", "date": "2020-11-25T19:26:22+00:00", "quotes": [ { "author": "ickputzdirwech wrote: Wed Nov 25, 2020 4:30 pm", "content": "" } ] } ]
19
2020-11-23T23:02:48-06:00
forum-topic-93689
93689
Mipmapping engine [After Effects]
Development tools
https://forums.factorio.com/viewtopic.php?t=93689
Shenpen
Mipmapping engine [After Effects] To avoid tedious work in updating a large number of icons I used a composition with recursive use of the same *.png file. This solution is no doubt a more pedestrian solution than the python script mentioned in fff#348, but it works nicely and is an available option for all with access to AE. The composition makes use of the same layout as vanilla mipmapped icons with versions going from larger (left) to smaller (right). I used a 128x128 version for the largest and "Feedstock" is thus a 128x128 icon. Use: Is defined in After Effects CS4 Feeding a new icon is done by "replace footage" (click on *.png-file and Ctrl-h) for option to select replacement file. Output is effected by selecting the main composition and then File/Export/Image sequence This will export the "video" as a set of images. As this composition is 1 sec and has a framerate of 1/sec. it will export 1 image. Accept *.png as format and choose name for icon (i.e. "advanced-chemical-plant.png"). Save. Repeat for all files. You can easily make a 64x64 version by removing the 128x128 composition and shaving 128px off of the main composition. Produce: lathe-dl-128b 01.png (34.57 KiB) Viewed 1803 times In recipes or item definitions you then declare: icon_size = 128, icon_mipmaps = 5, or icon_size = 64, icon_mipmaps =4, if you chopped off the 128. Zipped mipmaps.aep (After Effects Project for CS4): Mipmaps.zip (13.77 KiB) Downloaded 194 times
[]
0
2020-12-28T17:57:58-06:00
forum-topic-110820
110820
Version 1.1.103
Releases
https://forums.factorio.com/viewtopic.php?t=110820
Bugfixes Fixed a crash when searching in certain icon selector GUIs. ( 110795 ) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental . Important Are you getting one of the following errors when updating? Checking update packages failed: File [...]/factorio.exe has unexpected content. The program [...]/factorio.exe cannot start or run due to incompatibility with 64-bit versions of Windows. We would like to apologize for botching a release and update package. Unfortunately, you will have to re-download the 1.1.103 package from our website. Thank you for helping us test experimental releases.
[ { "author": "cackling.fiend", "content": "I found the bug myself a few hours ago. I searched the forum and already found the report and the information that it's already fixed. It's like winning the lottery to find and actually be the first/only one to report a bug \n \nFirst crash since I started playing at version 0.16.", "date": "2024-01-19T16:08:27+00:00", "quotes": [] }, { "author": "Staberind", "content": "Hi, unfortunately, this version is corrupted on G.o.G, 1.1.102 is fine, so is 1.1.101, however, 1.1.103 from gog installs a corrupted exe, fortunately, I can dl 1.1.102, so I am doing that, but please poke gog, or have a look into 1.1.103, Cheers Muchly. \n \nEdit: having had a wander around, I note that there is a bug reporting area of the forum, whups, apologies.", "date": "2024-01-19T18:08:21+00:00", "quotes": [] }, { "author": "billbo99", "content": "Got this error after upgrading a standalone install \n \n \n \n Untitled.png (8.03 KiB) Viewed 9551 times", "date": "2024-01-19T18:55:02+00:00", "quotes": [] }, { "author": "", "content": "Bug reported here : viewtopic.php?f=7&t=110826", "date": "2024-01-19T19:04:26+00:00", "quotes": [] }, { "author": "theolderbeholder", "content": "So... you broke it, we get to keep the pieces?", "date": "2024-01-19T19:47:46+00:00", "quotes": [] } ]
5
2024-01-19T09:24:30-06:00
forum-topic-103556
103556
Please close: [1.1.61] Desync while replaying a save file with mods
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=103556
jodokus31
Disclaimer: Updating anything to the most current version would break the replay, so its not possible to replay it on latest version. I have a desync, when trying to replay a save file. Timestamp: 55:34 (I don't play in Multiplayer mode, in case that matters) Screenshot_2022-09-24_16-43-45.png (24.75 KiB) Viewed 1272 times I managed to find the save files before (save file ending with 7) and after (save file ending with 9) it happened. I can't reproduce it anymore, when I start to record from save file before, so it seems to be a specific thing, which caused it. Might be also a problem with a mod? But, all savefiles after the save with the desync don't work anymore for replay. (Btw: I don't have a desync report in factorio/archive folder, maybe it only is produced for a normal playsession) I have a very specific mod folder with some local mods and mods on older versions and I'm still on 1.1.61, because I try to record the replay without updating. Updating anything to the most current version would break the replay, so its not possible to replay it on latest version. I have uploaded my custom mods folder and the save files to google drive: https://drive.google.com/drive/folders/ ... sp=sharing
[ { "author": "jodokus31", "content": "OK, I think it's related to the mod \"autobuild\", which gets screwed, when you activate/deactivate the building function. \n \nI had some electroyzers marked for deconstruction to deactivate them (save power) \nThen I reactivated them by remove the mark on the electrolyzers, but the mod autobuild doesnt notice that and has them still cached for deconstruction. In order to workaround, I deactivate the building function button toolbar shortly to reset the cache. This works for playing, but replaying still has the cache filled and deconstructs the electrolyzers, which leads to desync. \n \n(Un)fortunately, I'm developer for this mod autobuild, so I guess, this can be closed. \nSorry, for bothering.", "date": "2022-09-24T16:09:30+00:00", "quotes": [] } ]
1
2022-09-24T10:10:25-05:00
forum-topic-84259
84259
[0.18.21] Tutorial Feedback
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=84259
regress
I played the newly released (old?) 3 stage tutorial. The only bugs I got were at the very start and likely caused by me being overzealous and sequence breaking a couple of things. However the tutorial still feels very unsatisfying. In my opinion the best tutorial level was the train level from the old plastic plane campaign. I would suggest you revisit that level as a tutorial map. Omitting trains from the tutorial is a tragedy. This ties into the need to address the closed nature of the tutorial. I'm glad at least you gave the option to continue at the end. With the new (expanding) tutorial there was enough content to be interesting after completion. Now the final map is tiny and uninteresting and completely exhausted in less than 30 minutes. From FFF-342 : I understand the need to motivate the person playing the demo to purchase the full product but you are not helping yourself by being stingy and you're still in in this situation only now by omission of the gameplay elements that make Factorio shine / keep me up all night. P.S. I know I've said it before but not including trains is really selling the product short.
[ { "author": "regress", "content": "Just 100% completed Tutorial in [0.18.26] scouring every corner. \n \nIt has trains. It has secrets. My concern is completely addressed. I think this will help you peddle this crippling addiction to far more people. You guys rock. \n \nOf course now you have to add abandoned bases and crash debris to the standard game worldgen or its not what's on the tin - what does scope creep mean? \n \nGood luck on 1.0", "date": "2020-05-30T12:10:47+00:00", "quotes": [] } ]
1
2020-04-26T11:26:27-05:00
forum-topic-116797
116797
The game content page has not been updated?
Spread the Word
https://forums.factorio.com/viewtopic.php?t=116797
ArsStels
The game content page has not been updated to the latest version of the game and has an old description. https://factorio.com/game/content
[ { "author": "", "content": "Oh, sorry, I thought it was link to wiki. My mistake.", "date": "2024-10-23T07:42:08+00:00", "quotes": [] }, { "author": "", "content": "Hello, \n \nWhich content is outdated? \n \nFor Space Age stuff there is a new page: \n https://factorio.com/game/content-space-age", "date": "2024-10-23T09:23:52+00:00", "quotes": [ { "author": "ArsStels wrote: Wed Oct 23, 2024 7:30 am", "content": "" } ] }, { "author": "ArsStels", "content": "And it really is. Yes, you're right, I missed that point. Then we can consider this post closed.", "date": "2024-10-23T13:03:49+00:00", "quotes": [ { "author": "Klonan wrote: Wed Oct 23, 2024 9:23 am", "content": "" } ] } ]
3
2024-10-23T02:30:52-05:00
forum-topic-101757
101757
A wrapper for circuit combinators
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=101757
Zentay
TL;DR A box that you place on the ground which can contain other circuit combinators and allows you to hide the complexity of the design and better document how it works and should be used. What ? It's circuit combinator that when placed in the world looks like a 2x2 box with 2 green and 2 red inputs, and 1 and 1 green outputs. It doesn't do anything by itself, but you can open it and place other circuit combinators inside. This allows you to hide the complexity of the circuitry and only present a few inputs/outputs to the player in a standardized format. While viewing the wrapper's insides, you can also place "comments" to explain how different parts work. A comment is a short text label outside the buildable grid, and an arrow pointing to one of the tiles. This allows a more detailed documentation. The wrapper has functionality to make it visually distinct. You can set a signal icon that will be displayed on the box. You can set the color of the box. Maybe it even has a little light with configurable color. This helps a player look at a wrapper and immediately recognize what type it is. The wrapper is similar to the concept of wrapper in programming and it also helps documenting complex circuits. Why ? It solves several problems with the circuit combinators. 1. Lack of documentation outside of blueprints. Complex circuits are also hard to document with text only. 2. Can't tell at a glance what several circuit combinators wired to each other do, or where the inputs and outputs are. 3. No way to hide irrelevant complexity.
[ { "author": "", "content": "https://mods.factorio.com/mod/circuitissimo", "date": "2022-03-04T15:53:36+00:00", "quotes": [] }, { "author": "Impatient", "content": "Just want to report that. \n \nMaybe this would be a feature for Factorio v2.1?", "date": "2023-11-21T16:07:19+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into the relevant existing suggestion thread.", "date": "2023-11-21T18:08:32+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "FWIW, there's also Compact Circuits . Has the added benefit that you can use it similar to logistic groups: Change one combinator, all of the same kind get edited as well. Could be really useful, and I'd love that in base game - although I doubt it'll happen.", "date": "2023-11-21T20:15:52+00:00", "quotes": [] }, { "author": "Hares", "content": "I also use the mentioned CC mod, was one of its first users. It's pretty cool idea but I don't think this should be in the base vanilla. \nIt could be too complicated for the new user, and 3rd-party mod is a perfect way for this feature.", "date": "2023-11-22T17:12:24+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Tue Nov 21, 2023 8:15 pm", "content": "" } ] } ]
5
2022-03-03T02:02:51-06:00
forum-topic-103910
103910
Nintendo Switch version feedback - Page 4
Development Proposals
https://forums.factorio.com/viewtopic.php?t=103910&start=60
mmmPI
Me neither, but i have played a long time Factorio on a laptop whose specs are close to those of the Switch. The RAM limitation was probably a bit worse on my laptop due to it requiring to load things like windows and steam. I desperatly tried all the optimization mods that i could find, and maybe there are some that would help on the switch for the processor, things like https://mods.factorio.com/mod/GTTS allow to reduce the target framerate, and modify the game's thing's speed accordingly, so if the game only shows 30fps, it makes every speed (running, mining, machines crafting speed... ) twice as fast to keep the same feeling when playing. But such mod can also be used to increase the target frame rate to 144 for those fancy monitors that can show that many images, and would make the Switch suffer badly i suppose. To me it seem difficult to know how to make sure a mod abide to Nintendo rules to protect their reputation as providing reliable and game safe for children, and the mod authors who are given the freedom to publish things, and it's only after they commit a wrongdoing that their mod is removed, if that ever happen. Those are different philosophies difficult to combine aside from the technical limitations. I knew for trees haha ! Even without mods there are some things you can try, i found on the internet that to use command with the Switch you need to use ZL+ZR+minus button, i don't know what this is now how the typing function. But there is a command to remove trees : /c for _, entity in ipairs(game.player.surface.find_entities_filtered{ area={{game.player.position.x-32, game.player.position.y-32}, {game.player.position.x+32, game.player.position.y+32}}, type="tree"}) do entity.destroy() end Not as long as a blueprint if you have to type it manually but still annoying i guess. The " 32 " is the radius around the player in which the trees will be removed, a very large radius would make the game very slow untill it is executed, 32 is 1 tile less than 11 assembly machines in a line. One drawback is that it will massively increase pollution if there was a lot of trees absorbing it. It is possible to create a game without pollution, nor trees ,nor ennemy at start up too, (at least on PC) that helped my old laptop to run larger base but it is altering the game experience significantly. There is this shorter command whose altering is purely cosmetic : /c game.player.surface.destroy_decoratives{} It removes all the little decorations, rocks , flowers , bushes, sand pattern and so on. It can reduce the size of a savefile if this is not a concrete world where there is none left already. Both commands disable achievements and the first time one is typed, it need to be type twice to validate the disabling. In such case, i think the shortest command /editor or /cheat all may also be useful regarding the Qol rather than optimization answers are probably more useful , i have no idea which tools are present on the editor, but i have seen players using it to take wide screenshot on the Switch, it can probably be used to manually remove trees too and i expect it is possible to use it to cheat some things at startup and then exit it typing the command again, which would mimick some QoL mods that exists on the PC. A little different is /cheat all, which complete all researchs and give the player the ability to craft instantly without the required material. It can have the effect of getting a player to reach the limits of its hardware faster though.
[ { "author": "Melodi-of-Crystals", "content": "Maybe just an option to not display decorations?", "date": "2023-04-28T22:29:38+00:00", "quotes": [] }, { "author": "MatelGamer", "content": "Dear Factorio team \n \nI'm relatively happy with the Nintendo Switch version of Factorio. but would it be possible to improve the control of the car? My suggestion would be to steer left and right with the joystick and introduce ZL for braking and reversing and ZR for forward driving. it's not fun to control only with the joystick, it's unusable! \n \nBest regards", "date": "2023-07-15T13:30:43+00:00", "quotes": [] }, { "author": "Melodi-of-Crystals", "content": "Agreed with the above. I actively refuse to use vehicles aside from the train because I've destroyed SO many buildings.", "date": "2023-07-15T14:45:07+00:00", "quotes": [] }, { "author": "Pi-C", "content": "At least on the PC, there's no need to actually type your first command twice, you only must run it twice. The trick is to use the CursorUP and CursorDOWN to move up or down in your chat (in this case: command) history. CursorUP will fetch the last command and move backwards from there, if you've gone too fast and missed the command you want, you can go forwards with CursorDOWN. I've no idea how that would translate to the Switch or controllers, but I suppose they'll some key combination for this as well.", "date": "2023-07-16T05:51:21+00:00", "quotes": [ { "author": "mmmPI wrote: Tue Apr 25, 2023 9:21 am", "content": "" } ] }, { "author": "Melodi-of-Crystals", "content": "Sadly, there's no way to interact with the chat system aside from typing into it. If someone links a location or BP book, there's no way to click on it, and no way to scroll up into chat to read or repeat commands. Opening the chat UI brings up the switch keyboard which overrides all other UI access until you send something, or close the keyboard, either one closes chat.", "date": "2023-07-17T14:37:38+00:00", "quotes": [ { "author": "Pi-C wrote: Sun Jul 16, 2023 5:51 am", "content": "" }, { "author": "mmmPI wrote: Tue Apr 25, 2023 9:21 am", "content": "" } ] }, { "author": "mmmPI", "content": "You are correct in unambiguous english i should have said , both commands disable the achievements, and for the first command typed to be valid, it need to be sent twice to the game to make sure the player agrees with disabling the achievements, but you can spare the typing again if you reuse console history on pc or you need to do the validation twice for the validation to be valid. \n \nSo far hosting a game that have the blueprints from a pc and joining it from a Switch seem to be the way to import/export, i'm pretty sure if one cannot manage to set this up on its own it can find a helping hand on this forum or at least try .", "date": "2023-07-18T13:03:10+00:00", "quotes": [ { "author": "Pi-C wrote: Sun Jul 16, 2023 5:51 am", "content": "" }, { "author": "mmmPI wrote: Tue Apr 25, 2023 9:21 am", "content": "" } ] }, { "author": "askedking12", "content": "I've been play the game on switch alot recently and I think mods like krastorio and space exploration should be put on switch.", "date": "2023-08-01T20:42:59+00:00", "quotes": [] }, { "author": "blazespinnaker", "content": "Yeah, I'd pay extra for SE dlc.", "date": "2023-08-08T13:51:00+00:00", "quotes": [] }, { "author": "Xorimuth", "content": "I don’t think the switch is powerful enough for SE…", "date": "2023-08-08T17:58:09+00:00", "quotes": [ { "author": "blazespinnaker wrote: Tue Aug 08, 2023 1:51 pm", "content": "" } ] }, { "author": "Melodi-of-Crystals", "content": "SE would nuke the switch, but the example is still valid. Even if it was something simple like, modular inserters, switch players would LOVE something like that. \n \n Having a few, commonly used mods, listed in the switch marketplace as free purchases so that players can choose for themselves if they want to add something, could be an option. I'm not able to really look, but are there mods made by the developers, that they feel could be a good fit, and still fall within the limitations of a switch?", "date": "2023-08-11T13:33:24+00:00", "quotes": [] }, { "author": "blazespinnaker", "content": "Yeah, I wonder if there is a way to slim SE to work on the switch. A lot of SE content is the intriguing complexity of the recipes (eg, arcospheres). Dunno if they sell enough on the switch to make it worth while for the effort required or if the mod author really wants to. I wonder if this consideration has impacted expansion design. \n \nAt the very least, this could be a way for some mod developers to make a bit of cash and get some recognition for their great work. Skyrim DLC for the switch had some mods I believe. \n \n \nSome other feedback: I have had a roboport gone missing from my inventory on the switch! Twice now. I am sure I'm not hallucinating. \n \nAnyone else seen that?", "date": "2023-08-26T02:26:47+00:00", "quotes": [] }, { "author": "Melodi-of-Crystals", "content": "Back from hiatus, yeah I've seen some things go from my inventory to the abyss, so that's not entirely surprising. Though it's stopped recently, which is good but not listed on patch notes so it wasn't an intentional fix I don't think. \n \nCurrently I'm still trying to find ways to get blueprints aside from manually re-creating them in editor mode.", "date": "2024-02-09T20:21:03+00:00", "quotes": [] }, { "author": "Mik", "content": "In the \"Controls\" menu I tried to set \"Build\" to ZR, but I got a pop-up saying \"This control has to be from A or Y.\" This wasn't the case in the previous versions, why is this here and can I somehow disable it?", "date": "2024-08-24T12:52:16+00:00", "quotes": [] }, { "author": "CasualUraniumEnjoyer", "content": "Greetings everyone. \n \nBeen playing this game for a couple of months and having a blast. \n \nAt the time of purchase, I had no functioning computer and opted for buying the Nintendo Switch version of the game. \n \nLater on I found out that the Space Age DLC and 2.0 version were on their way. I was excited but thought that perhaps this expansion would not be available for Switch players. \n \nHence my question: are there any future plans of releasing Space Age for the Nintendo Switch? Any reply from an official member of the team would be greatly appreciated.", "date": "2024-09-13T19:31:26+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "As only Nintendo regulations prevent Third-Party-Mods on the switch version, i am sure the DLC will be available on Switch.", "date": "2024-09-16T11:46:31+00:00", "quotes": [ { "author": "CasualUraniumEnjoyer wrote: Fri Sep 13, 2024 7:31 pm", "content": "" } ] }, { "author": "", "content": "When the switch version came out, it didn't support modding, because of insufficient resources hardware wise. \n viewtopic.php?p=573867#p573867 \nI'd be surprised this limitation will have been addressed when there is so much more content. It would be cool for all the Nintendo Switch for sure, but I have little hope.", "date": "2024-09-16T14:25:08+00:00", "quotes": [ { "author": "Gummiente27 wrote: Mon Sep 16, 2024 11:46 am", "content": "" } ] }, { "author": "CasualUraniumEnjoyer", "content": "Surely from a legal standpoint there wouldn't be any issues with this expansion. However, I've seen people talking about the hardware of the Switch not being able to give the best performance while running this particular game. Hence my concern. \n \nI appreciate the optimism though. Hopefully they will figure it out.", "date": "2024-09-17T01:28:11+00:00", "quotes": [ { "author": "Gummiente27 wrote: Mon Sep 16, 2024 11:46 am", "content": "" } ] }, { "author": "Melodi-of-Crystals", "content": "To quote the technical specs of a switch, imagine a 4x1.02ghz processor and 4gb of RAM. This should let you vividly imagine the limitations of the game. Even with below 250 Con bots I have under 60 ups and a late game base has below 40 ups with memory limit warnings fairly consistently. The switch would combust. Switch two however is a complete guess. But rumors include an 8 core processor, and 12gb of RAM. \n \nWe can only wait and see. I could imagine it being limited to switch 2 somehow.", "date": "2024-10-15T03:54:07+00:00", "quotes": [ { "author": "CasualUraniumEnjoyer wrote: Tue Sep 17, 2024 1:28 am", "content": "" }, { "author": "Gummiente27 wrote: Mon Sep 16, 2024 11:46 am", "content": "" } ] }, { "author": "", "content": "I'm working on bringing 2.0(vanilla base game) update to the Nintendo Switch. \n \nSpace Age is a no as there's not enough RAM(3.2GB RAM+VRAM available to the application) for all the textures and 5 planets worth of factories. Also CPU can't update 5 planets on 60 UPS. \n \nI will include more information in this week's FFF.", "date": "2024-10-22T15:23:53+00:00", "quotes": [] } ]
19
2022-10-28T01:50:59-05:00
forum-topic-127326
127326
DLC Space Age not Laoding
Technical Help
https://forums.factorio.com/viewtopic.php?t=127326
OldmanTom
Purchased DLC Space Age via Steam as upgrade to Original Factorio. But after playing through the following problems occured 1. Starter pack item not in production crafting tab 2. No space crafting tab after recieving the Space science at cargo landing pad 3. Research queue for LOGISTICS still shows Utility science pack needed NOT space science pack Missing Space Tab and no starter pack 03-07-2025, 17-31-37.png (521.16 KiB) Viewed 349 times Logistic system research yellow NOT white science 03-07-2025, 17-32-27.png (152.69 KiB) Viewed 349 times Probably something I have done wrong, any help appreciated
[ { "author": "pioruns", "content": "Reinstall the game.", "date": "2025-03-07T19:29:24+00:00", "quotes": [] }, { "author": "eugenekay", "content": "That looks like the “Space Age” mod is not enabled. Double check that: \n Right-click the game in your Steam Library —> Properties panel. Navigate to the DLC page. Is the “Install” checkbox active for “Factorio: Space Age”? \n Navigate to the Installed Files page. Click the “Verify Integrity of Game Files” button \n Start the Game. At the Main Menu, open the Mods menu. Verify that “Space Age” is Enabled via checkbox \n \n\nGood Luck!", "date": "2025-03-08T17:50:31+00:00", "quotes": [] }, { "author": "OldmanTom", "content": "Thanks now resolved, appreciate the help", "date": "2025-03-09T13:11:09+00:00", "quotes": [] } ]
3
2025-03-07T10:34:57-06:00
forum-topic-31718
31718
[0.14.x] Bob's Mods: General Discussion
Bob's mods
https://forums.factorio.com/viewtopic.php?t=31718
bobingabout
Okay, all of my mods have been released for Factorio 0.14.0. I added some equipment grid options to trains and tanks, but set it up so you can't use armor modules in it, but I haven't made any new equipment for them yet. Any sugestions on what I should do for vehicle equipment? if any other changes need to be made, let me know. If there are any bugs, let me know. I'll leave it there for today. Change log Modules 0.14.2: * Reworked migration scripts. bobrevamp 0.14.2: * Added productivity filters for new oil processing with Sulphur. Inserters 0.14.3: * Minor fix for multiplayer Inserters 0.14.2: * Rewrote the on_tick function (again) to hopefully solve a crash on dedicated servers. * Added in function calls to allow other mods to draw the GUI. Aimed for my Logistics mod. Logistics 0.14.5: * Added calls to Inserters functions to incorporate the GUI into the mini GUI if inserters mod is installed. vehicle equipment 0.14.2: * Added solar panel equipment locale entries. * Created plasma explosion entity. Clock 0.14.1: * Only update connected players. Library 0.14.3: * Fixed a minor bug preventing replace_ingredient_crude from working. Modules 0.14.1: * Added Check for and add a limitation_message_key tag if it doesn't exist when adding a module Logistics 0.14.4: * Added circuit connector sprite to MK2 chests * Added padding to the Inserter menu GUI button, it should no longer apear half off the top of the screen. * Fixed the checkbox style too. (Though the bugged one was using some game default graphics, and it did look nice) * Added armored train set MK2 with a 10x8 grid. Logistics 0.14.3: * Changed armoured-cargo-wagon max_speed to 1.2 (base game locomotive max speed) * Changed construction robot items to goes-to-main-inventory * Added Character inventory slots bonus local entry. * Changed the way the inserters GUI is displayed. inserters 0.14.1: * Optimise on_tick routine. Vehicle Equipment 0.14.1: * Fixed vehicle-solar-panel-3 to use Aluminium instead of Titanium * Fixed Vehicle Plasma turret 4 to use Titanium instead of Steel Warfare 0.14.2: * removed shield input flow limit override. * fixed equipment default_request_amount spelling mistake * fixed personal-laser-defense-equipment technology order tags * Personal laser defense 6 now requires Nitinol. VehicleEquipment 0.14.0: * Added equipment for Battery, Shield, Fusion Reactor, Fusion Cell, Solar Panel, Laser defence, big turret 1 to 6. * Also added Roboport and speed equipment. Library 0.14.2: * Removed broken log calls from category functions. Logistics 0.14.1: * Renamed all train items, entities and recipes to include a bob- prefix, making them unique. * Added vehicle grid group Warfare 0.14.1: * Renamed tank-2 and tank-3 items, entities, recipes and technology to include a bob- prefix, making them unique. * Added vehicle grid group * Car also gets a grid (Turned on by default, disable-able in config mod) Techsave 0.14.1: * Added a check to catch if research goes above 100%. Library 0.14.1: * Added a check to see if a resource_category or crafting_category tag exists before trying to iterate through it Revamp 0.14.1: * Sulfuric acid recipe is no longer deleted, but instead disabled and not researchable. This may result in factories already using the recipe to continue using it, but unable to be set on a new factory. Modules 0.14.0: * updated limitation_message_key typo fixed in factorio 0.13 Enemies 0.14.0: * Fix giant worm corpse animation Warfare 0.14.0 * fixed reinforced gate graphics again * 0.14 armor fixes * Added grids to tanks (no equipment yet) Ores 0.14.0: * Added Waters to remote.call("bobores", "Regenerate") * Fixed gem chances on unsorted gems ore. Electronics 0.14.0: * Added new icon for Advanced Electronics 3 research * New icons by Aonova Power 0.14.0: * Changed boiler MK3 power to 780kW Plates 0.14.0: * Changed the cobalt-oxide from copper recipe to include random amounts * Slightly altered the random amounts of lead in the silver from lead oxide recipe. * Added Sulfur -> Sulfur Dioxide recipe, as an alternate route to the base game's sulfuric acid recipe. * reballanced Sulfur Dioxide -> Sulfur and sulfur dioxide -> sulfuric acid recipes. * Added new icon for Advanced Electronics 3 research * Some new icons by Aonova Library 0.14.0: * bobmods.lib.recipe.replace_ingredient and replace_ingredient_crude returns true if it performs a replace, or false if it doesn't * bobmods.lib.item.basic_item now rounds amount down if type = item, in case of changing from fluid * fixed a validity check on bobmods.lib.resource.add_result * Fixed an issue with bobmods.lib.item.add Revamp 0.14.0: * If Chlorine exists, plastic recipe requires Chlorine instead of coal. * If Sulfur dioxide with recipe chain sulfur -> sulfur dioxide -> sulfuric acid exists, delete base game sulfuric acid recipe. * Removed sulfur recipe from sulfur processing, and added alternate recipes to get sulfur from oil processing Assembly 0.14.0: * Added fast replace group for Oil Refinery. Logistics 0.14.0: * Added exception for if player is holding a blueprint or blueprint book. * Added grids to tanks (no equipment yet)
[ { "author": "RikuSS4", "content": "I get this error with all the Bob's mods and Bob's revamp: \nError Util.cpp:57: Error in assignID, recipe with name 'sulfuric-acid' does not exist. \nNo error without the Revamp mod.", "date": "2016-08-27T20:41:50+00:00", "quotes": [] }, { "author": "Walayimuna", "content": "I am having the same problem, recipe with name 'sulfuric-acid' does not exist", "date": "2016-08-27T21:12:49+00:00", "quotes": [] }, { "author": "EinPinsel", "content": "I've looked trough all of my mod files - and the only error I'm getting is \n \n--------------------------- \nError \n--------------------------- \nError in assignID, recipe with name 'sulfuric-acid' does not exist. \n--------------------------- \nOK \n--------------------------- \n \nWhich seems to be in RSO - or in the base game.", "date": "2016-08-27T21:20:57+00:00", "quotes": [] }, { "author": "Thomasnotused", "content": "It looks like the error is caused by bobrevamp which now deletes the base-game sulfuric acid recipe, which he seems to have done to 'force' you to use the recipe now included in bobplates. \n \nSo, for now, disable the bobrevamp mod and wait for an update. \n \nEDIT: Alternatively, you can try deleting lines 69-72 (the 2nd if logic) in the data-updates.lua of bobrevamp. This seems to have solved the issue for me.", "date": "2016-08-27T21:24:44+00:00", "quotes": [] }, { "author": "Airat9000", "content": "example please", "date": "2016-08-27T21:39:47+00:00", "quotes": [ { "author": "SuicidalKid wrote:", "content": "" } ] }, { "author": "Thomasnotused", "content": "I'm not sure what you mean, like a screenshot of the stuff to delete?", "date": "2016-08-27T21:44:15+00:00", "quotes": [ { "author": "Airat9000 wrote:", "content": "" } ] }, { "author": "bobingabout", "content": "The issue is part of the Revamp mod. \n \nThe base game recipe for sulfuric acid is deleted if alternate methods to produce sulfuric acid are detected. \n \nThis is NOT a problem if you are using only bob's mods, however, if you use any other mods that edit the base game sulfuric acid recipe, then there may be issues (Such as the reported crash) \n \n \nCan you list any mods you are using when you get the error? \n \nAlso, I'll look into it in a short while.", "date": "2016-08-27T21:44:40+00:00", "quotes": [] }, { "author": "Airat9000", "content": "angels mods \nyuoki mods \nnatural-gas \nand other", "date": "2016-08-27T21:52:42+00:00", "quotes": [ { "author": "bobingabout wrote:", "content": "" } ] }, { "author": "Thomasnotused", "content": "I've tested it on only bob's mods (all updated to 0.14) and I still receive the same crash. It might be helpful to note that I am using ALL of the mods on the dropbox, with the exception of the clock mod.", "date": "2016-08-27T21:55:04+00:00", "quotes": [ { "author": "bobingabout wrote:", "content": "" } ] }, { "author": "Airat9000", "content": "", "date": "2016-08-27T21:56:15+00:00", "quotes": [ { "author": "bobingabout wrote:", "content": "" } ] }, { "author": "bobingabout", "content": "Okay, that new bug you posted, I don't know what the issue is, that is editing a base game object that is unchanged as of 0.14.1. \n \nTry disabling the other mods you're using, and see what happens, then turn them on one by one again untill it breaks, let me know which one is breaking it.", "date": "2016-08-27T22:35:11+00:00", "quotes": [] }, { "author": "bobingabout", "content": "Revamp 0.14.1: \n* Sulfuric acid recipe is no longer deleted, but instead disabled and not researchable. This may result in factories already using the recipe to continue using it, but unable to be set on a new factory.", "date": "2016-08-27T22:45:34+00:00", "quotes": [] }, { "author": "Airat9000", "content": "it mods conflict bug in oldes post photo \n viewtopic.php?f=97&t=31707 \n \nand mods \nin acid bug message \n https://www.dropbox.com/s/tjutjj7jpbv7ai7/mods.rar?dl=0", "date": "2016-08-27T23:15:46+00:00", "quotes": [ { "author": "bobingabout wrote:", "content": "" } ] }, { "author": "Thomasnotused", "content": "Using the updated version (0.14.1 revamp) seems to have fixed the issue (at least for me, I see Airat9000 is still having issues) and I personally think the new way is a better approach.", "date": "2016-08-27T23:18:07+00:00", "quotes": [] }, { "author": "Airat9000", "content": "update in \nbobrevamp_0.14.1 \n \nbug is lost! thanks!", "date": "2016-08-27T23:40:00+00:00", "quotes": [] }, { "author": "bobingabout", "content": "Okay, I can see why this causes a crash. He completely changes the structure of the ammo. (And then my code expects the original structure, and crashs) \n \nI'm not sure what I can do about making my edit compatable with his mod. I'll look into it more, but this won't be a quick fix.", "date": "2016-08-28T00:17:13+00:00", "quotes": [ { "author": "Airat9000 wrote:", "content": "" } ] }, { "author": "Airat9000", "content": "but it feels good, I updated. \n \nnow bug", "date": "2016-08-28T00:20:34+00:00", "quotes": [ { "author": "bobingabout wrote:", "content": "" }, { "author": "Airat9000 wrote:", "content": "" } ] }, { "author": "bobingabout", "content": "hmmm.... one of the old problems with using generic names (Some of my entities are prefixed with \"bob-\", but not all. cargo wagons are not). \n \nDue to the changes in 0.14, I changed locomotives, cargo wagons, and tanks to conform to the new system. by the looks of things, bigbags mod did not, and it is causing issues. \n \nBasically... boblogistics and bigbags try and add the same item: cargo wagon 2. I use the new method, he uses the old method, they don't work together.", "date": "2016-08-28T00:28:50+00:00", "quotes": [] }, { "author": "Walayimuna", "content": "Hello, I'm sorry for posting this here, but I didn't know where was the correct location to post this sugestion. \n \nYour recipe to gather gases from the atmosphere is similar to the composition on earth's atmosphere, ~78% nitrogen and ~21% oxygen. \n \nBut the fauna on the planet, the enemies seem to be, at least to me, giant insects. \n \nInsects don't have lungs, my understanding is that in order for them to grow to that size it would require a atmosphere richer in oxygen, like earth was on pre-historic era. \n \nPerhaps there could motivate a change on the recipe to gather gases from the atmosphere to provide more oxygen? \n \nI apologize for my writing if there are any typos, english is not my native language. \n \nThank you", "date": "2016-08-28T06:13:56+00:00", "quotes": [] } ]
19
2016-08-27T15:25:30-05:00
forum-topic-116488
116488
Clarification on the use of Space Age sprites in mods targeting both Base/SA
Modding discussion
https://forums.factorio.com/viewtopic.php?t=116488
kirazy
I am the mod author for the Artisanal Reskins series and several other mods that are primarily reskin mods. There are a variety of comments from Wube developers on the Space Age discord around the inclusion of Space Age assets in mods that do not require the Space Age executable. The general sentiment of these comments summarizes to: Inclusion of Space Age assets in mods that have a hard requirement on the Space Age executable is fine. Inclusion of Space Age assets in mods that do not have that hard requirement is not fine , even if the use of those assets in-game would have a prototype/runtime check for the Space Age executable. There seems to be an unclarified gray area around mods that would include Space Age texture assets, but restrict their use by the mod to if the Space Age executable is present, or if the Space Age mod is enabled. The primary pain point with restricting even the inclusion of sprite assets in mods that have an optional dependency on Space Age is the need to create separate mods that include supplemental code files and the kit-bashed or otherwise Space Age derived assets to satisfy the restriction, while still supporting a mod that targets both vanilla and Space Age. For a real world example, Space Age introduces another tier of belts which includes a new belt sprite sheet to support higher belt speeds. My mod Prismatic Belts would naturally want to include a sprite sheet derived from that Space Age asset to add a third tintable belt. Under a conservative understanding of the current unclarified restrictions, I would need to create an entirely separate mod, say, Prismatic Belts: Space Age, whose only purpose is to 1) have a hard restricton on the Space Age executable, and 2) to have the derived sprite sheet. The main mod would then have an optional dependency on that mod and make those sprites available only under that circumstance. Which would require a player who uses Prismatic Belts to a) know about this restriction, and b) go find and download the additional mod. It would be significantly simpler if that restriction was only logical (main mod has all assets and a code check on the Space Age executable) and not so strict as to require an entirely separate mod. This is only one example. I work alongside the mod teams that support Bob's and Angel's mods, and there is a concern that this constraint is going to require us to create effectively two mods for every single mod just to properly restrict the Space Age textures (and maintain our discrete domains).
[ { "author": "kirazy", "content": "As an addendum, I will note that:\n \n There is nothing stopping a player without Space Age from finding the Space Age constrained mod on the Mod Portal and downloading it, and modifying it locally. \n There is nothing stopping a player from finding the mod on its public repository (GitHub, GitLab) and downloading it from there. \n \n\nThe constraint seems overly burdensome on the mod author for how simple it would be to circumvent on the user side. \n \nAlso, absent official direction off the Space Age discord, I imagine that many smaller mod authors won't even think about this consideration.", "date": "2024-10-22T05:06:43+00:00", "quotes": [] }, { "author": "kirazy", "content": "Now that the frenzy of dev work after the initial launch seems to be calming down... bump? \n \nAnd I will note that as I mentioned, the bifurcated mod Prismatic Belts with a separate Prismatic Belts: Space Age that is just an asset mod, on which Prismatic Belts has an optional dependency, is as painful as expected. There's no way to indicate that a mod is required if Space Age, otherwise ignored, and the workaround is to throw an exception with instructions on what to do. But that hasn't stopped people reporting it as a bug when it happens and they didn't stop to read the error message.", "date": "2024-12-17T03:14:08+00:00", "quotes": [] }, { "author": "Khazul", "content": "I must admit, as I have Space Age, I had assumed that assets would not be present if people didn't have SA and thus logically checked re-use would be OK. I never thought to actually install the latest base Factorio to check that SA assets are indeed not present as it seemed a reasonable assumption. \n \nAt this time I only have one SA mod that indirectly reuses assets (it triggers base code to cause the asset reuse) and that has a hard SA dependency anyway.", "date": "2024-12-17T08:04:15+00:00", "quotes": [] } ]
3
2024-10-21T23:57:49-05:00
forum-topic-8377
8377
Modular Extensible PnP Factory
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=8377
dee-
*************************** Please Notice For the current version of the bus and rack design please see this post . This introductionary post here uses a different, older bus design, but the overall idea for the Modular Extensible PnP Factory System stays the same, so just read on *************************** Foreword Hi there I've been playing Factorio now for quite some time and I have unlocked every tech, fiddled around a bit and am now in a phase that I would call maybe "mid-early to mid" factory design stage. Assuming this is a very subjective opinion I would describe it for myself as "not placing everything all over the place anymore" and having reached a stage in which trains become interesting and valuable. I am not yet in the need for dual/quadruple blue belts, usually dual red (~= single blue, quadruple yellow) or even single red (~= half blue, dual yellow) belts are sufficient for my demand of produced items. Because Factorio is constantly triggering my desire to aim for efficient but still extensible, modular designs I have come to the development of, what I would call, "modular factory design consisting of exchangeable facility appliances attached by a standard interface to a common bus system". The designs created from this philosophy have already experienced some iterations and are now in a state that I call "preliminary publishable" Design philosophy As already stated above the aim for that extensible factory is to be modular. Therefore the factory consists of several different modules that each have a very specific function. To get all the different facilites work with each other there is a kind of protocol or interface necessary (or just a huge logistics network, but where is the fun in that? ) Without further ado here's a small example of what I'm talking about here: This is one of those factory modules (with not much going on ) One of those "rows" is called rack . A rack is, by design rule, always 13 tiles high . One rack usually has only one type of facility in it, with matching belts and pipes to split off used items and fluids. As the belts and pipes have a standardized filling and rack height is standardized it is possible to swap out a whole production row by deconstructing it and replacing it with something else in case of limited space or ceased demand (e.g. engines, etc.): Such a production row consists of three compartments (from right to left): 1. Pipes The pipes are used to get fluids, produced by some module, to other modules. Think about a bus system for fluids. There are always seven pipes in parallel, placed without a gap. They are always used for these fluids (left to right): Water, Oil, Petrolium Gas, Light Oil, Heavy Oil, Sulfuric Acid, Lubricant. That seemes like a good ordering to me and coincidentally is also the same here , nice as a reminder. 1b. "Fluid Connector" Some free space between the pipes and the belts. This space is used for routing the fluids from the supply pipes on the left to the facility. Is also used for I/O-belt-routing or further addiitons like additional power poles, roboports for blueprint placing, etc. It's width is always 5 tiles. 2. Belts Next to the pipes are the belts. They transport a continous stream of items from the bottom to up. They are red belts, placed without a gap. The items in these belts are always (left to right): Advanced (red) Circuits, Electronic (green) Circuits, Copper, Iron, Steel Remarks: Pipes and belts always have the same position and both are only needed once per rack. Thus they can be considered as one building block and are therefore stored as a single blueprint to interface the facility to the bus system. This combined block is called a "connector" Sometimes pipes or belts are not used for any racks above or below a rack. In this case it is legitimate to remove or disconnect the unneeded pipes/belts to conserve resources stored on belts or in pipes. So you can have rows having only rows or only pipes (or neither). However the overall layout must be retained in case belts or pipes have to be rebuild when demand arises. 2b. "Solid Connector" Connects the items on the support belts with the facility by splitting off required resouces and routing the side(un)loading belts of the more specialized ingrediends and finished products. The width is dynamic as the only following to the left compartment is the facility itself and routing of all the belts and pipes isn't always the same. 3. Facility This is the production logic where something is made from the provided resources, be it fluids or items. The clou here is, this facility is (and by design rule MUST be) able to be repeated as often as desired to the left. So you can have multiples of the same production facility, connected by one belt and one pipe compartment: (This example is a little "special" as the green circuit production facilities can overlap to conserve some space but you get the idea. This way they output so many green circuits you literally drown in them): Designing such a production facility must have extensibility in mind from the beginning, so needed resources are passed along the row to potentially more production facilites, same goes with created items or fluids, they have to be fed out of the rack in such a way additional facilites contribute to the same output line. If the facility needs or produces items which are not transported on the bus belts, these resources are "side fed" in and out. Side fed items also have to obey the rule to facility extensibility, means multiple facilites along the line must get those items, also, and not only the first: Here you can also see how fluids are split off the pipe bus and fed into the facility. By now you should be able to see each compartment at a glance Rules overview So these are the design rules: Format: - a rack MUST always be 13 fields high. It is never shorter and never longer. - a standardized belt and pipe system exists. Its connectors to the north and to the south MUST be preserved Consistency: - belts or pipes MUST NOT swap positions. Their position MUST be respected (see above screenshots for dimensions) - the topmost tile row MUST NOT contain any pipes that could be able to connect to the north, which would then be the lowest tile row of the rack above this one. This is IMPORTANT! Not respecting this rule can result in unexpected fluid mixing, poisioning the whole fluid system! (it's a pain to get those pipes clean again) - belts and pipes MAY be omitted if all racks above or below don't need either. When omitting it MUST be possible to rebuild the belts and pipes from the original blueprint (read: don't put stuff there that would interfere when pasting the blueprint over the stipped down connector again) Ideology: - facilities should product items as fast as possible. Yes, everything can be done with yellow inserters but using the right inserter and the right amount can speed up production. Where this leads to can be seen below at the capsule facility Blueprint shelf Another charme of this modular rack-design is that every rack can be stored as blueprints, ready to be copy-and-pasted to whereever you need it to be, with all intermediate product facilities in reach as they are also just racks. So it is possible for everyone to design such a rack for themselves and trade their designs and "recipes" as long as they obey the above rules to ensure interchangeability. For me obeying these rules and building facility after facilitry is a nice exercise and sometimes requires clever solutions without me feeling the rules being too restrictive. I enjoy my plug and play factory ^^ Still to write - mass storage of iron and copper plates - main bus system for iron and copper plates and how to attach these to the rack-system 5-belt bus system - mass storage of oil barrels any why it's a good idea to bottle up oil to side-feed the oil barrels in to fill the oil pipe (and not store oil in a tank) - why ores are processed right where they are extracted and only plates get transported to the unified extensible storage - unified extensible train stations for loading/unloading/both-in-one - blueprints
[ { "author": "MrSlehofer", "content": "some of the pics doesn't work", "date": "2015-01-31T13:04:16+00:00", "quotes": [] }, { "author": "dee-", "content": "Blueprints \n \nHere are some of my blueprints \nThis catalog is not complete by far. \n \n Fluid storage \n \nThis storage helps buffering or bunkering four of the seven fluids. Why only four? Well, because there is not enough space for the others and because the others don't need buffering: \n- Water comes endlessy. \n- Oil is fed into the system by emptying barrels. If the pipes are not full, more barrels are emptied. If the pipes are full, the barrels are not emptied anymore. So, it's guaranteed the oil pipe is always full to the brim. The oil is stored in barrels, which are, from a logistics viewpoint, more flexible and better handle- and storeable than fluids. \n- Lubricant is not further processed and is some kind of end product for fluids, so once the pipe is full, lubricant production stops. When lubs are needed, it turns on again: no need for buffering \n \nThe four small pipes are intentionally there. This way it's easy to disconnect some tanks or place pumps between the tanks to fully fill/empty them. \n \n \n \n \n Heavy oil cracking \n \nTakes heavy oil from the pipes, cracks it into light oil and feeds it back into the light fuel pipe. \n \nLooks wild but can be placed side by side just fine, the underground pipes do their magic here. \n \n \n \n \n Light oil cracking \n \nCracks light oil to petroleum, quite the same as heavy oil cracking. Pipes of course connect differently. \n \n \n \n \n \n Refinery \n \nTakes oil and water from the pipe system and provides light and heavy oil and petroleum to the pipe system. \nEasy to the eye \n \n \n \n \n Oil unbarreling \n \nThis is where the oil flow begins. \nTakes side-load oil barrels (lower belt), opens them and pours the oil into the pipe system, ejects empty barrels for storage and later reuse. \nPosition of the input side-fed can be moved to the upper half if necessary. \n \n \n \n \n Plastics \n \nNeeded for red circuits. Takes coal and petroleum and produces plastic garbage. The splitter can be repositioned to feed those plastics to the north. \n \n \n \n \n Ammo and poles \n \nThey nicely go hand in hand and are easy to manufacture. The blueprints can interleave. \n \n \n \n \n Splitters \n \nSplits the belts to the side to create a branch. Can have its uses. There's a version with pipe-branching and without. \n \n \n \n \n Green Circuits \n \nProduces green circuits and feeds them into the belt system. Many of them. \nSpeciality of this blueprint is they are placed overlapping, conserving some space and filling the vertical belt from both sides. \nUses blue belts because it slups up base resources like crazy. \n \n \n \n \n Red Circuit \n \nProduces red circuits and feeds them into the belt system. Needs green circuits so make sure they are already on the belt and plastics which are side-fed. \nThe producing facility comes in two parts: the first part creates wires and the second part consumes these. As long as there are enough wires on the belt it's sufficient to just repeat the circuit factories. The longer this gets the less wires are on the belt so after some time the first part has to be placed again to get a fresh stream of glimmering wire. \nSplits off from the fast blue belt of the green circuits becuase it needs many of them. \n \n \n \n \n Steel \n \nJust takes iron and smelts it into steel. \nThe reason for the steel belt is that while it is possible to create steel on the fly where needed (actually, the previous version had not 5 but only 4 belts without steel. It was much nicher to make underground belts with these as they went under the full bus) but to keep up the speed of the requesting factory usually three furnances were needed and every furnance would store up to 100 steel when not empties by an inserter so that's alerady 300 steel hiding in some furnances all over the place. And there are quite many reciped using steel. \n \nSo I added the fifth lane for steel and have it produced in one place: \n \n \n \n \n Main bus connector \n \nThis takes iron and copper from the main resource bus and feeds it into the 5-belt rack bus. \n(the two-red-belts-with-three-tiles-between-them was an early concept for this design system. It has more thoughput but the footprint is immense and impractical. So it was replaced by the smaller belts with the dualbelts from the earlier design still in use for the basic materials like iron and copper plates. The storage system also still works with the old dual-belt system because it has a higher thoughput, which makes sense for loading/unloading from storage)", "date": "2015-01-31T13:05:18+00:00", "quotes": [] }, { "author": "dee-", "content": "Oh... I changed the image hoster. Do they show up now?", "date": "2015-01-31T13:08:37+00:00", "quotes": [ { "author": "MrSlehofer wrote:", "content": "" } ] }, { "author": "", "content": "They do \n \nAmazing design imho .", "date": "2015-01-31T14:13:13+00:00", "quotes": [] }, { "author": "mike_smit", "content": "You are awesome, sir. Keep the pics coming!", "date": "2015-01-31T15:12:16+00:00", "quotes": [] }, { "author": "", "content": "What you can also do is to save your blueprints, by using these mods: \n https://forums.factorio.com/forum/vie ... =14&t=6742 Blueprint string \n https://forums.factorio.com/forum/vie ... =14&t=6516 Foreman - Blueprint Manager \n \nPS: Reminds me to this very old thread: https://forums.factorio.com/forum/vie ... =factories \n \nPPS: This is the first step for a mod, which implements an AI player. Next step would be to make a module out of it, that knows, which parts can be placed to what other parts.", "date": "2015-01-31T15:58:14+00:00", "quotes": [] }, { "author": "dee-", "content": "I have seen those blueprint importers/exporters and really would like to add bp-strings for convenience. \nHowever last thing I know is there are some blueprint issues, like rotation of train tracks is not respected, underground belts don't connect, etc. This and the unknown state of those mods regarding MP and bugs made me not add bp-strings.", "date": "2015-02-01T16:53:52+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "Oh well I'm using something similar on some of my maps... But with some differences: \n \n My racks have a standardized height of 21 instead of 13. This is because I'm strictly building stuff aligned with the roboport grid. This way I can fit 2 racks in between two roboports placed at maximum distance from each other and still have a repeating gap of 4 tiles between each rack, which not only does look much more cleaned up due to grouping but also is used to place Big Electric Poles as well as more Roboports if the amount of robots affords a tighter placement of roboports to reduce recharge times. \n I use double express-belts for Iron/Copper Plates. Another reason why the rack height of 21 pays off because otherwise it would get pretty ugly to fit all the junctions, especially at racks with many belt and pipe requirements. This is why my main-bus looks like this: \n \nBelt | Belt | Pipe | Pipe | Belt | Belt | Pipe | Pipe | Belt | Belt | ... \n \nThat way I have some space to fit the Splitters more nicely thanks to the 2 tile gap that is used by Pipes. \n The main bus only uses Underground Belts/Pipes, that way the junctions are much more easier to be constructed. \n I'm using a different order for the items on the bus, with the current setup being: \n \nIron Plates | Iron Plates | Water | Crude Oil | Copper Plates | Copper Plates | Heavy Oil | Light Oil | Stone | Coal | Petroleum Gas | Empty Pipe | Steel Bar | Iron Gear Wheels | Lubricant | Sulfuric Acid | Electronic Circuits | Advanced Circuits \n \nI strongly refuse to place stuff on belts that I don't need in any reasonable quantities and/or in many places, but at least I want to have all the basic resources on the bus. \n The belt for the output product(s) of each rack are standardized in the center of the 21 rack-height: \n \n10 Tiles | Output Belt | 10 Tiles \n \nThis allows me for different approaches in getting the resources to the assemblers as well as to fill the outgoing belt from both sides equally. \n I don't use side-fed belts. At all. It kills the modularity and just shoves the belt mess somewhere else. \n \nThis has led me to group similar products/items and their prerequisites into one rack where the intermediate products never leave the rack. \n \nLike for example a rack dedicated to produce all Belts/Underground/Splitters. \nOr a rack that does make Engine Units/Electric Engine Units/Robot Frames/Logistic&Construction Robots. \nOr one that assembles all kinds of inserters. \n \nThis also allows me to have racks on both sides of the main bus, thereby saving on bus-length. \n Low quantity items and endproducts are put directly in active Provider chests which are fed with Smart Inserters controlling the amount of items in a centralized storage area. \n \nThat way I don't have to deal with the mess of getting tons of items out of the way when I decide to tear down a rack. Storing items in the racks is just... NAH. Never going to happen. \n \nHere's one of the earliest concepts from my approach since I don't have any pictures of my most recent ones: \n \n \n \n 007.jpg (791.01 KiB) Viewed 80629 times \n \n \n\nIn newer versions I obviously changed the spacing of the bus... I'd never waste as much space for the main-bus anymore. I'd never put a gap between the belts and the pipes anymore. It was just a proof of concept back then. ^^ \n \nAlso I'd never do the circuit assembling that way anymore... I'm strictly using the 3:2 ratio for eletronic circuits nowadays. xD \n \nBut the 21 tile rack-height is something that I continue to use because of its benefits.", "date": "2015-02-01T19:55:31+00:00", "quotes": [] }, { "author": "dee-", "content": "For anyone interested I fixed the broken images. \n \n \nSome impressions of the base (solid procession north of main bus, fluid processing south of it): \n pics \n \n \n \n\nAnd as a bonus a small look at my unloading train stations (which are of course completely modular with different configurations, too )", "date": "2015-12-12T13:39:22+00:00", "quotes": [] }, { "author": "vanatteveldt", "content": "Nice idea, very cool to really modularize the design like this. \n \nI understand the thinking on the steel, it is a pain that each furnace stocks 100 plates, and you often need like 9 furnaces (1 steel / sec) to run something on full production, so that would be an enormous amount of steel furnaces taking up space and iron plates. \n \nWhat is the thinking on including red circuits, but excluding e.g. plastic? The fact that they take so long so you will need a lot of them on each rack that can potentially consume 1/sec? \n \nSame question for the lube. If you have heav?y oil in your pipes, why not just produce it as needed? \n \nFinally, did you consider dropping crude? The crude is not used except in the refinery, so you might as well combine the barrel unloading with a refinery? \n \nHow do you control cracking? They only sensible way I know is to use fluid logic to activate cracking when needed, but that requires hooking up your cracking to the storage (?). Without any control, I'm not sure how you can ever guarantee that heavy/light/petro are all full?", "date": "2015-12-12T23:06:51+00:00", "quotes": [] }, { "author": "dee-", "content": "Yeah, the steel furnaces do stock quite an amount of steel bars. I don't think it's bad enough to try to circumvent this, e.g. by decreasing the number of furnaces and using buffer chests to get the speed back (at least until the chests run empty). As steel is used quite often I can use it for \"manual\" crafting in case I raze the furnaces and the stored steel bars come out. \n \n\nRed Circuits are used in quite a lot of recipes and they use a long time to make so they get on the belt. \nPlastics are currently used in only two (?) recipes: Red Circuits and Lightweight Structure. At least AFAICR. \nAlso Plastic can be produced very very quickly and in huge amounts because the needed production area is quite small. \n(In the redesign (see below) I have an unused belt, maybe I'll put Plastics on it, but that is currently undecided, let's see how my Plastic usage evolves) \n \n\nIt's used in more than a few recipes (motors, blue belts and stuff) so it would bet on the bus. \nAdditionally I currently separate fluid from item production so e.g. the item production goes to the north and the fluid production, which does not need items from the belt bus, goes south. Still you can mix and match. Aaand feel free to create your own racks, I'm interested in more specialized and/or optimized (speed/compactness) layouts \n \n\nUnloading barrels is very very quick. I usually have only one unbarreling facility but maybe tens of refineries. Thus you'll become inefficient and it'd be more difficult scale barrels<->refineries. \nI usually have a rack that converts water+oil into solid fuel (with all the intermediate steps in the facility) to be used as ingredient for rocket fuel, because it needs much solid fuel. So it's convenient for me to tap oil whereever I need it. \n \n\nCurrently it is not controlled, other than manually disconnecting pipes to the cracking racks. \nIt would be easily possible to add a small control valve layer into the cracking racks, between the bus and the facility, and control it by hooking it up with the fluid storage rack. \nThe amazing thing here is you'd only need that small additional pice inside the rack to control all the cracking done. \n \n \n \n \n \nOn a sidenote - I am currently redesigning the bus layout to a mixed belt/pipe layout like MeduSalem has shown. It's a little bit messier to the eye but I wanted more belts for the plate throughput and for future extensibility. \n \nI however keep the rack-height of 13 to be able to reuse my previous blueprints and because it is less space consuming than higher rack sizes. Now I also carry power though electric poles along the bus so it's easier to bridge power between racks. \n \n \nNew Layout is as follows (blue = blue belts): \n \n Iron Plate | Iron Plate | Water | Crude Oil | Copper Plate | Copper Plate | Petroleum | Light Oil | Electronic Circuits | Electronic Circuits | Heavy Oil | Sulfuric Acid | Advanced Circuits | (empty belt, maybe later Processing Units) | Lubricant | (empty pipe) | Steel | (empty belt)", "date": "2015-12-15T08:13:51+00:00", "quotes": [ { "author": "vanatteveldt wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" } ] }, { "author": "RoddyVR", "content": "Do you ever find that 13 tiles high is too short? its enough for two rows of assemblers feeding a central belt only if each needs just 1 input belt. what do you do when you need 3 or 4 inputs plus the output? red circuits for example, you cant build on both sides of the output belt casue it doesnt fit the 13 tiles rule (iirc 15 would be enough already, though i like the 21 idea for roboports) \nAlso the larger scale pictures show that you have sort of a side bus of other items (blue circuits i think) to the right of the pipes, why not just add another line or two to the bus? \nI tend to agree with vanatteveldt that some of the liquid bussing is unneccessary.. oil cause it wont get used by anthing but refineries, and i like his idea of making lube in the racks. \n \nI agree that a steel line is needed on a bus. but the \"too much storage of steel in furnaces\"reason can be easily overcome. the reason to make a steel line is that otherwise you need 5 iron lines to carry the same amount of matterials. \nMaking it so that there's no steal stored in the furnaces is easy. \nin the racks, put a smart inserter on the input to the furnaces and only feed them iron when theres' a need for steel in the rack. If your steel production is close to balanced with the other production in the rack, your reserves in the smelters will be very small. \nin central steel smelting give the same start inserters a condition tied to buffer chests between the smelters and the bus. \n \nhave you built and ran a factory with your design? i would hazzard a guess that if you turn on your module production, your iron line will run dry very quickly. (assuming that your module rack has atleast one of each module 3 assembler running full speed). have you ever felt you need another iron line?", "date": "2015-12-15T08:59:44+00:00", "quotes": [] }, { "author": "dee-", "content": "No, never. \n \nThe height of 13 is very compact, still convenient and gives me a small challenge to squeeze everything inside \n \n\nThen I get creative No, really, it always was enough without becoming ugly. \n \n\nTrue, the layout I use for red circuits (it's rather old) puts the circuits only on one side of the belt. \nThat's not really an issue; you could add a lane balancer inside the design or be a bit lazy like me \nLook at the connector part: In the place where the circuits are loaded on the bus you'll notice a splitter. This splitter has a red belt on it's left output, which then fills the bus with red circuits on both lanes. \nIf you need even more red circuits per second than a single-lane can transport, just plop another rack above/below it, so they fill the bus in parallel (= 2x single lane = full belt) \n \n\nI am currently redesigning the bus (see bottom of post above) with 2x blue instead of 1x red for Iron, Copper and Electric Circuits. It also adds two currently unused belts for later usage (thinking about one belt for Processing Units, as these get used in quantities by quite some late-tech stuff) \n \n\nI'm glad oil is on a pipe as I use it in more than one instance: refine it into the other oils and directly produce Solid Fuel for Rocket Fuel. \n \n\nNice idea about conditionally filling the furnaces \n \n\nLater on the single red belt was not enough. In the base shots you can see how I upgraded the belts to blue for green/red circuits and even parallelized their production. That was a bit messy so I redesign the bus, adding some supply racks to re-stock the Iron and Copper belts from the storage, etc. So far I'm quite confident it'll work much better because of the broader bus and the additional side-suppliers that refill the Iron/Copper belts after the circuits racks razed them.", "date": "2015-12-15T09:23:37+00:00", "quotes": [ { "author": "RoddyVR wrote:", "content": "" }, { "author": "RoddyVR wrote:", "content": "" }, { "author": "RoddyVR wrote:", "content": "" }, { "author": "RoddyVR wrote:", "content": "" }, { "author": "RoddyVR wrote:", "content": "" }, { "author": "RoddyVR wrote:", "content": "" }, { "author": "RoddyVR wrote:", "content": "" } ] }, { "author": "vanatteveldt", "content": "Let me share some of my screenshots. I'm still quite early game (only just got roboports), but it might be nice for discussion. \n \nI like the 13 width rule, as it is very compact and gives nice design challenges while allowing for simply modules to not take too much room. \n \nI allow mixing production modules in one rack, provided that they are still modular and output to the logistic system. E.g. I have a rack with a single central iron+circuit belt which makes belts, repair packs, lights and pipes. At the moment it is not quite modular, as you can't \"copy/paste\" the new yellow belt module without also copying the repair pack, so I need to change that: \n \n \n \nMy current bus has 5 belts (iron / coal / copper / steel / circuits), interleaved with 4 pipes (water, petro, light, heavy). I think interleaving belts and pipes makes it easier to branch off belts as you have a mostly empty row/column to work with. For example, here is my capsule and ammunition factory: \n \n \n \nI make lube and sulphur gas as needed, e.g. in my robot frame factory: \n \n \n \nAs you can see, I need to rework most designs to make sure they are \"infinitely repeatable\", e.g. the copper/iron belt in the frame factory is problematic, maybe I can add it to the left and branch off as needed. Petrochemical processing does not go in the normal rack system, rather the bus starts/ends at the refining, cracking, and storage facility which can be extended north/south as needed. The pumps to/from the cracking plants is to make sure there is a supply of each material available: \n \n \n \nAt the other end of the bus is my main station, which feeds into the steel and circuit racks to complete the bus. Coal is still available locally as I put the power plant in my (first) coal outpost. Outposts are also responsible for smelting, so the iron/copper arrives as plates. I also played with circuits the first time, the lights next to the storage area show the supply of copper, iron, coal and crude at their station buffer chests / storage tanks (so copper is low (around 20k), the rest is OK but not full. Especially the coal one is important as I fell into the coal death trap earlier (no coal - no energy - no mines - no coal, and five minutes later no laser turrets - no base). I play without solar since I want to see how bad the natural evolution can get \n \n \n \n What should go on the bus? \n \nI think the argument about lube, that it is needed in multiple recipes, doesn't make a lot of sense. Otherwise, you might as well add gears to the bus as well. I think the argument should be \"it is needed a lot, and takes a lot of space to produce locally, and is cheap enough to waste a couple thousand units on a long belt\". This holds for steel and green modules, but imho not for red/blue modules or plastics, batteries etc. Note btw that I use the science cost tweaker, which also needs plastics, batteries, and heavy/light oil for intermediate recipes for blue science. I'm also tempted to throw coal off the bus now that I have roboports, since the few recipes that need it generally don't need a lot of it \n \n I'm still struggling with some issues: \n \n* Roboports: Adding roboports in the rack is tricky, since it breaks the modularity assuming you want the whole rack to be covered. You can also add a \"roboport strip\" at the start of the rack, and mandate that all logistic chests are outside the rack proper, but that makes it more complicated and you do want builder coverage of the whole rack. I consider adding a \"roboport path\" after every three racks. This breaks the standard look, but it might actually make it nicer. I think it is probably best to do it every two racks, that \"wastes\" roboports but allows me to include a road as well, making it easier to move up and down the adjoining racks? \n \n* Materials not on the bus: some rare materials are occassionally needed. Iron ore (for concrete) and possibly coal can go on the logistic network, but especially for stone you do need quite a lot for rails, concrete, walls and brick paving. I am tempted to simply route stone to a single rack that makes these materials, but it doesn't really fit the modularity requirement. \n \n* Branching and throughput. I was not planning to have a single linear factory. Rather, I will probably have one \"main bus\", branching of normal buses, and the racks are tied to the branch buses. This allows the main bus to have more capacity and makes for a more compact design (but less \"infinite\" since a rack will eventually hit the next branch. Was the original idea to have a strictly linear factory?", "date": "2015-12-15T15:14:32+00:00", "quotes": [] }, { "author": "dee-", "content": "I agree \n \n\nFrom what I see you currently have different design rules and systems throughout your factory and are just about to think about how you layout your factory in a coherent way. So think about how you want to layout the main bus, if you want any at all, that is. \n \n\nRed and blue circuits are needed in large quantities, therefore I put them (or plan to with the blue) on the bus. \nLube is on the bus because fluids propagate quickly along pipes and I want to cut AM3s from the facility blueprints. Yes, gears are also a candidate for the main bus but as they are consumed in large quantities and produced easily from iron plates, which are already on the belt, gears are not on my bus. \n \n\nI haven't made up my mind on placing roboports and I currently place them whereever needed, without a fixed grid or ruleset. \n \n\nWhen items are not on the bus but needed in large quantities, e.g. Speed Modules 1 or stone, they get side-fed. Logistics network is IMHO only successful for items that are not needed in large quantities as the longer the distance the more bots are bound just for transporting the items and belts then have a much larger throughput without all the overhead of the bots. \n \n\nMy factory initially was not planned as being a single linear one and I allowed branching in itself and also parallel factories. \nThe main problems were depleted iron and copper plates because the circuits needed much of these, leaving facilities higher up the chain starved for resources. \nI did two workarounds: 1) change 1x red belt to 2x blue belts, so 4x the amount of plates/s, 2) allow joining another fresh supply of plates to be fed into the bus, usually after very consuming facilities like for the circuits. Unused plates continue to run through to the top while consumed plates are replaced by fresh ones from the main supply, filling the plate belts again for later facilities. \n \n New bus layout \nHaving one row of blue belts on top of the rack is convenient, as you can just easily add a splitter here to balance both belts again, for example when you split of plates from one of the belts. \n \n \nBase with the new bus layout:\n Base with new bus layout \n \nIt's possible to have belts and pipes in the same column to conserve even more space, but things might become too messy for the small space advantage, however interesting \n Belts over pipes", "date": "2015-12-15T22:31:28+00:00", "quotes": [ { "author": "vanatteveldt wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" } ] }, { "author": "vanatteveldt", "content": "Well, I had a preliminary idea of what rules I would follow, but as (a) it is bolted onto a working factory in a normal game and (b) I run into issues while designing things, I am still searching for the final shape. \n \n\nWhat are AM3's? \n \nI still don't follow this: lube can be easily produced from heavy oil, which is on the belt. So I really don't see the difference between lube and gears. \n \nRed circuits I can see, since they are messy to produce (need plastics) and take much more time to produce than some of the recipes that consume them. \n \nBlue circuits I'm less sure about: they are produced directly from bussed items, and are used only by recipes which take even more time than the blue circuits themselves. \n \n[...] \nIt's possible to have belts and pipes in the same column to conserve even more space, but things might become too messy for the small space advantage, however interesting \n[/quote] \n \nI like the layout with underground by default, that makes it much easier to branch off things. \"Braiding\" the pipes and belts is interesting, I need to play with that to see if it causes trouble. I would think that most racks don't need a lot of fluid, so it should probably be ok. Did you play with it? \n \nEssentially, having extra blue iron belts running alongside the bus really means that you are increasing the bus with an extra plate, no? \n \nMaybe it makes sense to change the 'macro layout': suppose your bus is S->N, if you put the railway between the normal racks and the steel/circuit/refining, you don't have the steel and circuit production draining the iron/copper supply, and the bus above the station is always \"complete\" and in the right direction, while below iron/copper flow in opposite direction from steel/circuits and crude is also on the bus : \n \n \n(ugly image! . black/red = iron/cooper plates, green=circuits (including red), blue=steel, purple=refined products, darkblue=crude oil) \n \n \nIf you double most belts, did you consider making a symmetric bus? e.g. copper - iron - steel - coal - coal - steel - iron -copper? That way, you can place modules on both sides that take only from their \"side\" of the bus, and have an occasional balancing unit to connect the belts (maybe combined with a roboport - road (mini)rack?). That would waste some bus space since you really don't need double coal, but it does remove (or at least alleviate) the need for branching since at least you now use both sides of the bus? \n \nEdit: Actually, what about this macro-layout: \n \n \n \n \nStation is at the center, from which the raw materials are put on a \"minibus\" in a circle around the station. From this bus the raw materials are processed to the actual bus materials (including steel, circuits, and refined oil products), which branches to the left and right in a symmetric double bus (ie iron-copper-steel-...-steel-copper-iron). Normal production racks go left and right of the station on both sides of the bus. This essentially creates four single \"buses\", two to each direction. Moreover, circuits and steel does not draw from these buses, so essentially you have the carrying capacity of 5 or 6 normal buses. Optionally, one or some of these buses can be limited, i.e. removing coal, light/heavy oil, and/or red circuits, although that might just create extra fuss without too much gain.", "date": "2015-12-16T11:26:00+00:00", "quotes": [ { "author": "dee- wrote:", "content": "" }, { "author": "dee- wrote:", "content": "" }, { "author": "dee- wrote:", "content": "" } ] }, { "author": "dee-", "content": "New red circuit rack, inspired by Smoothbandit:", "date": "2016-01-06T23:58:50+00:00", "quotes": [] }, { "author": "Westrum", "content": "Shameless bump. I use this setup in my games now, and it's so awesome and easy to plan. Could you post some more of your \"racks\" (no pun intended.) ? I would love to see some clever ideas!", "date": "2016-04-07T10:28:55+00:00", "quotes": [] }, { "author": "dee-", "content": "Awww, thank you \nI'm glad you found it useful! \n \nAs this thread is in a kind of messy state I'll refresh it a little bit in the following posts --->", "date": "2016-04-08T10:20:22+00:00", "quotes": [] } ]
19
2015-01-31T07:01:00-06:00
forum-topic-125746
125746
What are the different icons in the Space station hub
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=125746
Shuisman
So when you drop something from a Space station hub to a planet the icon in the drop slots can have three states: 'normal' 'completely orange' 'partly overlayed orange' See the images below: halfOrange.png (34.97 KiB) Viewed 287 times orangespoilage.png (96.94 KiB) Viewed 287 times How are the three different? What is the meaning?
[ { "author": "Nidan", "content": "You can ignore the \"completely orange\" case, that's a bug that got fixed in 2.0.29\n Changelog Fixed bad rendering logic for space platform trash slots. ( 124916 ) \n\nThe \"partial orange\" case I haven't seen myself yet, but my guess would be the time until the station can send another drop pod.", "date": "2025-01-09T04:52:49+00:00", "quotes": [] } ]
1
2025-01-08T14:23:16-06:00
forum-topic-120461
120461
[Raiguard] [2.0.16] Pumps can run their animation even when not transferring any fluid.
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=120461
micromario
Greetings, It seems an old bug has reappeared. viewtopic.php?f=11&t=80759&p=477127&hil ... on#p477127 I have a pump with no output. However the animation still runs forever. ![]( https://files.catbox.moe/8linky.mp4 ) factorio-current.log (15.15 KiB) Downloaded 24 times Infinite pump.zip (1.47 MiB) Downloaded 25 times
[ { "author": "", "content": "Thanks for the report, this has been fixed for the next release.", "date": "2024-12-06T23:28:08+00:00", "quotes": [] } ]
1
2024-11-08T16:12:15-06:00
forum-topic-61831
61831
Factorio Forums • [0.16.51][mac] Crash on start: "GL_INVALID_FRAMEBUFFER_OPERATION"
Hi, I play on my brand new MacBook Pro 2018 [edit: with Mac OS High Sierra] with core i9 and two graphic adapters : - integrated Intel UHD Graphics 630 1536 Mo ; - discrete Radeon Pro 560X 4096 Mo. The game refuses to use high sprite resolution (it says more than 3Gb video ram needed, and claims that I have 1536Mb. From the log file : Code: Select all 0.006 System info: [CPU: Intel(R) Core(TM) i9-8950HK CPU @ 2.90GHz, 12 cores, RAM: 32768 MB] 0.009 Display options: [FullScreen: 1] [VSync: 1] [UIScale: system (100.0%)] [MultiSampling: OFF] [Screen: 1] [Lang: en] 0.009 Available display adapters: 2 0.009 [0]: resolution 1680x1050px at [0,0] 0.009 [1]: resolution 1920x1080px at [-125,-1080] 0.009 Create display on adapter 1. Size 1280x720 at position [310, 162]. 0.463 [OpenGL] glClear in ogl_clear:0: GL_INVALID_FRAMEBUFFER_OPERATION 0.477 Initialised OpenGL:[1] AMD Radeon Pro 560X OpenGL Engine; driver: 2.1 ATI-1.68.20 0.478 Dedicated video memory size [color=#FF0000]1536 MB[/color] 0.764 Graphics settings preset: high 0.764 Graphics options: [Graphics quality: normal] [Video memory usage: high] [Light scale: 25%] [DXT: false] [Shader: 1] 0.764 [Parallel sprite loading: 1] [Max texture size: 0/8192] [Bmp cache: 0] [Sprite slicing: 1] [Low quality rotation: 0] 1536Mb is the integrated card memory size, when the game appears to use the discrete adapter with 4096Mb. In the activity monitor, factorio seems to run on the discrete card indeed. Would there be a wrong detection of video ram when there is a discrete card ? Just in case someone would ask if the dual display is the culprit (it is not), here is the log when the second display is not plugged in: Code: Select all 0.007 System info: [CPU: Intel(R) Core(TM) i9-8950HK CPU @ 2.90GHz, 12 cores, RAM: 32768 MB] 0.010 Display options: [FullScreen: 1] [VSync: 1] [UIScale: system (100.0%)] [MultiSampling: OFF] [Screen: 1] [Lang: en] 0.010 Available display adapters: 1 0.010 [0]: resolution 1680x1050px at [0,0] 0.010 Create display on adapter 0. Size 1280x720 at position [190, 147]. 0.454 [OpenGL] glClear in ogl_clear:0: GL_INVALID_FRAMEBUFFER_OPERATION 0.455 Initialised OpenGL:[0] AMD Radeon Pro 560X OpenGL Engine; driver: 2.1 ATI-1.68.20 0.456 Dedicated video memory size 1536 MB 0.751 Graphics settings preset: high 0.751 Graphics options: [Graphics quality: normal] [Video memory usage: high] [Light scale: 25%] [DXT: false] [Shader: 1] 0.751 [Parallel sprite loading: 1] [Max texture size: 0/8192] [Bmp cache: 0] [Sprite slicing: 1] [Low quality rotation: 0] Running standalone or via steam is the same. Thx
[ { "author": "", "content": "Ref.: viewtopic.php?p=388708", "date": "", "quotes": [] }, { "author": "", "content": "OpenGL doesn't have standardized way to get VRAM size, so we use some macOS specific functions and it seems to fail VRAM size of the dedicated GPU. We will try to improve this for 0.17, you can change the settings manually (the game messages are just warnings)", "date": "", "quotes": [] }, { "author": "", "content": "This should be fixed in 0.17", "date": "", "quotes": [] } ]
3
forum-topic-98704
98704
Unicode search is case-sensitive
Won't fix.
https://forums.factorio.com/viewtopic.php?t=98704
troonie
When searching through technology tree with Russian localization turned on in settings, the search is case-sensitive, which it probably shouldn't be. Latin alphabet search is already case-insensitive.
[ { "author": "", "content": "Unfortunatelly, doing case-insensitive compare in unicode is not trivial thing to do. There are large multiplaform libraries that can handle that, but we don't feel like this feature is important enought for us to add dependecy on such a library. I am sorry.", "date": "2021-06-06T19:12:00+00:00", "quotes": [] }, { "author": "pavlukivan", "content": "Let's see... Currently, Factorio has English, German, French, Italian, Korean, Spanish, Chinese, Russian, Japanese, Polish, Danish, Dutch, Finnish, Norwegian, Swedish, Hungarian, Czech, Romanian, Portuguese, and Ukrainian translations. \n \nJapanese search is super complex - it would indeed require a large library to handle it, in fact it would require a built-in Japanese dictionary! Most likely, the best, or perhaps the only way to achieve it is by cooperating with translators to make them add pronunciation info to each word (It's fine if it isn't added for every word, those could use the current search logic). I could understand why you're not doing that (Personally, I'd do it anyway, as I consider i18n very important and wouldn't want those playing in other languages to have an inferior experience). I assume Chinese is similar to Japanese. English works properly already, Korean doesn't require any capitalization and should work fine as well. \n \nThis leaves alphabets with diacritics, and Cyrillic alphabets. Unicode collation is pretty hard, so it would require a fairly big library to do properly. \n \nHowever, Cyrillics in particular are super easy to handle. You could use std::locale if that works for you - it won't require any plumbing with ICU, just a few wchar_t conversions. Not doing that is just lazy in my opinion. You could simply iterate over Unicode character boundaries and check for the particular 37 values of Russian and Ukrainian capital letters, that wouldn't even require allocation! \n \nI'll even go as far as to say not having proper search is a deal-breaker for me, and is one of the main reasons I never play in my native language. \n \nWhich is why when I saw this reply, I implemented a lightweight C++ Unicode collation library that doesn't support the entire Unicode subset, but will definitely work for Cyrillics and most diacritics (All diacritics currently used in Factorio, if there isn't a bug somewhere). \n \nIt's made of two parts - a Python 3 script to generate the Unicode mapping, and a 250-line autogenerated C++ function that actually processes text according to the generated mapping. It uses std::string, but you can easily adapt it for any string type. I licensed it as 0BSD, so you can use it in Factorio without any licensing obligations (if you do end up using it, I'd be grateful if you credited me like you do with MIT libs, but that isn't required, since the library is really small). It's sad Wube doesn't consider it important - but I hope my implementation will make adding it easy enough to do despite being low on priority list.", "date": "2022-01-28T02:49:46+00:00", "quotes": [] }, { "author": "KeepResearchinSpoons", "content": "This post has been referenced or duplicated more than once, mostly by Russian (or Cyrillic-family) speakers. \n \nFor anyone implementing the \"lowercase\" collation in the Lua land, I leave a minimal example of how I did it some few years ago helping with the map-markers-contents search extension (aka map tags search module, if you remember that one name better ). \n \n [sar:] \n ALSO, (on_console_command) > (commands)! since it does not \"nil\" the empty argument. as it should not. and is expected not to. period. \n just use the \"commands\" for the helpstring and to prevent \"UNKNOWN COMMAND, SIR!\" printout \n [/sar] \n \nAnyways, here's the\n code \n Code: Select all -- @@2023-07-07 release\n-- LICENSED UNDER CC0\n\n-- stylua: ignore start\n--[[\njs autogen:\nvar a =\"АБВГДЕЁЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯ\";\nvar q = a + a.toLowerCase();\nvar ret = q.split('').map(L=>`[\"${L}\"]=\"${L.toLowerCase()}\"`).join(\", \")\nconsole.log(ret)\n\nsecond lcased half is not \"strictly\" required in this example though;\n]]\nlocal cheat_sheet_map_RU = {\n [\"А\"]=\"а\", [\"Б\"]=\"б\", [\"В\"]=\"в\", [\"Г\"]=\"г\", [\"Д\"]=\"д\", [\"Е\"]=\"е\", [\"Ё\"]=\"ё\", [\"Ж\"]=\"ж\", [\"З\"]=\"з\", [\"И\"]=\"и\", [\"Й\"]=\"й\", [\"К\"]=\"к\", [\"Л\"]=\"л\", [\"М\"]=\"м\", [\"Н\"]=\"н\", [\"О\"]=\"о\", [\"П\"]=\"п\", [\"Р\"]=\"р\", [\"С\"]=\"с\", [\"Т\"]=\"т\", [\"У\"]=\"у\", [\"Ф\"]=\"ф\", [\"Х\"]=\"х\", [\"Ц\"]=\"ц\", [\"Ч\"]=\"ч\", [\"Ш\"]=\"ш\", [\"Щ\"]=\"щ\", [\"Ъ\"]=\"ъ\", [\"Ы\"]=\"ы\", [\"Ь\"]=\"ь\", [\"Э\"]=\"э\", [\"Ю\"]=\"ю\", [\"Я\"]=\"я\",\n [\"а\"]=\"а\", [\"б\"]=\"б\", [\"в\"]=\"в\", [\"г\"]=\"г\", [\"д\"]=\"д\", [\"е\"]=\"е\", [\"ё\"]=\"ё\", [\"ж\"]=\"ж\", [\"з\"]=\"з\", [\"и\"]=\"и\", [\"й\"]=\"й\", [\"к\"]=\"к\", [\"л\"]=\"л\", [\"м\"]=\"м\", [\"н\"]=\"н\", [\"о\"]=\"о\", [\"п\"]=\"п\", [\"р\"]=\"р\", [\"с\"]=\"с\", [\"т\"]=\"т\", [\"у\"]=\"у\", [\"ф\"]=\"ф\", [\"х\"]=\"х\", [\"ц\"]=\"ц\", [\"ч\"]=\"ч\", [\"ш\"]=\"ш\", [\"щ\"]=\"щ\", [\"ъ\"]=\"ъ\", [\"ы\"]=\"ы\", [\"ь\"]=\"ь\", [\"э\"]=\"э\", [\"ю\"]=\"ю\", [\"я\"]=\"я\",\n}\n-- stylua: ignore end\n\nlocal s_lower = string.lower\nlocal s_sub = string.sub\nlocal t_concat = table.concat\n\nlocal function manual_lowercase(s)\n local ret = {}\n local ret_len = 0\n\n local idx = 1\n local len_s = #s\n local cheat\n while idx <= len_s do\n cheat = cheat_sheet_map_RU[s_sub(s, idx, idx + 1)]\n if cheat then\n ret_len = ret_len + 1\n ret[ret_len] = cheat\n idx = idx + 1 -- since we consumed 2 \"bytes\"\n else\n ret_len = ret_len + 1\n ret[ret_len] = s_lower(s_sub(s, idx, idx))\n end\n idx = idx + 1\n end\n return t_concat(ret, \"\")\nend\n\nprint(manual_lowercase(\"ЫХАЛО walks into the bar\"))\nprint(manual_lowercase(\"then 1 ПРЫНЦ Машет Ему Лапкой\"))\nprint(manual_lowercase('and lastly, \"THE PARTY\" beginz!'))\n \nfile:\n \n \n ru_lowercase_example.lua \n (1.98 KiB) Downloaded 77 times \n \n \n\nI am not sure why we went with substring tbh, not sure the gmatch or other options were profiled or had any crit-problems either. \nbut anyways, in the end it worked and all the bois were happy.\n \n\nNote, that you can add the missing letters for your language either manually, or by running the included \"autogen script\" with the alphabet extended to your liking. \nTo run such script you can use the NodeJS repl, or simply the browser-console in devtools (yep, that simple). \n \nTo test that the .lua file \"works\", you could either: \ninstall a Lua5.2 (say, `sudo apt install lua5.2`) and run `lua ./ru_lowercase_example.lua` directly, \nor\n do it using rcon to test it on a running game map \nrcon is kinda like the <server> player. Think like \"chatting\" via the system-console, hehe. \nanyways, you have to prepend it with\n Code: Select all /sc --rcon\nprint = rcon.print\n \nto make it work nice and simple. \n((remember that on a new FREEPLAY game u need to fire the first Lua command on the map twice to disable achievements, or none will work! usually it is `print(42)` called 2 times or with some other text. as of [1.1.80])) \n \nIf you have troubles with using rcon on a LOCAL running game or never did so before, \nconsider a python's rcon module (just take the Client example there, it is THAT easy) \nand get (or set) creds by \ngetting to \"secret settings\" (just press \"settings\" in the esc menu while holding the ctrl-alt -> then click \"the rest\") \nand using ctrl-f -> type rcon. (see the socket, the password -- and you are good to go) \n \nnote, that with the help of say python's pyperclip module you can run not only a certain file you selected through rcon, but actually any chunk you've copied from anywhere with the ctrl-c :> \nand ofc you can augment the \"notebook\" to run %-blocks with rcon through the currently online server, provided you have enough dedication (yet, it's easy as well), but that is already way outta scope, hehe. \n \nMake sure you are both having rcon listen on a local socket and are connecting to it through a lan connection at most, since rcon is basically \"telnet over tcp\". \nWell, maybe not something you would have to worry with Factorio anyways.\n \n \nDo not attempt to run the code by pasting it into chat, however. \nThe chat is known to have \"broken newlines\" which eats these and consequently makes any --comment \"permanent\" for the rest of the chunk. \nMight NOT be something you really want. \nYou can either strip all these away before pasting (any strip-dash-dash script would work), or make sure you have ALL the comments in the form of --[[ ]]. \n^ as of [1.1.80] \n And do not attempt to use editor snippets \nNote, as of [1.1.80]; \n \nThey are super-fun for being a \"brush\" of sorts say replacing the tiles to walkable-water while keeping the trees alive (somehow set_tiles via Lua has this flag while editor UI does not. hehe. Yet another minor idea/feature-request to the long list it is... ) \n \nBut they echo all the code to the chat! as of [1.1.80]; What works for 3-liners does NOT for code CHUNKS. \nChatty don't hurt me! NO more... kappa. \n \nWell, anyways, know that they are stored in the player-data.json if you want to put a BUNCH of them at once, but it does not really remember \"the last block you've run before\"! (as of [1.1.80]) \n \nYou can't undo the Lua snippets via ctrl-z! No! (well, as of [1.1.80], but more likely forevah, hehehe) (savefile backup reload as the last resort) Thus Please, make the TOP one smth harmless, like printing fizz-buzz. Would save you LOTS of time and peace of mind, when you, say, want to put immortal flag on all the walls as you did a few seconds before, but forget the snippet got reset when you've changed tabs and now it \"says fizzbuzz!\" instead of, say, \"deleting every rogue entity in the area\" as the first (and topmost-by-popularity) snippet might have done. haha. ha. ha. \n Maybe I should write these up into a faq list of awesomeness. Or to the ideas subforum. God bless me the wisdom and passion to do such effort one day, kappa. \n \n \n \nMight be some old post bumping, but I put it here as it is the reference target. \n \n Have fun with the Lua and let's wait for the Unicode-ready factory together! as of [1.1.80] \n and as of 1.1.80, we are all doing a great and definitely quite stable job on that! (as of [1.1.80]). ((kappa))", "date": "2023-07-07T03:00:40+00:00", "quotes": [] } ]
3
2021-06-04T18:07:08-05:00
forum-topic-118197
118197
[2.0.11] Rails layouts are not compatible with v1
Not a bug
https://forums.factorio.com/viewtopic.php?t=118197
lelick
If i load a game saved with 1.1.100, delete a curved rails section, i can not rebuild this section. Screenshot 2024-10-28 at 21.25.30.png (4.29 MiB) Viewed 197 times Screenshot 2024-10-28 at 21.26.28.png (4.16 MiB) Viewed 197 times Screenshot 2024-10-28 at 21.26.44.png (4.16 MiB) Viewed 197 times
[ { "author": "", "content": "Not a bug. https://factorio.com/blog/post/fff-377", "date": "2024-10-28T17:31:11+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
1
2024-10-28T12:28:52-05:00
forum-topic-113705
113705
FPFTheme- Frostpunk theme for Factorio
Mods
https://forums.factorio.com/viewtopic.php?t=113705
rhynex
this is a draft mod for now, but main coding is done so far. I did not touch it for a long time beware, it might cause some crashes hopefully this makes sense and inspires others as well. I hope it will not cause so many issues. it works on my machine though https://mods.factorio.com/mod/FPFTheme two example craters, they are large actually (around 16 chunks) Description this is a mod for Factorio game, and tries to setup environment and rules similar to Frostpunk game. it changes some critical stuff about power generation and limits player to use low power options and exploration. ABSOLUTELY NEW GAME NEEDED , or this will not work. check settings also the main idea is to generate special craters with a furnace inside it. these craters are handmade manually and they are around 16 chunk size. the cliffs allow only two or three entries for now (I build them like that to fit Frostpunk which also had similar idea). of course powerful tools like spidertron allows entry with passing over cliffs. the main intention of mod was to allow player to play in a limited feature set. the main limitation of the world is power. there is SBG (SimpleBurnerGenerator) and the furnaces in craters only. SBG produces 2.4MW, and furnaces produce 12MW (upgradeable to 48+MW) power only. no water exists, ice ore melts into water. power limitation also prevents regular power generators of the game (solar, steam engine, nuclear). also large furnaces cannot be built, player must explore to find those craters, like remnants of old civilization who perished. there is a way of improving power generation of the large furnaces and it allows infinite tech like thing as well but due to game engine limits it is not infinite. you can either improve power generation (+3MW) or fuel efficiency (%5 efficiency). besides that every furnace starts with 12MW but then upgrade to 18>24>30>36>42>48 finally, beyond is infinite resource like tech there is no new fuel in game, you simply burn anything that burns, like coal, solid fuel or nuclear fuel. UNTESTED : the furnace spawning and some features work very well but this mod is not tested on a real game from scratch Features player ends up in a frost world and he has to leave the planet but he does not have power options like original game. now he has to explore the map and find special furnaces and build his city around the furnace. win condition is same for first version. there is only one power option in addition to the furnaces mentioned but can produce a very low amount of power. furnaces cannot be mined, deconstructed etc. also furnaces only use burner fuel, so they generate big amount of pollution the map shall spawn those massive furnaces inside craters, defended by indestructable cliffs. biters could be one challenge but not necessary since power is a challenge now Supplementary Mods the mod shall put dependency on some mods on mod portal since the ambiance fits a lot. - Big Winter: (mandatory) almost absolute must. there is a problem with the mod though. it must prevent water generation for now, and mod provides this with option. either mod shall be replicated inside this mod or leave as an option which might fail in various places. not decided yet. - Ice Ore: (mandatory) since water shall not be around map (no lake, all supposed to be frozen), this mod shall be source of the water - Cold Biters: (optional) while it makes very good sense, it is not a must. might change - Theme Extensions: (optional) this shall be a supplementary mod over this mod, and it shall change some rules of the game to make it more Frostpunk like Mod Code Credits I am not a good modder but there are an abundant number of good mods with code available. I look at them continuously and take their code. below is my credits and reference to those modders. all rights belong to them - Repair Turret by Klonan - The Ruins by Bilka - KS_Power by Klonan - Alternative Steam by Degraine - SBG by Ondra4260 - Burner Fuel Bonus by DaveMcW - No Lakes by Pithlit - Don't build on ores by darkfrei - Torches by Klonan - Old Boiler by Haq1 and of course Frostpunk and Factorio game copyrights are owned by the developers of those games, I am just a fan of both games some mods are mentioned besides above list. they are either not used for coding resources or just not yet, they are used for ambiance. New Craters there is an automated way for generating that. if there is interest I can explain. you still need to build the crater using editor mode, but then the blueprint of the crater will be taken by mod itself, that is how I generated all those craters. there are 8 craters right now in mod, and every time a new crater is needed one picked randomly Settings Startup: - Do not alter Eff2 and 3 modules: mod puts speed on these, enable/disable the change - Do not alter oil processing recipes: replaces water with steam - Do not disable alternate power options: does not prevent steam engine, nuclear or solar panels. this breaks the idea of the mod though - Fake-infinite Furnace Efficiency tech limit: due to implementation it is fake, there is a hard limit - Fake-infinite Furnace Efficiency tech upgrade bonus: %5 per tech, but also be aware that this is more like a 100 - X * value so it cannot exceed 20 for default %5, or it will make fuel free. - Fake-infinite Furnace Power tech limit: due to implementation it is fake, there is a hard limit - Fake-infinite Furnace Power tech upgrade bonus: by default it is +3 MW - Separate name for furnaces: every furnace is called "furnace" or it can be like "furnace, %5 efficient, +12MW" like Map: - Initiate furnace spawning operations: ABSOLUTE NEEDED, this is the main tick that enables/disables spawning. if set to false then it means no furnace will be spawned. useful for some maps that you may not want furnace spawning, like old maps etc. - Debug prints: it logs to a file for debugging, skip it - Accumulated furnace distance before spawning tile: each furnace/crater is spawned within distance, or cliffs will collide and make the craters unusable. after each furnace spawns, the further ones will be more distant by this value so it is cumulative - Base furnace spawn rate at every chunk: %3, it is a random roll. but also script will be smart to keep a distance to prevent collusion, still due to settings it can be messed up, beware of changing this - Furnace distance probability increment per chunk: when there is a furnace at point X/Y then new furnaces will be %3 + %1 per distance, so when you go further than a furnace the spawn rate will increase a lot and eventually spawn a new furnace - Min furnace distance before spawning: by default it is 512, and it means two furnaces cannot be closer than 512 tiles. furnaces are taken about center of crater - Log prints: logs stuff NOTE: I just learned mod portal does not accept 3char names, it was called FPF before but when I tried to upload to mod portal it refused the mod. I changed it to FPFTheme. I hope it did not break more than this
[]
0
2024-05-31T11:57:00-05:00
forum-topic-126087
126087
[2.0.31] Railguns mark targets that don't collide with the beam as in the danger zone, when they can't be damaged
Won't fix.
https://forums.factorio.com/viewtopic.php?t=126087
LeonSkills
Consider an entity with no collision mask layers. It collides with no objects. Code: Select all data.raw["assembling-machine"]["cryogenic-plant"].collision_mask = {layers = {}} When this entity is placed in front of a railgun and the player selects the railgun, it still marks this entity has being in danger of being damaged. However when the railgun shoots through the entity, the entity is not damaged. (Cryogenic plant has no collision mask layers, the oil refinery is unchanged) Expected behaviour: When selecting/placing a railgun turret it does not show the red marks around the selection box of entities that can't be damaged by the railgun, in this case, the cryogenic plant. Usecase: I've got some invisible entities in my mod that will trigger some effects when a player hovers over it. Their selection box becomes visible when placing railgun turrets. --- I checked some more collision_mask settings: Having it collide with some collision layers but setting "colliding_with_tiles_only" also results in it not being destroyed but still being marked. Code: Select all data.raw["assembling-machine"]["cryogenic-plant"].collision_mask = { layers = {["player"] = true}, colliding_with_tiles_only = true } As well as setting it to indestructable "/c game.player.selected.destructible = false". But that can change at runtime, so I don't necessarily consider it a bug in that case.
[ { "author": "", "content": "Thanks for the report however I do not believe we will be changing this. There is no way to know which projectile will actually be fired when hovering the turret and it simply highlights everything within its firing arc that it might impact.", "date": "2025-02-18T15:45:12+00:00", "quotes": [] } ]
1
2025-01-17T17:56:10-06:00
forum-topic-26663
26663
Organize saves into folders by game/world
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=26663
sparr
My save list is ridiculously long. I'd love it if they were automatically organized into a folder structure, with one folder per game/world. Maybe a nested structure, when I go back and reload an old save to fork a world?
[ { "author": "bobingabout", "content": "I definitely agree we could reduce the clutter by some sort of tree organisation.", "date": "2016-06-14T08:14:49+00:00", "quotes": [] }, { "author": "", "content": "Added to viewtopic.php?f=80&t=21367 Game Save File Related Suggestions", "date": "2016-06-14T16:21:09+00:00", "quotes": [] }, { "author": "", "content": "How would you propose to identify that a save file is from a given world? The map seed is the only thing unique about a save and you can have any number of saves with the same seed that aren't the same world.", "date": "2016-06-15T06:00:14+00:00", "quotes": [] }, { "author": "Harkonnen604", "content": "You may generate some GUID once a new game starts and inherit it through saves and loads.", "date": "2016-06-15T08:05:11+00:00", "quotes": [ { "author": "Rseding91 wrote:", "content": "" } ] }, { "author": "", "content": "I'd also +1 on this topic. Example : the way KSP works : there are \"games\" in which there are saves. \nWhen you start a game, you create a new game, and after that, all the saves are within that game. \nOn the disk, the game is a folder, and the saves are files within. \n \nBonus : In KSP, there are subfolders for ships and subassemblies, I'd see \"blueprints\" in Factorio. Every single blueprint could be saved that way in its own file within the game it has been created in..", "date": "2016-06-15T10:35:54+00:00", "quotes": [] }, { "author": "sparr", "content": "A \"world\" might be uniquely identified by map exchange string and mods loaded during world creation. Or, as suggested in response already, it could just be a GUID produced when the map is generated, and inherited through later saves/loads.", "date": "2016-06-15T14:51:14+00:00", "quotes": [ { "author": "Rseding91 wrote:", "content": "" } ] }, { "author": "", "content": "I see here the usage of a repository and a version control system. \n \nI try to explain. \n \nYou can diff two saves. There are programs like xdelta (see viewtopic.php?f=6&t=23014 ), that enables saving of the difference between two saves. Which is much smaller, than the full save, but depends logically on a previous full save. \n \nThe dependencies of the save look then like so: \n Code: Select all 1st Full Save |\n | | time\n v v\n2nd Full Save -\n | |\n | v\n | 2nd Full Save XDelta version #1\n | |\n | v\n | 2nd Full Save XDelta version #2\n |\n v\n3rd Full Save\n \n\nNow the cool thing (and side-idea): the xdeltas can be used to synchronize multiplayer games: the new player loads a full save while the others are playing. And then the xdeltas... \n \n^-^", "date": "2016-06-15T17:12:46+00:00", "quotes": [] }, { "author": "garath", "content": "While waiting for this latest update, I've been playing Minecraft. Minecraft lets you name your world and shows that in the save file. Is there a similar feature in Factorio that would let you name your generated world?", "date": "2016-06-15T17:18:20+00:00", "quotes": [] }, { "author": "Harkonnen604", "content": "There is another bonus - replay data may reference an older savegame until some timestamp.", "date": "2016-06-15T17:23:35+00:00", "quotes": [ { "author": "Koub wrote:", "content": "" } ] }, { "author": "", "content": "See up, I posted a link to savegame-suggestions:\n \nWhich logically means: No, there is no such function.", "date": "2016-06-15T18:21:16+00:00", "quotes": [ { "author": "garath wrote:", "content": "" }, { "author": "ssilk wrote:", "content": "" } ] }, { "author": "garath", "content": "The mere existence of a thread with savegame suggestions does not in any way logically lead to 'No, there is no such function'. This use of the word 'logically' is on par with something such as: \n \n1. Is there a flavor of ice cream called 'Mint Chocolate Chip' \n2. See up where I posted the name of a grocery store that sells many flavors of ice cream. \n3. Which logically means, Yes, there is a flavor called 'Mint Chocolate Chip'.", "date": "2016-06-17T08:23:19+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" }, { "author": "garath wrote:", "content": "" }, { "author": "ssilk wrote:", "content": "" } ] }, { "author": "", "content": "I'm sorry, I mixed this up, indeed.", "date": "2016-06-17T16:37:50+00:00", "quotes": [] }, { "author": "steinio", "content": "implemented? \n \n viewtopic.php?f=5&t=28393", "date": "2016-07-14T15:44:24+00:00", "quotes": [] }, { "author": "dstar4138", "content": "I wouldn't say the feature is implemented until it has GUI support, but yeah from your link it does look like it should be relatively simple to support \"Organize saves into folders by game/world\". \n \nThat being said, I'm not sure if that gets to the spirit of the request, which was to have a concept of versioned saves, potentially for rollback or game-play branching? This is starting to sound like a subset of common VCS functionality... maybe just each 'save' is a git directory where 'explicit user saves' are tagged commits, each time you start the game back up at an existing save it would start a new branch.", "date": "2016-09-05T11:28:26+00:00", "quotes": [] }, { "author": "TheDukeOfRockford", "content": "I want to jump in and say I support this idea. In Europa Universalis IV, I typically saved my games into folders like this: ~\\1.19\\England001\\ where 1.19 is patch number and England001 basically means first England game I played under patch 1.19. Likewise, I would like to organize my savegames into folders. I'm not sure how I would organize my savegames in Factorio's case but I suppose I could always make up a planet name to use as a folder name. ;)", "date": "2016-12-07T01:55:45+00:00", "quotes": [] }, { "author": "maluramichael", "content": "Would be nice if the load/save game screen would group the saves by the actual game. I attached a screenshot of the game Stellaris.", "date": "2018-12-10T13:30:13+00:00", "quotes": [] }, { "author": "Darinth", "content": "It's one of those little things that I wanted as well.", "date": "2018-12-10T14:32:38+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into older topic with very similar suggestion", "date": "2018-12-10T20:56:27+00:00", "quotes": [] }, { "author": "bobingabout", "content": "Doesn't necessarily have to be per game, but I still agree that we should have some sort of directory system.", "date": "2018-12-12T09:04:13+00:00", "quotes": [] } ]
19
2016-06-13T21:13:05-05:00
forum-topic-121845
121845
Pause Research
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=121845
adam_bise
Just a quick pause / resume to avoid dumping whole queue or disrupting labs.
[]
0
2024-11-17T09:00:43-06:00
forum-topic-125538
125538
GameViewSettings slightly incorrect defaults
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=125538
PennyJim
GameViewSettings.default_show_value very specifically says it is the default for all other values. Yet all other values say `true` is their default. They should probably be changed to "Value of `default_show_value`" just like SpriteSheet.line_length with the default setting having an actual default. I wouldn't blame you if you want to instead do something along the lines of "Value of `default_show_value` or `true` if unset" for clarity sake, but then I'd recommend you do that for any other instance of "Value of" for consistency.
[]
0
2025-01-03T14:24:05-06:00
forum-topic-123037
123037
[2.0.22] Fuel tab inaccessible from the Train Overview (O) window
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=123037
P.E.T.A.R.
Hey there! Before you duplicate to >> 120782, this is not about when a train moves away, I understand that when interacting directly in local view that this is expected. Imagine the train is far away from the player, there are two different outcomes for the fuel tab being visible when using the Train Overview (O shortcut): 1) If you open Train Overview first, select the train, the fuel tab is not visible (even if we are supposedly in remote view). 2) If you go into Remove View first and then open the Train Overview, select the train, fuel tab is now visible. As a player, my expectation is that when I select any train from the Train Overview window that I'm operating in remote mode and not in local mode (like when the train is close by). If I want to interact with a train directly I would click on it when in local view. So for me this seems like an inconsistency, so wanted to check if this is really expected from a dev perspective.
[ { "author": "", "content": "This isn't a bug, but I will move it to feature requests.", "date": "2024-12-18T23:58:39+00:00", "quotes": [] } ]
1
2024-11-26T17:00:11-06:00
forum-topic-105160
105160
Proper rounds/second calculation.
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=105160
Rafiz
I know - vanilla game doesn't use warmup on weapons. But if you make item attack_parameters use warmup it isn't accounted into shooting speed tooltip. To quickly explain, this code : rifle.attack_parameters.warmup=20; rifle.attack_parameters.cooldown=60; sniper_rifle.attack_parameters.warmup=80; sniper_rifle.attack_parameters.cooldown=40; results in game in : "Rifle - Shooting speed : 1/s" "Sniper Rifle - Shooting speed : 1.5/s" which is straight up wrong and could be considered bug. Real shooting speed values when you hold space and aim at target are 0.75/s and 0.5/s respectively. So my suggestion is just - to calculate warmup time into rounds/second tooltip for weapon Aditionally game could show warmup time if it's not 0... But I'm not sure about that one... Maybe warmup being showed would add unnecessary information bloat. As long as shoot/second will be calculated correctly - end user won't be cheated about real performance of gun. I now think, I have choosen wrong place for this post.. But it felt wrong to post it in vanilla bugs, since it has no attachment to vanilla game whatsovewer.
[ { "author": "curiosity", "content": "It's not \"vanilla bugs\", it's bugs in the game. The game engine is part of the game.", "date": "2023-02-08T17:25:48+00:00", "quotes": [] }, { "author": "Rafiz", "content": "Yeah, I think it should be moved, too bad I've not deleted this one when it was yet possible. I guess there's some timeout, because I don't see like I could do it now. \n \nRight now, I duplicated it to game bugs. So I'm fine if any moderator just deletes this post in this sub-forum.", "date": "2023-02-08T19:39:52+00:00", "quotes": [] } ]
2
2023-02-07T18:16:37-06:00
forum-topic-114610
114610
Friday Facts #422 - Tesla Turret
News
https://forums.factorio.com/viewtopic.php?t=114610
Here it is! (beep boop) https://factorio.com/blog/post/fff-422
[ { "author": "maniak1349", "content": "Rubber shoes in motion!", "date": "2024-08-02T11:03:21+00:00", "quotes": [] }, { "author": "Daneel_", "content": "I love this so much, but I'm in mourning over the first concept not becoming the final design - it's absolutely gorgeous and just conveys \"punishing electrical canon\" to me so much better than the final \"sauron\" design.", "date": "2024-08-02T11:22:18+00:00", "quotes": [] }, { "author": "MEOWMI", "content": "I feel like the graphics for the bounces/chaining could use a small touchup. Maybe something like a few small particles, or a small impact effect. Other than that, it looks and sounds great!", "date": "2024-08-02T11:26:01+00:00", "quotes": [] }, { "author": "Terry", "content": "Looks awesome! \n \nIt would be cool if it lit up the surrounding area more I think.", "date": "2024-08-02T11:27:50+00:00", "quotes": [] }, { "author": "Terrahertz", "content": "This turret looks and sounds like the scariest one of them all (for now at least) good Job! \nThe charge indicator at the base of the turret is also pretty neat. \n \nI also like the detailed description of the design journey and how the beam graphics have come to be. \n \nI wonder if the turret can be used in Space. As it fires a particle beam it should work great in a vacuum where no atmosphere is stopping the beam, otherwise there is no atmosphere to enable the bouncing and I also don't think you can stun asteroids.", "date": "2024-08-02T11:31:16+00:00", "quotes": [] }, { "author": "husnikadam", "content": "It was a bit too technical for the general audience, but the video montages of dying biters came to the rescue. Looking forward to it, although I start to feel like there is too much weaponery now. We should get to know some of the new biters please", "date": "2024-08-02T11:32:10+00:00", "quotes": [] }, { "author": "Splitframe", "content": "Okay so this is the first serious suggestion from me I think. \nI like the Tesla Turret in terms of visual design. \nBut the actual \"shot\" is very uninspired in my opinion. \n \nPlease consider having the Tesla Turret fire like this:\n \n It locks onto a target, like it does now. \n It \"shoots\" the electricity, exactly like it does now, just very faint. As in 33% opacity. \n Then, through this slight \"connection\" the actual damage lightning bolt is sent and propagates from enemy to enemy. \nThis one should be slightly beefier and less \"beamy\" like the current one. (100% opacity, strong color) \n \n\nIn the FFF you say \n \n\nBut the current \"shot\" is more like a blue Laser turret with some sparks and a chain effect. \n \nFor comparison: https://youtu.be/qQKhIK4pvYo?t=301 \nYou can see how the electricity \"seeks\" the ground and at the moment the connection is made it's a BANG. \nThe randomness of the seeking is overcome technology wise by leading with the beam first. \nThat would, in my opinion, be a great way to show how lightning was tamed and turned into a weapon from studying it. \n \nEdit: Thinking about it a little my guess is that you wanted something more \"fizzly\" and less \"impact\". \nWhat I described might fit an eventual Lightning Turret? Or maybe the legendary version of the Tesla Turret?", "date": "2024-08-02T11:38:11+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "aka13", "content": "Cool, more crowd control is always fun. I also immediately thought of the beacon design when I saw it, even before I read the part about being inspired by the beacon design. I also think that lacking the \"muzzle\" and going with the \"eye\" is a very refreshing change. Makes it more sciency, somehow.", "date": "2024-08-02T11:39:57+00:00", "quotes": [] }, { "author": "GregoriusT", "content": "Now my questions are: \n \n1. Will the Discharge Equipment and the Destroyer Capsule be updated when it comes to gameplay effects and audiovisual effects? \n \n2. Will Laser and Electric Damage infinite researches be split into different Techs from each other now?", "date": "2024-08-02T11:40:00+00:00", "quotes": [] }, { "author": "GrandMasterB", "content": "Great to see more turrets and weapons. Great work! Hopefully there are even more new turrets and special enemies with different skills and resistances. \n \n\nTrue, my favorite design is also the first one. But in the end it's a question of personal preferences.", "date": "2024-08-02T11:41:41+00:00", "quotes": [ { "author": "Daneel_ wrote: Fri Aug 02, 2024 11:22 am", "content": "" } ] }, { "author": "mexmer", "content": "this tower sparked my curiosity", "date": "2024-08-02T11:43:27+00:00", "quotes": [] }, { "author": "Grillmax", "content": "The chain effect looks clear enough from a distance, but the main shot definitely should be changed, it looks too much like a laser and less like the impact of high voltage electricity. i dont know if the current FX are still WIP but i dont much like to look at it", "date": "2024-08-02T11:50:40+00:00", "quotes": [ { "author": "Splitframe wrote: Fri Aug 02, 2024 11:38 am", "content": "" } ] }, { "author": "Soheil", "content": "Super cool!", "date": "2024-08-02T12:17:28+00:00", "quotes": [] }, { "author": "Torquai", "content": "Seeing this gave me an idea... could this tesla-turret be used as a wireless drone-recharger? \n \nSame goes for the portable one... Whenever a robot is out of battery it crawls to a halt, so having a mid-way point with a stationary turret, or just shooting the robots with the portable tesla-gun should give them a quick boost to keep the speed up?", "date": "2024-08-02T12:23:35+00:00", "quotes": [] }, { "author": "Neelost", "content": "I'm pretty sure I would be way more hyped if we had had a look at new biters or biter balancing before this FFF \n \nCurrently biters become a annoyance rather than a problem around the beginning blue science, so getting more defensive options after the 1st planet doesn't sound that useful rn \n \nOf course it is highly probable that biters have been buffed endgame, since it's one of the most requested things I've seen from the community, so I don't doubt that tesla turrets will come in handy \n \nBut, you know, I think it would have been better to get to see the problem before the solution...", "date": "2024-08-02T12:28:26+00:00", "quotes": [] }, { "author": "ThorsDragon", "content": "YAY LIGHTNING!!! Fulgora is very likely to become my home planet. I love lightning, and having a turret for it is EPIC!!", "date": "2024-08-02T12:30:45+00:00", "quotes": [] }, { "author": "Gemma", "content": "I like this so much. I've always felt like the game needed another weapon, it feels so wrong in late game to be shooting with a laser gun and then also having laser guns on your back shooting at things and everything is just lasers. And being able to replace laser turret spam at every border with just a few Tesla turrets will feel so nice. \n \nAlso, holy shit, the attention to detail from everyone is so extreme. I really enjoy the way the Tesla beam arcs look like they're all part of the same \"living\" body, not just arcs happening separately along the periphery of beam space.", "date": "2024-08-02T12:41:01+00:00", "quotes": [] }, { "author": "Stalinlover22", "content": "So cool. I expected a electric defense from fulgora and this is more than i expected", "date": "2024-08-02T12:46:49+00:00", "quotes": [] }, { "author": "staxx6", "content": "Combine multiple tesla turrets for a bigger BOOM? :>", "date": "2024-08-02T13:00:21+00:00", "quotes": [] } ]
19
2024-08-02T06:00:03-05:00
forum-topic-120313
120313
Is there a way to prevent(or resolve) item spoilage picked up by inserter?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=120313
ik1ne
I thought I've built a completely lock free Gleba factory, but I can't figure out how to prevent this one scenario(happened only once). 1. Inserter picks up a spoilable item, which is just about to spoil. 2. While the inserter arm is mid-air, the item spoils, making it as an invalid input. 3. The inserter can't put item inside the assembler(or biolab), because it's now just a spoilage. I think this can only be prevented by game rule change where items picked up by inserters doesn't spoil. Any ideas?
[ { "author": "LFarquaad", "content": "Related/same issue with furnaces: viewtopic.php?p=645746#p645746", "date": "2024-12-06T20:13:49+00:00", "quotes": [] }, { "author": "robot256", "content": "If there is a machine that does not allow rhe placement of spoilage into a trash slot where another inserter can remove it, that might be a bug. \n \nI don't know if this will work, but it's possible putting another inserter pulling items from the first inserter will pick up the first inserter's hand stack.", "date": "2024-12-06T20:31:24+00:00", "quotes": [] }, { "author": "kpreid", "content": "Just to confirm that spoilage insertion is possible, I built a test scenario (in version 2.0.23) that makes this happen 100% of the time: \n \n \n \n Screenshot 2024-12-06 at 12.34.33.png (311.82 KiB) Viewed 1278 times \n \n \n\nThe left yellow inserter is picking up yumako mash that spoils in hand, and it is successfully inserted into the biochamber as trash, then removed by the inserter on the right (which also removes items that spoil inside the biochamber).", "date": "2024-12-06T20:40:46+00:00", "quotes": [ { "author": "robot256 wrote: Fri Dec 06, 2024 8:31 pm", "content": "" } ] }, { "author": "MrJoshua", "content": "I'm having this issue with the captive biter nests. The bioflux spoils while in hand and locks it up as the nest doesn't accept the spoilage at all. I tried using another inserter to grab from the original, but that idea was a bust. I don't think this can be prevented and is fairly annoying to lose your biter nest. \n \nThe only solution I can think of is to wire the inserter to an alarm and have it go off if there is spoilage in the hand so you at least get a warning. I'm wishing there was an automated way out of this problem. \n \n \n \n 01-06-2025, 20-28-51.png (1.01 MiB) Viewed 1025 times", "date": "2025-01-07T04:31:54+00:00", "quotes": [] }, { "author": "adam_bise", "content": "I've also been looking for a solution for this. \n \nI think the problem stems from when bioflux spoils mid-swing. The result is something I haven't been able to automatically resolve.", "date": "2025-01-09T23:38:02+00:00", "quotes": [ { "author": "MrJoshua wrote: Tue Jan 07, 2025 4:31 am", "content": "" } ] }, { "author": "adam_bise", "content": "Best I could come up with: \n Use a requestor chest with request for more than one stack of bioflux, then on the inserter prioritize fresh.", "date": "2025-01-10T02:26:47+00:00", "quotes": [] }, { "author": "MrJoshua", "content": "While I might not call it a bug, it does seem 'buildings' have a trash slot for spoilage to prevent this from happening. It seems the captive biter nest however does not? It's really hard to say what is happening in my situation as it's always when I'm off planet for hours. \n \nEDIT: So I recaptured my nest with the spoilage still in hand... it DOES have a trashslot (when captured) so make sure you have that inserter pulling spoilage out too.\n \n \n \n 01-09-2025, 21-43-54.png (857.07 KiB) Viewed 882 times", "date": "2025-01-10T05:38:37+00:00", "quotes": [] }, { "author": "adam_bise", "content": "I found a better solution: \n When a starved spawner is re-converted the spoilage in the bioflux inserters hand magically disappears. So having a rocket turret nearby with capture bot rockets is a fail proof method. Not sure about the captive biter spawner having a trash slot like you claim, since it only works at the moment of re-capture", "date": "2025-01-12T01:26:15+00:00", "quotes": [ { "author": "MrJoshua wrote: Fri Jan 10, 2025 5:38 am", "content": "" } ] } ]
8
2024-11-08T00:22:33-06:00
forum-topic-88338
88338
[1.0.0] Mod doesn't sync with save properly if the mod acquired new dependencies
Minor issues
https://forums.factorio.com/viewtopic.php?t=88338
curiosity
Steps to reproduce: 1. Make an installation of the game with attached mods (truncated for size) and save. 2. Start the game, ensure that all mods are disabled. Sync mods with save. 3. Observe that Factory Planner isn't loaded. 4. Sync mods with save again. Note that it offers to download Factory Planner. 5. Observe that Factory Planner still isn't loaded. I believe, this happens because Factory Planner started requiring flib, which I already have in my mods disabled. The game enables Factory Planner, but doesn't check any dependencies. You can see that the mod is red in the mod manager. I would have expected the game to enable any required dependencies when enabling mods, same as it happens when you enable a mod manually.
[ { "author": "Impatient", "content": "I just ran into the same issue and can confirm it. \n \nI may have easier steps to reproduce: \n \n1. Make a new savegame with mod \"Picker Dollies\" and mod \"Factorio Standard Library\" enabled. \n2. Disable mod \"Factorio Standard Library\" -> Restart \n3. Click sync mods with save on the created savegame. \n \nNotice that mod \"Picker Dollies\" is listed as \"Ready to download\", although what it needs is it's dependency, mod \"Factorio Standard Library\", to be met by activating it.", "date": "2020-09-27T15:13:45+00:00", "quotes": [] }, { "author": "", "content": "I know why this happens but \"solving\" it is one of the biggest annoyances in the downloading mods logic. It basically has to recursively download info about each mod and its dependencies until it stops having more or it recourses back onto an already downloaded mod. If the 2nd happens then the whole thing just blows up and fails. \n \nThere's no nice solution to it. Maybe making sync-mods-with-save download the specific version that was in the save to prevent it...", "date": "2020-10-21T20:16:25+00:00", "quotes": [] }, { "author": "vicarion", "content": "Could this be mitigated by setting a (very low) maximum recursion depth? Like 2 or 3.", "date": "2020-12-04T17:58:51+00:00", "quotes": [] }, { "author": "ptx0", "content": "i don't see how there's no nice solution to this. surely you're aware that things like Portage for Gentoo Linux have dependency tracking, and that it's considered a solved problem?", "date": "2020-12-04T18:04:13+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Oct 21, 2020 8:16 pm", "content": "" } ] }, { "author": "eradicator", "content": "That would generally be a benefitial feature.", "date": "2020-12-04T18:16:53+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Oct 21, 2020 8:16 pm", "content": "" } ] }, { "author": "curiosity", "content": "I just thought of an issue with this. Some authors absolutely love to delete old versions, so the version may not exist and then you are back to square one.", "date": "2021-08-05T06:34:04+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Oct 21, 2020 8:16 pm", "content": "" } ] }, { "author": "KiwiHawk", "content": "This would be ideal for Sea Block! Would make it much easier to switch back to it after playing with other mods", "date": "2021-08-05T11:10:29+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Oct 21, 2020 8:16 pm", "content": "" } ] } ]
7
2020-08-21T03:23:43-05:00
forum-topic-117779
117779
[Raiguard] [2.0.11] storage tank display is inconsistent
Won't fix.
https://forums.factorio.com/viewtopic.php?t=117779
hgschmie
Storage tank shows different values when opening it (25k) and in the side box (24k of 25k). Screenshot 2024-10-26 at 15.22.11.png (2.21 MiB) Viewed 744 times
[ { "author": "hgschmie", "content": "This is still the case with 2.0.14 (which fixes the \"teleport a storage tank\" problem). \n \nThis might be related to viewtopic.php?f=7&t=117768", "date": "2024-11-01T17:29:03+00:00", "quotes": [] }, { "author": "", "content": "I think this is just a rounding issue in the tooltip GUI.", "date": "2024-11-02T00:34:05+00:00", "quotes": [] }, { "author": "hgschmie", "content": "There is more fun with storage tanks and the fluid system: \n \n- create two tanks, fill each with a different liquid to 75% (I use an infinity pipe set to \"exactly 75%\" from Editor Extension). Each tank shows 19k Pipeline contents, but 18k in the side box. The real value should be 18,750 so that is probably some rounding problem: \n \n \n \n Screenshot 2024-11-01 at 17.41.14.png (1.36 MiB) Viewed 621 times \n \n \n\n- connect them to a fluid level indicator ( https://mods.factorio.com/mod/Fluid-level-indicator ). Both show 75%. \n \nSo now I have this setup: \n \n \n \n Screenshot 2024-11-01 at 17.42.37.png (533.14 KiB) Viewed 621 times \n \n \n\nPlace a ghost pipe in the middle and have a robot connect the two fluid systems: \n \nOne of the fluid \"wins\". The pipeline shows \"19k lubricant\" and \"19k water\", but none of the tanks contains the water: \n \n \n \n Screenshot 2024-11-01 at 17.44.21.png (1.12 MiB) Viewed 621 times \n \n \n\nYou can't get the water out either (this is a pump with a filter set to \"water\") \n \n \n \n Screenshot 2024-11-01 at 17.45.46.png (1.75 MiB) Viewed 621 times \n \n \n\nBut you can get out the lubricant (this is a pump with a filter set to \"lubricant\"). If all is gone, the water suddenly reappears: \n \n \n \n Screenshot 2024-11-01 at 18.01.34.png (2.26 MiB) Viewed 621 times \n \n \n\nFinally, it turns out that the storage tank \"lies\" about its capacity. While it claims to hold only 25k of fluids, if you create the same scenario as above again \nand then remove the robot generated pipe... \n \n... then the fluid system (which consists of a tank and a single pipe, which should have 25,100 capacity) can hold 28.4k of fluid: \n \n \n \n Screenshot 2024-11-01 at 18.05.10.png (634.59 KiB) Viewed 621 times \n \n \n\n... which you still can't pump out.", "date": "2024-11-02T01:08:44+00:00", "quotes": [] }, { "author": "Jap2.0", "content": "For any interested observers, round vs floor has a bit of a contentious history ( 29184 , 32439 , 49274 , 78370 ).", "date": "2024-11-02T01:51:39+00:00", "quotes": [] }, { "author": "", "content": "I'm not going to poke the bear on this again. \n \nThe fluid mixing stuff was a separate issue that has been fixed (the whole \"extra fluids\" concept was removed).", "date": "2024-12-06T23:32:22+00:00", "quotes": [] } ]
5
2024-10-26T17:25:19-05:00
forum-topic-124896
124896
Non-Fatal Error in Prototype Stage
Won't implement
https://forums.factorio.com/viewtopic.php?t=124896
IsaacOscar
Bassically, i've been using `error` in my data-final-fixes.lua to report if some of my mod's changes might not work correct. Unfortunately, this prevents people from loading my mod, but I'd like users to be able to ignore the 'error' so they can still use the mod. I could of course not use `error` and use `log`, but then users are unlikely to notice anything strange (and in particular, won't tell me so I can make the mod work better!). I was thinking of opening a dialog box with a warning in control.lua that would show when they load a save, but then I'd have to duplicate most of my prototype stage code to check if there were any problems (or is there a way to easily send information from the prototype stage to runtime?) If there's a way to do something like this with existing features, that would also be great!
[ { "author": "", "content": "Sorry, but never as long as I work at Wube. Mod log file spam at startup is already the bane of every modded bug report. Adding more startup noise when using mods is the wrong approach. \n \nYou’re after the same thing we are with crashes. We want people to tell us when the game crashes and how it crashed. We made the error link to the forums, made it ask them to tell us, and virtually no one does. We know virtually no one does because we eventually added auto crash reporting and can see near the real number of players crashing and it isn’t close to the number of reported issues. \n \nThat is the entire game crashing and losing whatever unsaved progress the player had. \n \nA non-crash startup message will be ignored 99.999%+ of the time and primarily serve as an annoyance.", "date": "2024-12-23T11:14:45+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "Fair enough, thanks for responding!", "date": "2024-12-23T11:34:04+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Dec 23, 2024 11:14 am", "content": "" } ] } ]
2
2024-12-21T16:33:28-06:00
forum-topic-126192
126192
[raiguard][2.0.32] "Update selected" button can get stuck in a pressed state
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=126192
Quezler
When i was trying to get some footage for another bug i got into a state where "Updated selected" remained greyed out after canceling until i toggled one of the yet-to-be updated mods which seemed to unstuck it. The full video is in the zip, the two other issues will refer here for the video to avoid bloating the forum uploads with duplicate content.
[ { "author": "", "content": "Thanks for the report, this has been fixed for 2.0.35.", "date": "2025-02-18T23:36:05+00:00", "quotes": [] } ]
1
2025-01-21T07:06:41-06:00
forum-topic-74425
74425
Doodads and plants over concrete floors :( - Page 2
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=74425&start=20
eradicator
Just a few days ago I posted a command to remove decoratives from concrete in already existing worlds. But this won't ever be a vanilla "setting". Each tile type has a seperate deco-removal probability. And vanilla doesn't even have "Startup" type settings like mods do. It's also not good game-play to just make it a setting. Imho if it ever happens it will be a capsule or robot based solution, or a permanent change.
[ { "author": "NotRexButCaesar", "content": "The original post made me think that it would be a setting that adjusts the percentage of decoratives removed. It couldn’t be a setting like the other settings because it would have to be the same for all other players on a server (making it good as a mod.)", "date": "2021-06-01T17:09:13+00:00", "quotes": [ { "author": "ssilk wrote: Tue Jun 01, 2021 6:47 am", "content": "" } ] }, { "author": "AWildTyphlosion", "content": "How about just changing it to a straight solid, 100%. Realistically, when pouring concrete you cover everything. It doesn't make sense for there to be anything left. Yeah, life can grow after, but again, it's just annoying and ruins aesthetics. \n \n\nMods disable achievements, which is my main complaint. \n \n\nWon't this disable achievements?", "date": "2021-06-02T21:27:17+00:00", "quotes": [ { "author": "NotRexButCaesar wrote: Tue Jun 01, 2021 5:09 pm", "content": "" }, { "author": "eradicator wrote: Tue Jun 01, 2021 11:06 am", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "Commands completely disable achievements. \n \nMods don’t disable achievements, but they switch to a separate modded achievement list and prevent steam from saving them.", "date": "2021-06-02T22:23:32+00:00", "quotes": [ { "author": "AWildTyphlosion wrote: Wed Jun 02, 2021 9:27 pm", "content": "" } ] }, { "author": "AWildTyphlosion", "content": "Literally disabling achievements for steam users.", "date": "2021-06-03T12:17:00+00:00", "quotes": [ { "author": "NotRexButCaesar wrote: Wed Jun 02, 2021 10:23 pm", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "You still get the achievement in the game, steam just won’t display that you did.", "date": "2021-06-03T18:52:07+00:00", "quotes": [ { "author": "AWildTyphlosion wrote: Thu Jun 03, 2021 12:17 pm", "content": "" }, { "author": "NotRexButCaesar wrote: Wed Jun 02, 2021 10:23 pm", "content": "" } ] }, { "author": "dodther", "content": "Vegetation on a concrete floor looks terrible.\n \n \n \n 2024-11-30_12-59-52.png (3.29 MiB) Viewed 905 times", "date": "2024-11-30T03:09:59+00:00", "quotes": [] }, { "author": "fryyyy", "content": "A \"workaround\" for this is repeatedly placing and removing the floor tiles. Each time you place floor (or buildings) there's a small chance to remove the plant so eventually you will clear the area.", "date": "2024-11-30T03:50:53+00:00", "quotes": [] }, { "author": "AileTheAlien", "content": "IMO this mod should just be standard.", "date": "2024-11-30T08:36:55+00:00", "quotes": [] }, { "author": "dodther", "content": "I know about this mod, but having such a flaw in the game is terrible.", "date": "2024-12-01T10:33:29+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged several threads requesting a reliable way of removing doodads and decoratives by paving.", "date": "2024-12-05T16:23:44+00:00", "quotes": [] }, { "author": "armagin", "content": "Want to throw my support behind this one. It really visually looks quite terrrible, especially on Gleba.", "date": "2024-12-05T16:52:40+00:00", "quotes": [] }, { "author": "", "content": "Moving to won’t implement because it was specifically set that way by the graphics department.", "date": "2024-12-05T17:24:11+00:00", "quotes": [] } ]
12
2019-08-11T13:01:42-05:00
forum-topic-26422
26422
Construction bots use the Stack Size Bonus
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=26422
This topic is about Construction Bots, that can use the Stack Size Bonus for construction and deconstruction. There are similar topics: viewtopic.php?f=16&t=16501 Concrete stacks way too low. viewtopic.php?f=6&t=21781 Stack size bonus for construction robots viewtopic.php?f=6&t=26406 Better Robot A.I.
[]
0
2016-06-08T18:48:48-05:00
forum-topic-121887
121887
[raiguard][2.0.19] Crash flipping modded pump: flipResult.direction != Direction::None
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=121887
Stringweasel
What happened If you flip some of the modded pumps (the valves from the Valves mod mod) the game crashes with Code: Select all 76.354 Error Entity.cpp:2337: flipResult.direction != Direction::None was not true Reproduction Install mod Go into /editor (need editor to flip pumps which are set as operable=false) Place a Overflow or Top-Up valve (any direction) Flip (any direction, H or V) Crash! The modded pumps I believe it's caused by the linked + normal connection. The two pumps that crash's pipe connections look like this, or the inverse of this where the normal connection is the input, and the linked the output. Code: Select all { direction = defines.direction.south, position = {0, 0}, flow_direction = "output" }, { connection_type = "linked", flow_direction = "input", linked_connection_id=31113 - 1 } It's probably due to this combination. The one-way valve has two linked connections and doesn't cause a crash, but it doesn't mirror correctly, instead it sort-off rotates. Ref.: 125146
[ { "author": "Stringweasel", "content": "For easy reproduction try to flip a modified pump with the following pipe connections:\n Code: Select all pipe_connections =\n {\n { connection_type = \"linked\", flow_direction = \"output\", linked_connection_id=31113 },\n { direction = defines.direction.south, position = {0, 0.5}, flow_direction = \"input\" }\n }", "date": "2024-11-24T21:16:05+00:00", "quotes": [] }, { "author": "StormTAG", "content": "Also ran into this issue. Was not actually connected to any pipes. \n \nAttached a minimum-steps save file. \n \n1. Load save file \n2. Copy valve \n3. Flip", "date": "2024-12-14T16:01:55+00:00", "quotes": [] }, { "author": "Krydax", "content": "I am running into this HARD CRASH as well. All you need to do is copy a valve with ctrl+c and flip with H or V and boom, crash to desktop. \n \nIt's extra frustrating because you can't copy blueprints without living in fear you might have accidentally grabbed a valve and will crash your game. Hoping the devs can fix this one soon! \n \n(this is also my second time writing this comment. My previous one seems to have been deleted by some unknown factor with no notification/explanation and I'm very confused by that)", "date": "2024-12-27T14:48:32+00:00", "quotes": [] }, { "author": "dragon-architect", "content": "Gonna +1 this as well. I ran into this issue when attempting to ctrl+x and then h-flip a bit of plumbing with valves. Considering others' reports that this happened with ctrl+c or ctrl+x, I also attempted to just alt+b to blueprint it and flip as a blueprint and still got a hard crash. \n \nFull stack trace from log file:\n Code: Select all 44.730 Info AppManagerStates.cpp:2095: Saving finished\nFactorio crashed. Generating symbolized stacktrace, please wait ...\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\Util\\ReleaseAssert.cpp(7): ReleaseAssertFailed\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\Entity\\Entity.cpp(2308): Entity::flip\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\Graphics\\EntityToBeBuiltSettings.cpp(37): EntityToBeBuiltSettings::prepare\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\Graphics\\DrawBlueprintToBeBuiltLogic.cpp(188): DrawBlueprintToBeBuiltLogic::drawEntitiesCore\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\Graphics\\DrawBlueprintToBeBuiltLogic.cpp(147): DrawBlueprintToBeBuiltLogic::drawEntities\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\Graphics\\BuildingRenderer.cpp(253): BuildingRenderer::drawBlueprintToBeBuilt\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\Graphics\\BuildingRenderer.cpp(199): BuildingRenderer::prepareBuildingInGame\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\Graphics\\BuildingRenderer.cpp(102): BuildingRenderer::prepare\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\Graphics\\GameRenderer.cpp(102): GameRenderer::prepare\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\GameView.cpp(1518): GameView::prepareRender\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\Game.cpp(330): Game::prepareRender\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\MainLoop.cpp(1143): MainLoop::prepare\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\MainLoop.cpp(708): MainLoop::mainLoopStep\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\MainLoop.cpp(412): MainLoop::run\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\Main.cpp(1357): fmain\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-iHERbO\\src\\Main.cpp(1379): wmain\nD:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl(288): __scrt_common_main_seh\nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFC3CB7374)\n00007FFFC3CB7374 (KERNEL32): (filename not available): BaseThreadInitThunk\nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFC4A1CC91)\n00007FFFC4A1CC91 (ntdll): (filename not available): RtlUserThreadStart\nStack trace logging done\n 53.011 Error Entity.cpp:2308: flipResult.direction != Direction::None was not true\n 53.011 Error CrashHandler.cpp:643: Received 22\nLogger::writeStacktrace skipped.\n 53.011 Error CrashHandler.cpp:190: Map tick at moment of crash: 12600676\n 53.068 Info CrashHandler.cpp:318: Executable CRC: 2137041080\n 53.068 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.\nPlease also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.\n 59.220 Uploading log file\n 59.235 Error CrashHandler.cpp:270: Heap validation: success.\n 59.236 Creating crash dump.\n 59.448 CrashDump success", "date": "2025-01-13T03:23:04+00:00", "quotes": [] }, { "author": "Stringweasel", "content": "For reference, another report: 126302", "date": "2025-01-28T14:53:09+00:00", "quotes": [] }, { "author": "Toruk", "content": "+1 to this - I'm experiencing the same crash as others, same stack trace (Error Entity.cpp flipResult.direction != Direction::None was not true) \n \nI've been able to reproduce the crash under the following scenarios: \n - flipping valve already placed in world \n - flipping while placing clipboard copy/paste that contains a valve \n - flipping while placing blueprint that contains a valve \n \nFlipping a valve that's in your cursor does *not* produce a crash, but it doesn't produce the correct orientation (e.g. horizontally flipping a valve (either overflow or top-up) with east-facing output rotates the valve so that the output faces south) \n \nOnly flipping the overflow and top-up valves create a CTD, but the one-way valve also does not flip correctly (east-facing valve horizontally flips to face south, for example), which has the same incorrect flip direction as the top-up/overflow valves which makes me think that the incorrect flip orientations are also related to this issue.", "date": "2025-01-31T10:06:34+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report, this has been fixed for 2.0.35.", "date": "2025-02-18T03:07:45+00:00", "quotes": [] } ]
7
2024-11-17T14:27:21-06:00
forum-topic-76118
76118
[0.17.69] "Campaign / Introduction" feedback
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=76118
gth
I held off on 0.16 - finally got the automatic upgrade to stable 0.17 release, so I did the introduction campgain. Thoughts below - * A very, very basic introductory message might explain to press W, A, S and D (maybe if the player doesn't move for 30-60 secs?). Not sure if this is already built, and I just didn't see it. * Lots of popups appear in order to explain things that you can't yet see - for example the first time you press E, the popup appears but not the investory window, so what the popup is trying to explain isn't yet visible. Might be more intuitive if the inventory screen appeared, and *then* the explanatory chat bubbles apppear over it or near it. A similar guided introduction to GUI elements is often used by Google - and you click "Got it" when you understand the explanation. * I have kids so game interruptions are common; biters are pesky and destroy lots when I forget to pause. Totally my fault, no argument. I once went back to an old save file, because the base was destroyed in all three autosaves (nappy changing takes ages sometimes) ! What if after two auto-saves are completed with nil user activity, it pauses the game and prompts if you wish to continue? (kind of like Netflix, "Are you still there?"). A feature only for in the Introduction though. * Iron Chests and Steel Chests never appeared? Not sure if there's a secret 0.17 mechanic to get to those now. Can't see them in the build window, nor did I read any explanation on where to find them (honestly miss the 0.16 tabbed groupings of items, but perhaps that's a religious debate; it *was* easier to find everything in one screen during the early stages). * I agree with other comments about the bottom utility bar appearing without explanation (was it the improvement in your "suit" that enabled more character-created items, a'la green circuits?). Might be helpful if hotkeys were explained in stages - Stage 1: just a single row, with a few boxes pre-filled with items you're currently up to in the campaign (i.e. no "1", "2" or ALT buttons). Stage 2, additional row appears after "Compilatron has repaired more of your suit", and add the ALT button. Then maybe add the 1 and 2 icons. * The large shipwrecks ..."might contain some useful items" ...but they don't. Maybe this should be worded as "might have some useful items nearby" (because the items are in the chests or obtained via the scrap items. * Is the mechanic of how biters create new spawners locked in? Seems like several of them must martyr themselves and a new spawner will then appear. What if they burrow into the ground or something? Maybe a 'queen biter' is birthed at a (distant) spawner, finds the new spot, and then coccoons herself into a new spawner bubble? Apologies if this has already been discussed and decided elsewhere; first time I saw it, in the 'cut scene' part of the intro' campaign. * Can the speed of running quietly improve as the campaign goes on? Just minor improvement. I found myself wondering if 0.17 added a "inventory affects movement speed" mechanic, because I'm so used to power-suit movement modules. Just some initial thoughts.
[]
0
2019-09-26T21:40:35-05:00
forum-topic-60334
60334
Encoded Network ID, how does it work?
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=60334
eFieX
HI I am building not connected train networks. I every depot / provider / requester of a network did get the same Encoded Network ID for some reason a request from id 3 generates a schedule in a depot with id 2. Is there something i am missing ? i thought only trains which have a depot with the same id should get the job.
[ { "author": "Optera", "content": "It's called encoded ID because the displayed decimal values are treated as binary like encoded train composition. \nDecimal 3 is 0011 in binary meaning networks 1 and 2, so using network 2 is working as intended.", "date": "2018-05-13T13:40:03+00:00", "quotes": [] }, { "author": "Rensiur", "content": "So, if I want to use seperated networks their numbers may never be a combination of each other ?", "date": "2018-05-19T09:23:19+00:00", "quotes": [] }, { "author": "jodokus31", "content": "F.e. the numbers 1- 15 represent 4 different networks and the combination of those: \n \n1 = 00000001 (network 1) \n2 = 00000010 (network 2) \n3 = 00000011 (network 1 & 2) \n4 = 00000100 (network 3) \n5 = 00000101 (network 1 & 3) \n6 = 00000110 (network 2 & 3) \n7 = 00000111 (network 1 & 2 & 3) \n8 = 00001000 (network 4) \n9 = 00001001 (network 1 & 4) \n10= 00001010 (network 2 & 4) \n11= 00001011 (network 1 & 2 & 4) \n12= 00001100 (network 3 & 4) \n13= 00001101 (network 1 & 3 & 4) \n14= 00001110 (network 2 & 3 & 4) \n15= 00001111 (network 1 & 2 & 3 & 4) \n16= 00010000 (network 5) \netc.", "date": "2018-05-19T13:09:00+00:00", "quotes": [] }, { "author": "Bloody_Mikey", "content": "Hi how do i get different network ID for the stations so i can have differen networks \nSorry tried to search for it but found nothing That helped me understand it.", "date": "2018-05-28T20:59:05+00:00", "quotes": [] }, { "author": "alienwombat", "content": "This post shows some examples, how combinations of the up to 32 networks are encoded: \n viewtopic.php?f=214&t=60334#p363405", "date": "2018-05-28T23:26:53+00:00", "quotes": [] }, { "author": "Optera", "content": "merged into existing topic", "date": "2018-05-29T05:30:54+00:00", "quotes": [] }, { "author": "Bloody_Mikey", "content": "All the 0 is for what? beacuse they do not stay", "date": "2018-05-29T09:43:12+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "mrvn", "content": "Signals can not be zero, they are simply not included then. And no network ID means every network.", "date": "2018-05-29T10:03:43+00:00", "quotes": [ { "author": "Bloody_Mikey wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Bloody_Mikey", "content": "But can anyone tell me with PIC then how i do separated networks?", "date": "2018-05-29T19:23:03+00:00", "quotes": [] }, { "author": "nuhll", "content": "I guess u put 1 in the network 1 \nand 2 in the network 2. \n \nIn network 3 you put 4", "date": "2018-05-31T16:51:57+00:00", "quotes": [] }, { "author": "wesoly0209", "content": "hi \nhow to useEncoded Network ID, depot, provider and requester have the number eg 25 and the train does not travel with the depot 25 anyway", "date": "2018-06-20T22:33:59+00:00", "quotes": [] }, { "author": "mrvn", "content": "You start by reading all of this post.", "date": "2018-06-21T08:43:12+00:00", "quotes": [ { "author": "wesoly0209 wrote:", "content": "" } ] }, { "author": "mbr26", "content": "Hi Guys, just to help all of you out who have problems with the binary Number System: \nYou want to have seperate networks (let's call them A, B, C .....) and you want a train from network A only got to Stations and Depots inside network A, right? \nSo since the network ID is encoded in binary numbers just like the position of wagons you have to give all stations in your networks the following IDs: \nA --> 1 \nB --> 2 \nC --> 4 \nD --> 8 \nE --> 16 \nF --> 32 \nand so on, continuing with all numbers which are a power of 2 ( 64, 128, 256 .....) \n \nI can explain how to use IDs to make stations available from 2 or more networks, but i think this will only provide confusion at this point. Feel free to ask \n if you'd like deeper explanation on it. \n \nI hope this helps, i would appreciate an answer \nAnd sorry for my bad english, i am not a native english speaker", "date": "2018-06-27T08:50:41+00:00", "quotes": [] }, { "author": "steinio", "content": "A combination of networks is only the sum of them. \nD+F = 8 + 32 = 40", "date": "2018-06-27T14:32:26+00:00", "quotes": [ { "author": "mbr26 wrote:", "content": "" } ] }, { "author": "wesoly0209", "content": "hi \nmaybe some movie on youtube how to set several network? \nI have DEPO # 1 (network 1), DEPO # 10 (network 2), DEPO # 11 (network 3), DEPO # 100 (network 4), reqester like Depo 1,10,11,100 (in binary system) in decimal this will be (1,2,3,4), but the train does not go from (depo 100) to (reqester 100) depo # 1, depo # 10 network is always net, not how network Depo # 100 should be reqester # 100 thanks", "date": "2018-07-08T12:17:02+00:00", "quotes": [] }, { "author": "mrvn", "content": "DEPO#11 is not network 3, thats 1+2. And DEPO#100 is network 3. \n \nAfter that the rest doesn't make any sense. What happens? What do you think should happen? Where is the save game where it happends wrong?", "date": "2018-07-09T10:26:41+00:00", "quotes": [ { "author": "wesoly0209 wrote:", "content": "" } ] }, { "author": "wesoly0209", "content": "so network4 is depo # 1000, network 5 depo # 10000 .....", "date": "2018-07-09T19:26:24+00:00", "quotes": [ { "author": "mrvn wrote:", "content": "" }, { "author": "wesoly0209 wrote:", "content": "" } ] }, { "author": "disentius", "content": "yup.", "date": "2018-07-10T17:32:25+00:00", "quotes": [] }, { "author": "Omnifarious", "content": "The simple answer to this question is this: \n \nIf you want separate networks, make your network id one of the numbers in this list: \n \n 1 \n 2 \n 4 \n 8 \n 16 \n 32 \n 64 \n 128 \n 256 \n 512 \n 1024 \n 2048 \n 4096 \n 8192 \n 16384 \n 32768 \n 65536 \n 131072 \n 262144 \n 524288 \n 1048576 \n 2097152 \n 4194304 \n 8388608 \n 16777216 \n 33554432 \n 67108864 \n 134217728 \n 268435456 \n 536870912 \n1073741824 \n \nThe other numbers are for doing fancy things that allow a station to be part of multiple networks. \n \nIf you want a station to be a member of more than one network, just add the ids of all the networks you want it to be a part of together. \n \nThis is based on a numbering system called 'binary' that a lot of programmers know well because it's the number system that computers use internally. \n \nBut, you don't have to know about any of that unless you want to. Just follow the rules I gave and you'll be good.", "date": "2018-07-31T07:32:37+00:00", "quotes": [] } ]
19
2018-05-13T06:57:02-05:00
forum-topic-108033
108033
A "fun" new map.
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=108033
blobfish1
I've been working on solving a specific problem for quite a while now, and I think that this map is the perfect way to show the culmination of my efforts. With some dubious modifications and 20-30 hours, I've solved the problem! Unfortunately, it ended up creating another problem, which I think this map documents well. This map never had any mods installed, and I only ran some rudimentary commands to give myself items, research all the technologies, and activate cheat mode. I hope you like fish. Also, I think I'll post an explanation of what's probably going on here. Basically, there's a request for exactly 1000 fish on the 101st row of the logistic request GUI. However, the GUI only has 100 rows, so this can't actually be displayed. There are two ways I can think of to set these requests: modifying the map data directly (which I'll never even try doing), or by creating a modified Factorio executable that has more than 100 rows. I chose the latter, and I'll eventually explain how it works in a post elsewhere. The broken request in the map data is actually perfectly functional from the logistic network's point of view, and it still works as normal. However, the GUI for setting a request shows that a fish request has not been set yet, and still allows the "set maximum and minimum values" box to show up. The problem occurs when attempting to finalize this request, and from here on I don't exactly know what's going on. Basically, the error sound plays (like when trying to craft something that is only craftable in an assembler), and two messages appear almost simultaneously: "Fish is already requested in a different slot", and "Fish is already set in a different slot". My guess is that when deciding whether the player can enter the "set maximum and minimum values" menu, the GUI only references with itself, which doesn't know that a fish request exists. However, when the player exits the menu, it attempts to finalize the maximum and minimum values. This finalization references with the logistic network, which doesn't expect a request for something that already exists because the GUI normally prevents that, so it plays both error messages. I assume these are from the finalization of the maximum and minimum values failing separately. This bugged request thus cannot be modified or removed in any way by an unmodified executable once set, which is what the fish request is. Any request on a row beyond 100 is bugged in this way.
[]
0
2023-08-01T20:56:09-05:00
forum-topic-122681
122681
[raiguard][2.0.20] Overextened pipeline still fill tank
Not a bug
https://forums.factorio.com/viewtopic.php?t=122681
maeks84
I was making a wall of flamethrowers and realized that there was oil in the pipe that was overextended. I started playing around with it in a new world and realized that I could fill a storage tank over 1,000 tiles away from the source. I thought once a pipeline was overextended, the fluid would simply cease to flow? I did use infinity pipes as a source, but I did try using fluid I had stored in tanks as well. Anyway, not sure what else to say about it. I'll attach a save file and log...
[ { "author": "Theragus", "content": "Can confirm this behavior, the pipeline seems to work for 1 tick pushing fluids into the pipeline before the fluid flow stops. \nfrom what I can see this is even done every time a new entity is built into the pipeline, for example, if you build more tanks to 1 end of an already overextended pipeline it can draw from a tank at the complete opposite end despite the pipeline being overextended the whole time. \nEven weirder, sometimes this process seems to duplicate fluids in the pipe or the tank, although I haven't been able to reproduce this consistently.", "date": "2024-11-30T08:06:00+00:00", "quotes": [] }, { "author": "", "content": "The infinity pipe operates directly on the segment and can bypass the restrictions. I'm moving this to \"not a bug\".", "date": "2025-01-07T20:26:36+00:00", "quotes": [] }, { "author": "maeks84", "content": "I tested this without the infinity pipe and just checked again with the latest updates. Filled some tanks with the infinity pipe on one end. Then purged the pipeline. Removed the infinity pipe completely. Then connected the tanks and the far tank still filled up, despite being an over-extended pipeline. Is this still purposefully bypassing the restrictions somehow?", "date": "2025-01-11T18:36:39+00:00", "quotes": [] } ]
3
2024-11-23T17:25:36-06:00
forum-topic-126099
126099
Lack of defines.logistic_member_index.logistic_container_trash
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=126099
Quezler
Calling `get_logistic_point()` on a requester chest gives you two request points, one with an logistic_member_index of 0, and the other has it set to 1. (you can verify through reading the .mode on each of them what their purpose is) These are for the request and trash/active points respectively, but there is no defined index for it to retrieve the trash one using get_logistic_point(index).
[]
0
2025-01-18T05:21:11-06:00
forum-topic-25508
25508
[0.12.33] Modpack: Logistic Warfare v0.1.0
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=25508
RemTM
Note: The modpack has not been uploaded yet. This post has merely been made due to a request from factorio reddit. The modpack will be uploaded soon, but for now you will have to put it together yourself and make the necessary config/file changes. If anyone else is willing to put it all together and upload it for me, please let me know. Type: Modpack Name: Logistic Warfare Description: The modpack is based on RSO, Bob's Mods, Yuoki Industries, Natural Evolution and Toxic Jungle. Deal with the challenge of starting in a thick jungle that you must chop down in order to move through, while handling the complexity of Bob's Mods, and the biter difficulty all biter related mods provide. Once your initial supply of resources dries up, use those trains to get to far off resource veins while fighting off the natives. License: MIT , for indiviual mod licenses see the respective linked mod threads. Version: 0.1.0 Release: 20th of May, 2016 Last Updated: 18th of May, 2016 Tested-With-Factorio-Version: 0.12.33 Category: ModPack Tags: Modpack, Logistic Warfare, Bob's mods, RSO, Yuoki Industries, Natural Evolution, Toxic Jungle Download-Url: Pending... (please construct the modpack yourself for the time being while I find internet to upload the modpack... damn crappy Aussie net...) Website: Pending... Map Generation I recommend maximizing all biter settings, as the Toxic Jungle mod will actually cause pollution generated to be quickly scrubbed before it reaches the biters, and also restrict biter movement. FOR THE CHALLENGE!!! As for other settings, feel free to choose whatever you desire. Multiplayer This has not been tested for multiplayer use, however it should theoretically work. Extra Notes Me loving modded Minecraft with challenging mobs, extended production line setups in multilevel bases, and OP end-game weapons and armour, I decided to put together my own modpack for Factorio, which I am currently using in my Logistic Warfare Logs posted on my blog and linked on r/factorio . If people love it enough, I may be inclined to open up a dedicated server with the modpack installed, or alternatively host my current map from my own computer. Do note I live in Australia though with terrible internet, so I have no idea how well I can get multiplayer to work. As I am still tweaking the modpack to my tastes, expect the modpack to change over time. Also, while I welcome any feedback or suggestions you guys may have regarding the modpack, this is essentially a modpack made to suit me and my playstyle. Now, without further ado, let’s move on to the modpack itself! Note: As mentioned, I do have terrible net, so for the time being I won’t be able to upload the entire modpack. I will however list all versions of each mod I am currently using, as well as the related configs and other changes made to each affected mod. Once I am able, I’ll upload the entire thing so it will be easier to just install it straight away. Mod List TODO: Link all mod forum pages Advanced Logistics System 0.2.13 [list]Nice GUI to monitor your logistics systems [*]Bio-Farm 0.5.0[/*] To allow for a limitless supply of raw wood. Building looks awesome too. [*]Blueprint String 2.3.2[/*] For when blueprints need to be shared [*]Bob’s Mods[/*] Headache inducing but very in-depth, and quite fun once you get the hang of things Mod Versions: Bob Assembly 0.12.7 Bob Config 0.12.2 Bob Electronics 0.12.6 Bob Enemies 0.12.7 Bob Library 0.12.3 Bob Logistics 0.12.7 Bob Mining 0.12.3 Bob Modules 0.12.9 Bob Ores 0.12.7 Bob Plates 0.12.11 Bob Power 0.12.6 Bob Tech 0.12.4 Bob Warfare 0.12.9 [*]Color Coding 1.0.7[/*] Designing cool looking bases with this is gonna be awesome [*]Concrete Logistics 1.1.0[/*] Uses both vanilla and Color Coding concrete to auto-build concrete around your base using your logistics network [*]Electric Furnaces 1.3.1[/*] Having the option for electric furnaces at any level is rather nice [*]Eternal Blueprints 0.1.0[/*] Place and forget. Just remember that too many ghost items will cause building via construction bots to slow down. [*]EvoGUI 0.4.15[/*] The time and evolution displays at the top left can be pretty useful for gauging how powerful the biters are. [*]Explosive Termites 1.1.7[/*] I recommend only using this when you either have your pollution contained, or you just don’t want to see any more trees. You’ll understand why… [*]ExtraChests 0.1.4[/*] Loving the visual tweaks made to Bob’s Mods, as well as how things are ordered in your crafting GUI [*]FARL 0.5.25[/*] Honestly, if you are using trains yet not using this, you are missing out… [*]Filtered Deconstruction Planner 0.4.1[/*] Having the ability to finely control what exactly you deconstruct is always a welcome feature [*]Flow Control 1.1.0[/*] Honestly, the overflow valve is a godsend [*]Force Fields 1.0.6[/*] …haven’t used this one yet. Interesting concept though, so I’ll check it out. [*]Foreman 0.0.9[/*] I have this disabled in my game, but is included just in case people like using Forman over Blueprint String [*]Launch Control 0.1.4[/*] This and several other end-game mods make rockets even more cool, not to mention automated! [*]Logistics Railway 1.0.6[/*] Use this right, and you’ll never want to use your normal loading/unloading stations ever again. I guarantee it. [*]Macromanaged Turrets 1.0.2[/*] Linking gun turrets to the logistics network is a welcome feature, allowing for more compact base defence designs. Config Tweak: Changed Bob’s turrets to request 25 armour piecing rounds instead of the original 5 [*]Minable Rock 0.0.1[/*] Seriously, who put that useless rock there? Use this stone-filled rock instead! [*]Mo Mods[/*] This adds a few interesting things, but I am debating whether or not to keep it in the modpack, as I don’t use it often enough and it appears to conflict slightly with other mods. Mod Versions: Mo Combat 0.5.9 Mo Industry 0.1.823 Mo Power 0.4.26 Mo Trans 0.1.8 [*]Module Inserter 0.1.33[/*] Automating inserting of modules is so good, especially with those extremely large beacon-boosted furnace set-ups [*]Natural Evolution[/*] Oh gawd this makes the game challenging. Also makes for some interesting base and outpost defence ideas. Mod Versions: Natural Evolution Buildings 5.3.0 Natural Evolution Enemies 5.3.0 Natural Evolution Expansion 5.3.0 [*]Orbital Ion Cannon 1.1.0[/*] Who doesn’t want the ability to rain death and destruction on those pesky biter bases? Seriously! Config Tweaks: Increased Ion Cannon cooldown from 3 to 10 minutes Increased Ion Cannon radius from 20 to 40 Increased Ion Cannon laser damage from 2000 to 5000 Increased Ion Cannon explosion damage from 500 to 2000 Increased Ion Cannon heatup time (delay between target designation and firing) from 3.5 seconds to 35 seconds [*]OverMods 0.0.3[/*] Adds both a building and an armour module to auto assign items to be picked up from the ground. With all that pink confetti building up at my defensive walls, this alone will make things look cleaner. [*]Rail Tanker 1.1.3[/*] Considering removing this mod as Yuoki’s Yi-Railway mod also adds an oil tanker, but will be kept anyway to allow for options [*]Red Alerts 1.0.4[/*] Just a cooler alert system. What’s not to like? [*]Research Queue 1.2.5[/*] A nice quality of life mod [*]Robot Army (dev build as of 11th of May, 2016)[/*] Automate the biter hunt! Just keep in mind that in this modpack, you will need A LOT of them to do any significant damage… [*]Robot Cargo 0.1.0[/*] Increases the carrying capacity of bots to be up to 10 items after research [*]RSO Mod 1.5.2[/*] Forcing you to use trains to get to ore veins much further away from your spawn area [*]Satellite Uplink Station 0.1.3[/*] Usable once one satellite has been launched. Able to look around anywhere on the map, with even the option to use the Ion Cannons while uplinked. [quote]Small issue. Apparently you are actually an invisible entity moving around while uplinked. If the invisible entity gets caught in the blast, you die. Also, using the Ion Cannon will result in the biters aggro’ing your invisible entity, and taking any damage from a biter or spitter will also kill you. Hopefully this will be fixed in a later update.[/quote] [*]Shuttle Train 1.0.1[/*] A better PAX train for all to enjoy! [*]Smarter Chests 1.0.1[/*] Simplifies supplying of specific items to logistic networks. For example, a resupply train at a mining outpost ensuring a specific amount of ammo and repair packs are in stock. [*]Smart Trains 0.3.81[/*] Being able to control when a train should leave a station, when it should refuel, and easily assign multiple trains to the same train line is so easy with this mod. [*]Squeak Through 1.0.1[/*] Being able to move through extremely compact setups like a solar farm is made possible with this mod. [*]Subsurface 0.0.4[/*] This is a WIP mod, so recipes are extremely low and specialised artwork is still lacking, but I like the whole concept of building an underground base so I’m putting this in here. Config/file changes: In ‘data.lua’, commented out map settings requirement, as it caused evo rate to flatline to 0. In ‘prototypes/recipe/recipes.lua’, default file has been completely replaced with file provided by forum user Vas here [*]Swarm 1.0.2[/*] …why do I do this to myself… Protip: Bring lots of turrets and ammo [*]Terraforming 0.12.3[/*] Yet another mod I haven’t tried yet, but after experiencing the Landfill mod and thinking that it felt a little too OP, here’s hoping this one is more balanced. [*]Test Mode 0.12.14[/*] Want to test everything in the modpack before going into a normal run? Use this mod! Don’t worry about needing to disable it to play a legit run, as you set whether or not the world is a test world when you load into the world for the first time. [*]The Fat Controller 0.4.1[/*] Track those trains! [*]Toxic Jungle 0.0.2[/*] Alright, feel free to disable this one, as it can be extremely tedious and a pain in the backside to build a factory in a densely packed forest, but I like challenges . XD [*]Underground Mining 0.1.1[/*] The option to infinitely mine ore balanced with the need to feed it fuel is pretty neat, but not entirely necessary. [*]Unlimited Upgrades 0.2.2[/*] First time using this mod, but I like having the ability to keep researching stuff. Makes having a dedicated science outpost quite viable. [*]Upgrade Planner 1.1.9[/*] You know when you need to go around your base upgrading the various parts of your base manually? Well this thing can automate the entire thing for you. [*]VanillaEx 0.0.8[/*] I wanted a bit more variety, but at the same time quite a lot of things are overshadowed by the other mods I have installed. We’ll see how this works out later on. Config Changes: Disabled energy structures [*]Warehousing 0.0.6[/*] Extremely large and cool-looking warehouses to store all your items. [*]Worm Attack 0.1.2[/*] Not relevant early on, however late game when your evolution % is too high, extremely large worms can potentially come up from the ground right in the middle of your base to wreck death and destruction. Makes defending not only the outer wall but also the inner workings of the base a very important matter. [*]WrenchFu 0.1.3[/*] Needed for a couple of mods [*]YARM 0.7.15[/*] The ability to track the contents of an ore vein is always welcome. Even provides a warning when the ore vein is getting low, or even empty. [*]Yuoki Industries[/*] The collection of mods both looks visually awesome, but also decently well thought out. There is barely any information regarding these mods, but learning what each one is and what you can do with the mod still makes for a great experience. Mod Versions: Yuoki Industries 0.2.45 YI-Engines 0.1.8 YI-PFW 0.0.7 YI-Railway 0.0.7 [list]Also added all additional trains (10 train addons total) [/list][/list] Issues and Suggestions Known Issues: Satellite Uplink: Apparently you are actually an invisible entity moving around while uplinked. If the invisible entity gets caught in the blast, you die. Also, using the Ion Cannon will result in the biters aggro’ing your invisible entity, and taking any damage from a biter or spitter will also kill you. Hopefully this will be fixed in a later update. Heavy lag: Caused do to many things, either the large number of different trees onscreen, AI pathing of both an extreme number of biters, and robots from the Robot Army mod, or YARM scanning a resource vein for the first time. Best to just zoom in and tough it out. Bio-Farm: Building a bio-farm in a subsurface and then attempting to destroy it will cause a crash error. Not tested on surface. Version History v0.1.0 (20th of May, 2016): Initial release of modpack content (still pending upload)
[ { "author": "Supercheese", "content": "Wait, what? That's not at all the case at all in my games... maybe one of the other mods is changing something?", "date": "2016-05-20T01:33:13+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "RemTM", "content": "No idea. All I know is that when I installed the latest version and tried it in a test world, this was a constant issue. No idea which mod is actually causing the issue to occur.", "date": "2016-05-20T01:37:27+00:00", "quotes": [ { "author": "Supercheese wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Supercheese", "content": "Well, I'm quite curious; I'll download and inspect when you get the full pack uploaded.", "date": "2016-05-20T01:49:47+00:00", "quotes": [ { "author": "RemTM wrote:", "content": "" } ] } ]
3
2016-05-19T20:12:44-05:00
forum-topic-18279
18279
(0.13.4) MoCombat 0.6.0
MoMods
https://forums.factorio.com/viewtopic.php?t=18279
ludsoe
Mocombat is a mod centered around increasing the ways you can combat the biters. It adds new weapons and defenses alongside a new tank. Not to mention it implements automated combat robotics. Mod Listing: https://mods.factorio.com/mods/ludsoe/mocombat Mirror Download: http://www.mediafire.com/download/99m7d ... combat.zip Installation Non-ModPortal Download the mod, and extract its zips contents into your mods folder. If done properly you should end up with a second zip with the mod's version in its name. Included Features Weapons: -Rescue Ranger This puppy is the peak of engineering tech. It fires packages of Nano machines that repair inorganic machines and dissolves extraterrestrial organics. -Laser Rifle A Powerful automatic weapon. Great range,Moderate Damage, Shoots lasers. While the laser rifle is great at smiting worms and spawners to a degree, it fails entirely to kill massive hordes of biters. -Bio Force Gun (Aka BFG) The deadliest gun in the mod. Awesome range, Extreme damage, Huge AOE. The BFG is quite expensive to produce, and fire. Creating a BFG is a challenge on its own requiring a portable fusion generator alongside its expensive research. Once built and supplied with its rather pricey ammo, Biter bases beware. But as a warning, using the BFG may cause death to its user. Using it short of its max range will put you in the danger zone and most likely cause your demise. Ammo: -Depleted Uranium Rounds: Only available if you have mopower installed. These puppies are heavy duty bullets. Capable of piercing even the toughest hide/armor. Aliens: -Spitter --Removed: It was added to the base game -Exploders Nasty Little buggers that charge at your things, and then self destruct in a explosion damaging nearby objects. Defenses: -Tesla Arc Tower Unlocked when you get the electric defense for your modular armor, this pricey tower squash's(Zaps) biter swarms like.... well bugs. How ever it has its downsides. If used wrong it can damage your own infrastructure. Walls and the tower itself are immune to the electricity, but anything else in the cross fire is as good as dead(or badly damaged). -Force Field Posts The power of energy walls be yours! Place force field posts down in straight lines to generate a energy wall that when bitten by biters, it gives them a electric shock. The fields require energy to be sustained, and will fade quickly if their parent posts are shut down or destroyed. Also you cant repair the energy fields(Using tools on energy?!?! Absurd.), they self regenerate over time. -Poison Mines Mines that instead of exploding when trigged, release a potent neurotoxin. -Advanced Combat Robotics Advanced bots that will defend a area for you, or follow you if there's no where to dock up. Other: -Allows crafting of the rail-gun after unlocking heavy weapons (After Military 4) -Secret Feature: Death Chests When you die instead of your inventory being vaporized you drop a chest so you can retrieve your gear. You can use the command below to enable it or change the config file inside the mod. remote.call("MoCombat","enabledeathchest") Images
[ { "author": "GhengizCohen", "content": "cool mods, I like to use some of yours many times. have a small problem with MoCombat now though, Advanced Combat Robotics needs itself to be unlocked to research it. kinda weird that, pic below", "date": "2016-02-14T22:22:32+00:00", "quotes": [] }, { "author": "gixbit", "content": "As a programmer, and player of this game, I have noticed some troubling issues with this mod that I'm not entirely sure if they have been noticed. I have investigated the source of the issue and I have come up with this. \n \nI have noticed that a constant loop is being used to calculate the forcefield posts on the map, using a loop inside of that to check all the walls between two points, While this does work, it doesn't work well. Infact, it's causing extreme performance issues after only a few forcefields are placed. You can check this. The problem with doing things this way is it doesn't use any logic. You should try to refactor your code so that the same affect is achieved, but instead assume that the walls are unchanging when they have not taken any damage or the player has not moved them or destroyed anything. This should actually make it easier for you overall honestly. Once the walls are placed, it is unnecessary to constantly loop these walls to make sure they're still there, or whatever is happening, I only looked at this code for a few minutes but, this is what i gathered from it within those few minutes. How you fix it is really up to you but, I had to stop using the forcefields and take off moindustry as that is causing some weird cycle usage without anything even being used from it yet. \n \nThe idea that I think should be taken from what i'm saying is that to fix these problems, more assumptions need to be made about what is happening, what will happen, and what hasn't happened at all. Events for placing the walls, using queues, Events for regenerating single sections of walls, using queues, and Events for destroying walls, using queues, and do nothing when it is not needed. Without this, any large scale use of these objects, will cause extreme performance problems overtime and the way the game compensates for slow scripts is to slow the game down. I apologize if any of this seems pretentious or unfounded, but, I did not see any feedback discussions or anything, so I apologize once again, if this was out of line or in the wrong place, etc.", "date": "2016-03-06T19:47:20+00:00", "quotes": [] }, { "author": "ludsoe", "content": "Well you're exactly right in calling the force field script inefficient. I believe when I first coded the force fields the modding API was in its infancy. (Not to mention I was pretty lazy when I made it.) \n \nThank you for bringing this issue to light, Ill get around to changing the system to something more efficient. As for mo-industry, Ill have to check that out then.", "date": "2016-03-09T22:12:22+00:00", "quotes": [] }, { "author": "LukeBi", "content": "Ciao Hallo ...thanks for your mod ,is fantastic,but i have I have a problem recently, when I select the CombatRobotport my Factorio crash and script: the type Smart-Container has been obsolete and cannot be created.how can I fix.Thanks", "date": "2016-08-01T16:42:42+00:00", "quotes": [] }, { "author": "Devastant", "content": "I'm havin g the same problem as the previous poster. Can't use the combat robotics", "date": "2016-10-15T07:31:41+00:00", "quotes": [] }, { "author": "Zaflis", "content": "Not sure if this is bug, but on tooltip for mocombat Portable fusion reactor Mk2 it has Maximum power output 150 kW. Vanilla fusion reactor makes 750 kW... so \"upgrading\" to Mk2 would be serious downgrade? Mk3 also 150 kW and Mk4 300 kW.", "date": "2016-10-16T07:32:19+00:00", "quotes": [] } ]
6
2015-12-09T17:18:02-06:00
forum-topic-21181
21181
[0.12.x] BeltsAreBroken [1.0.1]
Fentus Challenge & Tool Mods
https://forums.factorio.com/viewtopic.php?t=21181
Fentus
[0.12.x] BeltsAreBroken version: 1.0.1 dependencies: base >= 0.12.0 description: This mod deactivates the movement of belts. Screenshots Download BeltsAreBroken_1.0.1.zip Updated dependencies and homepage (2.84 KiB) Downloaded 251 times BeltsAreBroken_1.0.0.zip (2.8 KiB) Downloaded 222 times
[]
0
2016-03-09T02:27:31-06:00
forum-topic-96902
96902
[1.1.27] Disabled research not counted as a fulfilled prerequisite when researched
Not a bug
https://forums.factorio.com/viewtopic.php?t=96902
Villfuk02
Advanced Electronics 2 has Chemical Science Pack as its only prerequisite, so when I research Chemical Science Pack, AE2 is available for research Then, when I disable the Chemical Science Pack research, AE2 is no longer available for research, even though CSP is still researched
[ { "author": "", "content": "Yes, that seems to be the way it is written, \nIf a technology has a prerequisite, and that prerequisite is disabled, you cannot research it \n \nHowever that does not make it a bug", "date": "2021-03-14T11:57:41+00:00", "quotes": [] }, { "author": "curiosity", "content": "It doesn't make sense though, so there's a possibility of it being a bug.", "date": "2021-03-14T12:00:34+00:00", "quotes": [] } ]
2
2021-03-14T06:43:44-05:00
forum-topic-126664
126664
The Rebel Flagship
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=126664
Tiandel
The Blueprint is to mutch, so no Button, see Attachments the BP-Code.txt
[]
0
2025-02-07T06:27:06-06:00
forum-topic-12745
12745
How is this board working?
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=12745
Suggestions (This board) You can post any suggestion here. If it is good, maybe nobody will say anything. If not, the forum will discuss it. The suggestion is then either - picked up by the devs, (if the forum knows about it it will be put directly into "Ready for implementation" - further discussed (then it is put into "Backlog (old, but good stuff)" with the target to make a "Forum-Ready Suggestion" out of it. - Eventually it is so good, that it lands directly into "Forum-Ready Suggestions" - Eventually it is part of an epic, see down. - If a suggestion is implemented it is put into "Implemented Suggestions" - and if not or if the suggestion is outdated or it will have not enough game value: "Outdated/Not implemented". Game value Well, this is the biggest criteria for suggestions: What will this suggestion bring for the game-play? That means, there is always a consideration: How much more complexity will a suggestion bring in vs. how much more game-play ? Game-play vs. complexity. The calculation is simple and in most cases very objective: If the awaited rise in complexity is higher, than the awaited rise in game-play, well, then this is not a good suggestion and without further arguments by the originator or someone else, it will be rejected quite surely. That may be discussed. If there are good arguments, which bring in more game-value, then this can change of course, nothing is fixed here, but the measurement is really this simple line. We are not counting about afford in development! That is of course an argument, but if a suggestion is good enough it was always so, that it was implemented. Some example: A suggestion, which brings in more complexity than game-play: "I suggest a new type of inserter, that can rotate 90 degrees". This can already be done with the game (there are mods, that implement them), but it adds a very high complexity to the game (I need to built so many new types of inserters, or how to choose the right type of inserter?). A suggestion, which brings in more game-play than complexity: "Female Character". This has a high game value vs. complexity, but is of course complex to implement. But this is not the job of this forum to estimate the afford. Perhaps everything is already finished to implement it right in one day. [This will be redone soon, see discussion Epics (that is a new idea, that I will try now) An epic in the sense of this forum (which can be discussed of course, but I need to make some kind of doing it now) is a collection of suggestions, which are all pointing into one direction. You can find epics, if you use the advanced search, search for "epic:" under "suggestions" in "topic titles only". (I'll fix it, that they all can be found like so!) TODO: List of epics. https://forums.factorio.com/forum/sea ... mit=Search List epics. TODO: Move all epic topics in a new subboard. ]
[ { "author": "DaveMcW", "content": "I never read subboards. I see them as a place for threads to die.", "date": "2015-06-05T12:35:01+00:00", "quotes": [] }, { "author": "", "content": "This is a subboard. Maybe you mean subboards of subboards?", "date": "2015-06-05T16:52:31+00:00", "quotes": [] }, { "author": "tobsimon", "content": "I don't like the word \"epic\" for that. I understand what you are trying to do as \"concept\". Let's use that word. It's a little longer, but more to the point, I think. Also this tag should be placed inside [brackets], since they are visually more easily distinguishable in the topic overview. \n \nBut my main concern is, that you said an epic (concept) should be a collection of ideas, and at another point it is stated, that every idea should have it's own topic. \nMerging the idea threads into their concept thread is really bad for discussion and contradicts the rules. Copying the ideas is equally bad. \nA concept thread should be strictly limited to a link list of relevant idea threads, with the only allowed discussion on the integration of the individual ideas, but not the ideas itself. \n \nThe individual ideas don't get any tags in ther topics, but a link to the concept it belongs to, just as ssilk-bot is doing it now with the link list of relevant and similar ideas. \n \nExample: \n \nTopic: Tsunami \nPost: The shoreline is the safest, easely defended place currently. But you should be never safe ever anywhere. So there should be a tsunami every now and then, severly damaging the factory, whashing away all the items on the belts. You may build walls as levee. \nLater in topic, or edit in first post: ssilk-bot here. This suggestion was added to the concept of environmental disasters, link . Similar suggestions here , here and here . \n \nTopic: [Concept] Environmental disasters \nPost: The environment in factorio should be a more dangerous place to make the game more interesting. Relevant ideas: Tsunami , destroys the factory near the shore. Vulcanism , big destruction, leaves ore, possibly an ash cloud. Earthquake , everything is shaky. Please keep the discussion about the ideas in their respective topics. \nSecond post: Hate the concept. If my careful built factory gets destroyed by a stupid volcanic eruption, I'd surely jump out a window. \nThird post: Cool stuff, but to safe the life of the previous poster, it should be an option to disable in the difficulty settings. Maybe even set the frequency, severity, etc.", "date": "2015-06-06T11:15:14+00:00", "quotes": [] }, { "author": "", "content": "That was the reason to have epics/concepts: Ideas that cannot be merged, but are around one basic problem/idea. We have many of them. \n \nno time to discuss this in detail, maybe this evening.", "date": "2015-06-06T11:39:19+00:00", "quotes": [] }, { "author": "", "content": "Ok, I had now time to read this once more. Then I thought a while. Result: You are right. \n \nI think the right way would be to have \"concept\" topics only, which are mainly a list of links and leave the originating stuff untouched. \n \nSorry everyone for this changes, but I think it is understandable, that I need to try out things, before we have the right way. BTW: I will not do it today or tomorrow.", "date": "2015-06-06T17:38:29+00:00", "quotes": [] }, { "author": "Adolf01", "content": "Thanks for the sharing. \nIf someone post is good. then forum member have to praise him/her by sending message. \nIs it good or not?", "date": "2015-06-12T09:12:07+00:00", "quotes": [] }, { "author": "", "content": "Hm. It depends. There are very good suggestions buried here, without any comments. \n \nIn my experience \"no answer\" means: \n- I share the idea more or less. \n- I don't have a better idea. \n- I don't miss-like it. \n \nIt depends also on who is answering. There are people - like me - which always make stupid comments (to your luck: It happens often, that I write a comment, that I delete then). Or like Kovarex, slpwnd or the whole dev-team, which - if they make comments - are very important to read. That is not valid for the suggestions themselves: We have here very good suggestions, by users, that make only one post. \n \nSo, yes, if you agree or like a suggestion, you can make a comment. And with the time the others know, how to value that. But it makes no sense to say just \"YES, I like it\". The sense of the forum is discussion! \n \n \nSo the relevant part is not \"Yes, I like it\" or \"No, I don't like it\", but how and especially why you are thinking about it.", "date": "2015-06-14T22:19:26+00:00", "quotes": [] }, { "author": "", "content": "Sorry for reposting. \n \nTL;DR: We are basically speaking of either \"concepts\" or \"themes\". Which do you like better? \n \n \nThe long explanation: \nI talked a lot with other developers and asked them what word matches best to what I want to do. I asked for: \n- drafts \n- concepts \n- and epics. \n70% said \"Epic\". Drafts is completely wrong (which can be seen now, the user use it to write suggestions). Concepts is ok, but means a bit different thing: A concept is already about \"how\" to do it. This explains, why I don't like the word \"concept\" that much. \nSo I have been searing around, and I found also this: http://www.mountaingoatsoftware.com/blo ... and-themes \n \nI think that explains it: Epic is a big user-story (or suggestion). Which I don't mean. I mean collections of suggestions . So, I'm not so firm with English, that I can decide, which is therefore the best word. But I thing \" Themes \", as suggested in the linked article is not so bad.... \n \nOpinions?", "date": "2015-06-22T13:09:04+00:00", "quotes": [] }, { "author": "tobsimon", "content": "Yes, I think \"theme\" perfectly fits the purpose. Easy word and immediately transports the idea, that it is a collection of connected individual ideas. \"Concept\" doesn't do that. \"Epic\" sounds strange to everyone who doesn't know about the role of user stories in software development.", "date": "2015-06-22T13:39:31+00:00", "quotes": [] }, { "author": "", "content": "Ok, I now had time and because I turnd this idea for more than a month in my mind I came (hopefully) to a conclusion: This subboard is just for \"link articles\". No own suggestions should be made here, only links. \n \nThis should replace also this article: FREQUENTLY SUGGESTED IDEAS https://forums.factorio.com/forum/vie ... f=6&t=4806 \n \nthe basic sense: One can search easier. He finds the right links faster.", "date": "2015-08-08T17:10:46+00:00", "quotes": [] } ]
10
2015-06-05T04:22:15-05:00
forum-topic-121475
121475
The +300% productivity cap should be documented in-game or removed
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=121475
xylo
TL;DR The +300% cap on the productivity bonus is not documented anywhere in-game; it should either be mentioned in the Factoriopedia or (preferably) removed entirely. What? Factorio has many gameplay restrictions currently undocumented in-game. Such restrictions should be either documented or removed. The worst offender IMO is the hidden productivity bonus cap at +300%. It is especially bad since the game strongly hints that no such cap exists, and since the player needs to spend at least 580k automation, logistic, chemical, production and electromagnetic science packs to reach "processing unit productivity 13" and possibly hit the cap. That's a lot of resources to spend before realizing that the recycler loop the player was likely planning to use is not actually allowed by the game. The reasons a reasonable player could think there is no productivity bonus cap are: The efficiency module description mentions the efficiency cap. The productivity module description doesn't mention the productivity cap. A player will expect consistency, and deduce that any description not explicitly mentioning a cap means that the corresponding bonus is uncapped. The productivity technologies are all infinitely repeatable. If the productivity bonus was capped at +300%, surely the repeatability range would have been 1 — 30 instead of 1 — ∞, right? The large amount of science required, the fact that the there would be no way to "dupe" any item whose raw materials include stones, uranium, or any planet specific resources or items, and the fact that processing units have a liquid ingredient all suggest that the game was actually balanced with recycler loops in mind for the late game. BTW, the other undocumented restrictions in 2.0.15 I can think of are: The construction surface conditions of the cargo landing pad don't mention the 1 per surface limit Module descriptions don't mention which modules cannot be used in beacons The productivity module description incorrectly implies that they can be used for all intermediate products The productivity module description misleadingly suggests that they are allowed on a product basis, while they are allowed on a recipe basis (for example, they are allowed for producing nutrients from everything but fish) The concept of catalysts is not explained anywhere in the game, as far as I can tell Ideally, all those restrictions should be either documented or removed. In the case of the productivity cap, I think a removal is the best solution. Why? Factorio requires planning, and it requires that the player knows the rules. If a player encounters an undocumented gameplay limitation only after having invested time and resources trying to do something the game does not allow, it hinders planning and feels frustrating, especially when the amount of resources wasted is big. It also breaks the principle of least astonishment. Generally speaking, a good rule set has as few exceptions as possible, so the best way to solve undocumented restrictions is to lift them, or to rework them so that they are no longer necessary (for instance, why not simply put the recipes that don't work with productivity modules in another category than "intermediate products"?). Of course, documenting said restrictions does the job too, but it feels like a less satisfying resolution. In any case, it is not a good idea to leave important gameplay restrictions undocumented in-game. Notes There are already mods allowing to remove the productivity cap. I thought I'd share my reasoning anyway.
[ { "author": "Dixi", "content": "I have a feeling, that author of this post is a lawyer \nA lot of games are about exploration, and unpredictable results one can meet on a way or in the end. \nFactorio actually has much more information displayed and documented, compared to many other games. \n \nOkay, xylo , you planned to make endless resource production recycle factory but fails due to unannounced game limitation. I think you still had fun on a way, and this shows only that you plan was predicted and limited by Wube. For some reason they decide that endless resources from recycle is not a right thing. Since Space Age already has many endless things, like lava, asteroids, plants, I see no problem at all in this part of game design.", "date": "2024-11-15T08:53:46+00:00", "quotes": [] }, { "author": "CyberCider", "content": "I mean, the cap has to exist . It exists to prevent infinite item duplication using recyclers. That has no place in vanilla. And as you said, if a mod wants to make it possible, it can.", "date": "2024-11-15T11:16:08+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "The realistic way to do this (which would also make this cap obvious) would be, for instance, to scale it all down by 4, so default recipes are considered to be wasting something like 75% of their ingredients, and productivity can raise that somewhat (and probably with diminishing returns, so you never actually hit 100% ingredient efficiency, but approach it asymptotically). \n \nBut I guess this would make the early game more complicated to figure out \n(maybe not the very early game — only when starting to use productivity, since before it wouldn't change anything ?), \nwhich is why Wube didn't go with it \n(and also why they removed fuel to power (in)efficiency on vanilla boilers and/or steam engines).", "date": "2024-11-15T12:03:03+00:00", "quotes": [] }, { "author": "Zaflis", "content": "I just realized that there is no documented info anywhere if scrap recycling research is affected by 300% cap or not. I can only assume that it is not. \n \nEdit: As it is in 2.0.20 the scrap recycling is affected by 300% limit, even though in bonuses UI it says 310% in my editor save. \n \nHowever to reach it requires researching for over 2 hours at 1 million eSPM. (I sped the game up 8x) Almost noone is going to reach it.", "date": "2024-11-21T22:33:02+00:00", "quotes": [] }, { "author": "zig1000", "content": "No doubt the ship has sailed, but one idea might be for the recycler to return an amount of ingredients inversely proportional to the global productivity level of the given item. This is theoretically bypassable by some loop involving two different recipe chains, but in practice I'm not sure whether it actually is abusable as the number of items with alternate recipes is limited. Would almost certainly end up abusable in some mod though.", "date": "2024-11-22T00:49:54+00:00", "quotes": [] }, { "author": "Romayne", "content": "I disagree entirely with the cap being removed for base SA, a mod that removes the cap by choice though? Sure. \n \n+1 for the idea of documenting this feature, -1/2 for clumping two suggestions together, -1 for the idea of removing it entirely. \n \nTL;DR anything over 300% would mean infinite items from recycling, trivially. right now, PUs can break even, and that's rough as is lol", "date": "2024-11-22T03:25:52+00:00", "quotes": [] }, { "author": "DoubLL", "content": "Those are absolutely not valid reasons to not display the cap in-game. \nAs xylo said, the efficiency cap is mentioned in the description of the efficiency module. You could also say that the -80% cap is something that players should explore and find for themselves, but to what end? What point is there in hiding something like this from the player? This isn’t some cool fancy feature or “spoiler” – though Factorio doesn’t seem to care about spoilers anyway since the Factoriopedia lists everything, regardless of if you have researched or encountered it – it’s simply an arbitrary game mechanic. \nDon’t get me wrong, the cap SHOULD exist in my opinion, but it should also be clear to the player that it exists. \n \n\nThis is just another argument for why it should exist. Factorio has set the standard that it is very well documented and that should be maintained. \nIt’s also not actually that hard to hit the cap. With 8 legendary P3 modules in a cryo plant you only need plastic prod 10, which costs only 57k science packs, to reach 300%. \n \nAnd, as a small aside: while I personally think the cap is good and should remain in the game, there really isn’t anything wrong with being able to generate infinite resources through recyclers. As you might be aware, it’s already possible to generate infinite legendary steel and copper plates without any inputs on Vulcanus. So, infinite everything wouldn’t really be all that unusual.", "date": "2024-12-02T17:37:34+00:00", "quotes": [ { "author": "Dixi wrote: Fri Nov 15, 2024 8:53 am", "content": "" }, { "author": "CyberCider wrote: Fri Nov 15, 2024 11:16 am", "content": "" }, { "author": "Dixi wrote: Fri Nov 15, 2024 8:53 am", "content": "" } ] }, { "author": "DefGie", "content": "I agree as far as it's bonkers that there are infinite research technologies that after a certain number of iterations stop providing actual improvement. I assumed as much since the FFF covering the recycler described this cap as \"hard-coded\" but obviously players should not be required to read the blog to properly understand the game. I could possibly get behind making everything with productivity infinite research recycle to itself in exchange for removing this cap, but only with clear in-game information documenting what recycles to components vs to self. And it would feel pretty arbitrary, but probably not as bad as infinite research that isn't infinite, if you ask me. \n \nOr they could throw out the entire concept of the recycler (and redo Fulgora from the ground up) since it fundamentally clashes with the much older mechanic of productivity. Ha. Ha. I don't even know what alternative I would suggest if this were a legitimate recommendation.", "date": "2024-12-05T23:45:38+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "I personally have no problem with the cap as it makes sense. \nMy problem however is that some of the infinite technologies are now a lie. \nBut the only way to exceed the cap is researching those technologies, if their maximum level was appropriately limited, the cap could then simply be removed. \n \n(I assume the cap doesn't apply to mining drills or pumpjacks though, as that would be totally unnecessary, and the infinite technology makes perfect sense as it makes your mines last longer).", "date": "2024-12-06T01:01:26+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "I gave you an alternative. \n \nThe asymptotic solution (where higher infinite research levels stay relevant) might also be implemented without redoing the productivity concept from the ground up, in an ad-hoc fashion for vanilla (knowing what the maximum productivity is possible otherwise). \n \n(Unless there are double-dipping productivity researches, steel and light density structures are suspect here, though steel only self-recycles, so maybe it isn't a problem ??)", "date": "2024-12-06T08:45:14+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "Honestly, I didn't understand your suggestion much. Can you give like an example with some numbers?", "date": "2024-12-06T08:48:24+00:00", "quotes": [ { "author": "BlueTemplar wrote: Fri Dec 06, 2024 8:45 am", "content": "" } ] }, { "author": "BlueTemplar", "content": "The first one or this one ? \n \nFor this one : \n- You know from practice that the maximum productivity you can get for a recipe, without infinite techs, is ×A. \n- So you make it so that each subsequent productivity tech level has a smaller effect, and the cumulative effect of that infinite series is ×B. \n- Where A×B = 4.", "date": "2024-12-06T09:08:13+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "I read both your comments as being essentially the same suggestion. \n \nBut yes, the infinite techs having diminishing returns makes sense. (so you can approach 300% productivity, but never reach it).", "date": "2024-12-06T09:15:01+00:00", "quotes": [ { "author": "BlueTemplar wrote: Fri Dec 06, 2024 9:08 am", "content": "" } ] }, { "author": "BlueTemplar", "content": "No, my first suggestion would require a complete rework of at least how recipes and productivity are displayed, and also maybe how they even work. \n \nThe second one is just about tweaking some infinite tech numbers.", "date": "2024-12-06T09:40:52+00:00", "quotes": [] }, { "author": "jaylawl", "content": "I read a bunch of posts here associating recycling productivity with re-cycling of items. The research is called scrap recycling productivity though and exclusively affects the scrap recycling recipe.", "date": "2024-12-06T11:24:33+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "No, that's not the problem. \nThe problem is this: \n \nif you have say a +400% recycling productivity on say iron gear wheels, that means 4 iron plates will make 10 iron gear wheels (usually you only make 2 iron gear wheel). \n \nNow a recycler, returns 1/4 of the ingredients (on average), so putting 2 iron gear wheels gives you pack 1 iron plates (on average). \nSo if you put our 10 iron gear wheels into the recycler, we get 5 iron plates! But we started with 4 iron plates! \nHence we can make free iron plates. \nNow we can use these iron plates to make more iron gear wheels, and recycle them. \nSo we have a system that creates iron plates, without needing to mine anymore iron ore! \n \n(That was just a hypothetical example, you can't get 400% productivity on iron gear wheels, but you can on other recyclable things like low density structures or processing units).", "date": "2024-12-06T11:47:57+00:00", "quotes": [ { "author": "jaylawl wrote: Fri Dec 06, 2024 11:24 am", "content": "" } ] }, { "author": "Orum", "content": "The +300% limit needs to stay in, at least for the things that it currently affects. What's a bit confusing is that this limit does not apply to everything; e.g. mining productivity research can go well above +300% and is not limited. \n \nI think the best way to solve this for the researches that are limited by the cap is to simply not falsely label them as infinite researches, as they currently are. Once you get a base +300% productivity for them, those techs can no longer be researched. \n \nWhat if someone that has researched +300% tries to use productivity modules? Well, here the UI should indicate it, much like it does with efficiency modules, which alert you to the -80% limit of energy.", "date": "2024-12-06T20:17:43+00:00", "quotes": [] }, { "author": "Nemoricus", "content": "Yeah. Productivity modules should state that they are limited to +300%, inclusive of machine innate bonuses, and productivity researches should be limited to 1-30.", "date": "2024-12-06T22:09:18+00:00", "quotes": [] }, { "author": "spacedog", "content": "At the very least, please cap the infinite technologies at level 30. This is technically a bug right now -- the in game tooltips tell you they will increase the productivity to 310%+, but they actually do not. It's a trap for people not paying attention, resulting in a huge amount of wasted time and science packs. \n \nGiven how much the devs obviously care about the quality of their game, it's sloppy to leave this as it currently is. If mods want to remove the 300% cap and make these technologies infinite again, they can totally do that.", "date": "2024-12-08T23:38:41+00:00", "quotes": [] } ]
19
2024-11-14T14:06:23-06:00
forum-topic-113473
113473
Remove all simple forms of properties that are defined in table and simple form
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=113473
V0lcano
Problem: mod compatibility is difficult when the icons for every entity have to be checked through either icons or icon and icon_size . It is even possible for icon_size to be defined but the icon to be defined through icons . When adding extra layers to the icons of other mods, this makes it mandatory to basically convert the other two properties into a table in icons . Reading other mods' icons requires looking at both icons and icon . The same goes for results and result and result_count position and positions in fluidboxes dark_background_icon and dark_background_icons icon_tintable and icon_tintables icon_tintable_mask and icon_tintable_masks icon_color_indicator_mask and icon_color_indicator_masks layers and everything else in AnimationPrototype graphics set and animation and base_picture Solution: remove the simple definition and force mods to use the table definition. So instead of icon = "__mod__/icon.png" it would be icons = {{icon = "__mod__/icon.png"}} and instead of result = "transport belt" it would be results = {{result="transport-belt", amount = 1}} for simple definitions
[ { "author": "BrainGamer_", "content": "General +1 to removing duplicate definition possibilities for things like this. \n \nOne addition I'd like to make is that the special cases where the icon property of IconData gets renamed to the singular names of dark_background_icons , icon_tintables , icon_tintable_masks and icon_color_indicator_masks should be removed and just also use the normal icon property instead.", "date": "2024-05-14T00:02:44+00:00", "quotes": [] }, { "author": "commanderguy3001", "content": "I do heavily support this change. \nThere are however many more instances of this in the API. \n \nA (hopefully mostly complete) list of things that should be kept in favor of their direct assignment counterparts: \n \n For Prototypes: \n- the entirety of AnimationPrototype \n- BeaconPrototype.graphics_set \n- ElectricEnergyInterfacePrototype.pictures \n- EntityPrototype.icons \n- ItemPrototype.dark_background_icons \n- ItemWithEntityDataPrototype.icon_tintable_masks and icon_tintables \n- MiningDrillPrototype.graphics_set \n- RecipePrototype.icons \n- RecipePrototype.results \n- SoundPrototype.variations \n- TilePrototype.icons \n- rocket_launch_products for everything that inherits from ItemPrototype \n \n For Types: \n- AnimationVariations.sheets \n- BaseModifier.icons \n- BurnerEnergySource.fuel_categories \n- MinableProperties.results \n- PipeConnectionDefinition.positions \n- RecipeData.results \n- Sound.variations \n- Sprite4Way.sheets \n- Sprite8Way.sheets \n- WorkingVisualisation.animation \n \n \nRemoving the raw assignment for all of these and instead replacing them with arrays of length one would be a relatively simple change on the lua side, but would significantly cut the code required for mods to dynamically interacting with any of the named proto-/ types by an order of magnitude. \n \nFurthermore, I expect that you can probably remove a few thousand lines of c++ code for handling the different variations as well. (which I guess would technically also speed up the engine data.raw parsing part of the entire prototype stage)", "date": "2024-05-14T00:28:33+00:00", "quotes": [] }, { "author": "", "content": "As a general answer: \"no\" \n \nSome things are changed in 2.0 but most of what you listed are not going to be changing. \n \n\nSupporting loading from variants like this is trivial, on average 3 lines per class that does it. Most classes are re-used (all icon loading is 1 function with 3 lines to support icon vs icons). Sprite sheets is also 3 lines and re-used anywhere you see \"sheets.\"", "date": "2024-05-14T02:40:26+00:00", "quotes": [ { "author": "commanderguy3001 wrote: Tue May 14, 2024 12:28 am", "content": "" } ] }, { "author": "curiosity", "content": "That's a shame. \n \nYou do realize that layers are recursive, right? When do you stop then, if it's always layers?", "date": "2024-05-14T08:06:04+00:00", "quotes": [ { "author": "Rseding91 wrote: Tue May 14, 2024 2:40 am", "content": "" }, { "author": "V0lcano wrote: Mon May 13, 2024 11:49 pm", "content": "" } ] }, { "author": "BrainGamer_", "content": "are the icon / IconData definitions changed? because they do have quite some weird / unexpected interactions between renaming fields of IconData depending on where its used, requiring some field defined outside of IconData if some member has a field missing, ...", "date": "2024-05-14T13:10:38+00:00", "quotes": [ { "author": "Rseding91 wrote: Tue May 14, 2024 2:40 am", "content": "" } ] }, { "author": "pleegwat", "content": "A less breaking version of this would be to normalize in data:extend(), so you can initially set either version but when reading you always get the array version. That would probably be more implementation work though.", "date": "2024-05-14T19:00:10+00:00", "quotes": [] }, { "author": "curiosity", "content": "You could do that with a mod. But also dealing with direct assignment will be complicated.", "date": "2024-05-15T08:47:40+00:00", "quotes": [ { "author": "pleegwat wrote: Tue May 14, 2024 7:00 pm", "content": "" } ] }, { "author": "Nidan", "content": "The tracking of which mod changed which prototype seems to be very reliable, so that could be used to figure out what may need normalization. But instead of each data:extend I'd do it after each individual data/data-updates/data-final-fixes.lua is done. \n \nWhile a mod could walk through data.raw and normalize it, it can only to so once per data*.lua and other mods could interfere, so it isn't reliable for anyone but the mod itself.", "date": "2024-05-15T12:58:10+00:00", "quotes": [ { "author": "curiosity wrote: Wed May 15, 2024 8:47 am", "content": "" }, { "author": "pleegwat wrote: Tue May 14, 2024 7:00 pm", "content": "" } ] }, { "author": "curiosity", "content": "The problem is not that the game has to handle those abnormal definitions, but all other mods.", "date": "2024-05-15T13:15:57+00:00", "quotes": [ { "author": "Nidan wrote: Wed May 15, 2024 12:58 pm", "content": "" } ] }, { "author": "Nidan", "content": "I know. (maybe you misunderstood?) My suggestion was to normalize after every single data*.lua. E.g. mod-a/data.lua; normalize; mod-b/data.lua; normalize; mod-a/data-updates.lua; normalize; mod-b/data-updates; normalize; mod-a/data-final-fixes.lua; normalize; mod-b/data-final-fixes.lua. \nWhile each mod must deal with its own mess, before another mod can see it (except requires into other mods' code), factorio would've transformed it into the standard form. And I'm under the impression that such a normalization would be relatively cheap since factorio can already track in which order which mods modified which prototype.", "date": "2024-05-15T19:40:51+00:00", "quotes": [ { "author": "curiosity wrote: Wed May 15, 2024 1:15 pm", "content": "" }, { "author": "Nidan wrote: Wed May 15, 2024 12:58 pm", "content": "" } ] }, { "author": "KiwiHawk", "content": "The reason for the request isn't to make things easier for the core game. It's to make things easier (and less error prone) for other mods! \n \nWe would very much appreciate if the general answer could be reconsidered! Please?", "date": "2024-05-16T12:34:10+00:00", "quotes": [ { "author": "Rseding91 wrote: Tue May 14, 2024 2:40 am", "content": "" } ] } ]
11
2024-05-13T18:49:43-05:00
forum-topic-87675
87675
Science packs production spreadsheet.
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=87675
SyntaxTerror
Hello I made a spreadsheet showing all the production units needed to produce evenly all kinds of science packs (except the white/space one). Notes: It has been made using Kirk McDonald's Factorio Calculator . It is set up for the end of the game: assembling machines lv.3, electric furnaces, electric mining drills with mining productivity 4 (+40%), all equipped with lv.3 productivity modules where available (anyway, I guess that only a few people want to reconstruct all their production chain to fit their current productivity levels, so the ratios may not be accurate for the begining of the game, but they get better as game advances). It is supposed to produce an even number of each science pack, using the wiki's ratio (I doubled the number of assembling machines to reach 84 packs per minute). It is what is needed to produce only the science packs, the electric consumption of the labs, roboports, defense, etc. are not counted. I hope that it can help some new players to have an idea of what is needed for technological research (I wish I had such a spreadsheet when I started playing). Please report the eventual mistakes you notice. Good luck.
[]
0
2020-08-07T13:44:20-05:00
forum-topic-116498
116498
Auto-launching of mixed rockets
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=116498
gyorokpeter
If you have requests from a space platform that you have all the materials for on the planet, they should be requested by the rocket silo if they can fill a rocket even if the individual items can't fill a rocket by themselves. There are two main use cases for this. First is construction, where you need a diverse array of items in small quantities of each. Even if you need only 5 furnaces, 3 assemblers and 8 turrets on your platform, the auto-request will send 50 of each, even though sending just 1 rocket will the mixed items would be cheaper. The other is quality items, which tend to accumulate much slower for expensive items like tier 3 modules. Allowing an automatic request of say 5 modules and 800 science would be better in terms of rocket usage than the current system where you can only request the 5 modules individually, using up a rocket, and then the science in another request which might as well go up to 1000 to use the full rocket. Also the setting of the minimum launch size doesn't work for construction materials, only explicit request for items.
[ { "author": "MrFaul", "content": "You can set a custom rocket load out on the space platform, there is a option for that. \nBut I think it's still only a single type of item that gets send, so the rocket is mostly empty. \n \nYou're supposed to automate that with the circuit network. \nAnd honestly I think it's fine that way, it's still easier than real rocket science 🤣", "date": "2024-10-22T14:12:03+00:00", "quotes": [] }, { "author": "Ylwhrt", "content": "the game doesnt expose enough signals to really automate rocket launches in any competent way, plus for some UNGODLY stupid reason rockets in transit are not included in the request math so you will ALWAYS overload rockets, i honestly do not know how these silo's made it into the game with earendel on the team", "date": "2024-10-25T04:26:59+00:00", "quotes": [ { "author": "MrFaul wrote: Tue Oct 22, 2024 2:12 pm", "content": "" } ] }, { "author": "Wiwiweb", "content": "+1, was going to make my own thread. \n \nI don't understand the \"you're supposed to automate this with circuits\" response, as far as I know that's not possible. \n \n \n \n Screenshot from 2024-10-26 13-19-48.png (24.04 KiB) Viewed 12085 times \n \n \n\nI can launch all of this with 1 manual rocket. If I want to automatically launch it, it's going to take 8 rockets no matter what. Either it will use 8 rockets completely filled with each item, or you set custom minimum payloads for every single item (have fun), and then it will use 8 mostly empty rockets. \n \nThis is particularly annoying when building a new platform, since that needs a handful of a various types of items, especially if you're mixing qualities. You paste your new platform blueprint, click \"auto-request missing construction materials\", and then your platform gets built using 20+ rockets when only 3-4 could have sufficed if you launched things manually. This encourages manual intervention.", "date": "2024-10-26T20:28:35+00:00", "quotes": [] }, { "author": "abesto", "content": "Thanks for making this post, found it wondering if I was doing something wrong. \n \nThis is not exactly trivial because: consider a naive solution. Sort requested items by weight, put in heaviest item that fits, repeat while there's anything that can be added. Now, the problem is: more likely than not, the rocket capacity is not 100% filled. What now? Launch anyway? Fill the rest with platform foundations \"just in case\"? What if there's a request coming in two seconds that'd let the rocket get completely filled (e.g. you're just designing the platform)? Set some minimum capacity usage % threshold maybe? \n \nI think ideally I'd want something similarly configurable to train stopping conditions, with possible conditions like \"requests didn't change for X seconds\", and \"rocket is at least X % full\". \n \nOr, yes, this could also be a fun challenge to solve with circuits if all the right signals were exposed, but AFAICT that slightly goes against the stated design goal of \"everything should be solvable without heavy circuit magic\". Of course one can argue manually loading mixed rockets is a solution. \n \n\nHeh. If this is the worst problem we find in the first ~week after release, I'm a happy (and impressed) man. Which, I am. I didn't encounter any of the bugs mentioned in the chonky post-release patch notes.", "date": "2024-10-27T22:52:11+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Kerzenmacher", "content": "Thanks for creating this thread. \nI have the same issue - I load my silos with inserters, and would prefer not to have 1 silo for each material/item i want to export from vulcanus. \nBut my mixed rockets, even when they are \"full\" with 1 Ton of total cargo, don't launch, cuz neither one of the 2 item types in them has reached their minimum launch volume. And when I manually set the minimum launch quantity lower, my rockets launch almost empty.. \n \nA \"launch once full\" option for silos, or a circuit input to like \"launch now\" would be great to have.", "date": "2024-10-30T02:23:37+00:00", "quotes": [] }, { "author": "yarekt", "content": "Simple answer to both posters above: Refund partial cost of rocket into % of the new rocket, if its launched not fully full. (Sure, limit it to 25% or 50% if you like). That'll be enough to just go with single item rockets, launching 3 crushers on their own. \n \nIf you've been reading FFFs, you'll notice developers re-thinking mechanics many times: Some things that are hard to do with automation aren't always a \"welcome challenge\", Some just artificially punish desire for more automation, especially when a manual solution is more attractive. \n \nOverall though I'm enjoying space age quite a bit, I'm impressed at all the change of pacing, and its very very different to SE, and really *not* what I expected from the expansion all together. Well done team", "date": "2024-10-30T09:30:37+00:00", "quotes": [] }, { "author": "neko14789", "content": "TL;DR \nI want to request mixed payloads for rockets in Space Age. \n \n What? \nCurrently, only one type of item can be auto requested for load into rocket per rocket. \nThis means that if I currently request 200 red circuits and 200 green circuits, the rocket will request 1000 red circuits to fill up the rocket and then the green circuits in a second rocket. You can currently lower the limit for this so that a rocket can start with only 100 red circuits, but this will waste the remaining capacity. Now, the feature request: please allow mixed payloads for rockets -> rocket will load 200 red and 200 green circuits and other items until payload limit is full in the same rocket. \n Why? \nBecause this will waste less rockets. \nMakes it easier to understand. \nHelps with requesting many different items of small amounts for when you start building on a new planet without infrastructure, you can much better request a whole amount of stuff that you need to build.", "date": "2024-10-31T14:36:56+00:00", "quotes": [] }, { "author": "abesto", "content": "Meanwhile, I found a manual but pretty painless solution. This works even remotely via construction bots.\n Disable auto-launching rockets \n Place a requester chest next to the silo (but no inserter) \n Set the chest to request all the things you want to send to the platform. An easy way to do this:\n Wire the silo to the chest \n Configure the silo to output orbital requests \n Configure the chest to set requests from input signals \n \n Once all the items are in the chest, remove all requests (disconnect the wire if you used a wire from the silo) \n Place an inserter to load items from the chest into the silo (or you can place one earlier, just rotate it so it's not doing anything, or control it with a constant signal, or w/e) \n Manually launch the rocket when you're happy with the current load (probably when the inserter can't insert anything more)", "date": "2024-10-31T23:39:08+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into an older thread with the same suggestion.", "date": "2024-11-02T08:54:01+00:00", "quotes": [] }, { "author": "MEOWMI", "content": "+1 \n \nThe simplest solution in my mind is just have an option: \"Launch rocket when full\". Now that's not without edge cases nor caveats, but from all I've tested, tried, and thought of, it creates a possible solution for pretty much any situation that presently isn't available. \n \nWhy can you even load mixed items into a rocket to full capacity automatically (with inserters), if you cannot launch it automatically? It's as if the game is trying to accommodate mixed rockets by counting every item inside as part of the rocket, but then betrays your intent because it will never include mixed items in automatic launches. There is no reason to be able to load mixed items into a silo, if it then cannot launch automatically. At least, if mixed rockets are not possible, the game shouldn't trap me into trying to fill up rockets that won't be automatically launched. \n \nAs a side note, yes it is possible to have circuit-based alerts about your rocket being fulled and needing to be launched, but the launch is still completely manual, and this completely goes against the game's idea of automation.", "date": "2024-11-04T12:46:49+00:00", "quotes": [] }, { "author": "neko14789", "content": "They could add some ID to spaceships that you would then include as a circuit signal to choose where to launch to. I think Space Exploration does it similar to this. Even if mixed rockets would be a thing, it would be nice to have some control with circuits where a rocket will be launched to.", "date": "2024-11-04T12:54:40+00:00", "quotes": [] }, { "author": "kythlyn", "content": "If a space station has a list of requests and the planet below has bots and a mall of everything it needs, the rocket should just get as close to full as possible with as many of the requests as possible and launch. Honestly, I'm not sure what all of this nitpicking with rockets really adds to the game. Just adds a ton of micromanagement and keeps the player from more fun and interesting tasks. Either that or I just haven't found a fun way to solve the problem.", "date": "2024-11-05T08:30:24+00:00", "quotes": [] }, { "author": "elfstone", "content": "+1 \nI really love the design of Factorio which often lets you have a simple, inefficient solution and allows for more complex and sutomated magic if you want to. \nIn this case we only get the simple version of the manual version. \nI think mixed rockets don't need to be easy, I would be fine with some black circuit magic for it, but please give us the tools for the magic!", "date": "2024-11-07T07:30:00+00:00", "quotes": [] }, { "author": "OutbackCatgirl", "content": "+1, even just an \"auto launch to platform when full and in range: [Select a platform ▼]\" in the ui would be incredibly welcome. More ways to simplify the automation of rockets and platforms would be very welcome, as well as linking a specific launcher to a specific platform.", "date": "2024-11-09T03:48:58+00:00", "quotes": [] }, { "author": "IjstWannaSleepPlzUwU", "content": "Is it possible to transfer cargo between different space platforms on the same planet's orbit, rather than through cargo landing pad and rocket silo ? \nThis is a natural and reasonable function, so that I can establish a Space Logistics Hub in planet orbit to replenish materials for other space platforms anchored on this planet, such as walls, repair packs, platform foundations, turrets, Uranium fuel cells, etc. \nThis also solves the problem of automated rocket launches: when multiple space platforms require extremely small amounts of materials, they can directly send requests to the Space Logistics Hub, instead of letting surface rockets automatically launch stacks of materials.", "date": "2024-11-09T05:30:16+00:00", "quotes": [] }, { "author": "CheeseMcBurger", "content": "Same here. If I require only 5 inserters and 5 belts and 5 underground belts - and nothing else! - then a rocket with exactly that content should be launched into space without requiring me to add any circuitry. \n \nInstead, 5 rockets are launched into space with a full stack of each of the three items. Uncool.", "date": "2024-11-15T12:26:15+00:00", "quotes": [] }, { "author": "Romayne", "content": "When it comes to quality items, I think it's important to note quality agricultural science packs are a pain to send. I haven't seen any way to launch rockets with partial cargo to a target rockets automatically -- and I think such would be very helpful!", "date": "2024-11-15T14:07:57+00:00", "quotes": [] }, { "author": "Tinyboss", "content": "What happens when you slap down an inserter and you have none in cargo, so it creates a ghost, and now you have a single inserter as a logistic request? Does it send the rocket up right away?", "date": "2024-11-15T20:23:22+00:00", "quotes": [ { "author": "CheeseMcBurger wrote: Fri Nov 15, 2024 12:26 pm", "content": "" } ] }, { "author": "myridium", "content": "This would be so easily fixed by having the rocket silo accept any payload greater than 900kg for automatic launch, and it would just launch the first available 'mixed bag' of requested items that fulfills that requirement. \n \nI think they just didn't finish Space Age and must have released it early for financial reasons.", "date": "2024-11-16T00:42:38+00:00", "quotes": [] } ]
19
2024-10-22T00:48:45-05:00
forum-topic-32075
32075
[Bug] Mod Portal shows NaN dates
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=32075
PantherX
I couldn't find any other reports about this issue but it seems using the mod portal in Safari on OS X causes "NaN" dates to appear when showing the mod release date info and in the discussion topics/comments. The workaround is to use Firefox or Chrome as they don't appear to have this issue. See screenshots below...
[ { "author": "aubergine18", "content": "I'm on OS X, using Chrome browser, and not seeing this issue having just looked at a few recently updated mods. Which mods are you seeing the issue on?", "date": "2016-09-04T23:00:55+00:00", "quotes": [] }, { "author": "PantherX", "content": "It happens on every mod but you must have misread my post because I said the issue does not apply to Chrome. It's only in Safari. Perhaps you could try Safari for me and see if it happens for you too?", "date": "2016-09-05T04:23:17+00:00", "quotes": [ { "author": "aubergine18 wrote:", "content": "" } ] }, { "author": "aubergine18", "content": "Ah, yes, I see same problem on Safari - on the mod detail page: \n \n1. Information tab: \"Age of the mod\" is NaN \n2. Discussion tab: Discussion dates are all NaN \n \nThere are several \"Invalid CSS property declaration\" errors in application.sass, although I'm not sure if that relates to the NaN error.", "date": "2016-09-05T11:22:20+00:00", "quotes": [] } ]
3
2016-09-03T01:37:10-05:00
forum-topic-110422
110422
Factario Car and Biter Diorama
Fan Art
https://forums.factorio.com/viewtopic.php?t=110422
djparker824
A simple diorama with a large biter chasing a car over the deserts of Nauvis.
[ { "author": "Amarula", "content": "Very nice attention to detail! Thank you for sharing and looking forward to seeing more of your art.", "date": "2023-12-29T13:37:38+00:00", "quotes": [] } ]
1
2023-12-28T20:51:30-06:00
forum-topic-78880
78880
Button in mod settings
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=78880
darkfrei
Hi devs! Can you please to add button to runtime mod settings. It can be useful for reset some values, that this mod has collected.
[ { "author": "", "content": "What?", "date": "2019-12-11T18:43:55+00:00", "quotes": [] }, { "author": "darkfrei", "content": "For example my mod has seasons and the player wants to reset the season to default one. Just open mod settings and click on the \"reset season\" button for it.", "date": "2019-12-11T19:22:00+00:00", "quotes": [ { "author": "Bilka wrote: Wed Dec 11, 2019 6:43 pm", "content": "" } ] }, { "author": "", "content": "So this?", "date": "2019-12-11T19:59:27+00:00", "quotes": [] }, { "author": "darkfrei", "content": "No, I don't want to reset settings, but I want some event, that can be called from mod settings, may be with the by the on_runtime_mod_setting_changed . \n \nAnother example - the players wants to reset evolution in the mod about custom evolution, but he cannot use just checkbox for it. If he clicks just the button, the event will be run and the script can change the evolution factor to 0.", "date": "2019-12-11T20:23:57+00:00", "quotes": [ { "author": "Bilka wrote: Wed Dec 11, 2019 7:59 pm", "content": "" } ] }, { "author": "", "content": "You want a button for mod functionality mixed in with the mod settings, do I understand correctly?", "date": "2019-12-11T20:33:15+00:00", "quotes": [] }, { "author": "darkfrei", "content": "Yes, but this button can be used for changing mod's state. \n \n \n \n 2019-12-11T21_34_06-Window.png (33.95 KiB) Viewed 5417 times \n \n \n Suggested button for mod settings: \n \n \n \n 2019-12-11T21_34_06-Window_a.png (30.44 KiB) Viewed 5411 times", "date": "2019-12-11T20:39:17+00:00", "quotes": [ { "author": "Bilka wrote: Wed Dec 11, 2019 8:33 pm", "content": "" } ] }, { "author": "", "content": "I don't quite understand what you want. It sounds like maybe you want a way to individually reset some setting(s) to their default instead of all settings?", "date": "2019-12-11T21:22:45+00:00", "quotes": [] }, { "author": "darkfrei", "content": "No, just interface for mod settings. If I want to set anything in the global to it's default value, then I can click the button n the mod interface. Right now I can do the same with the checkbox, but the checkbox has two options. \nThe suggested button must have only one position and the event will be triggered the same way as by the checkbox.", "date": "2019-12-12T07:11:52+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Dec 11, 2019 9:22 pm", "content": "" } ] }, { "author": "darkfrei", "content": "I can write the mod \"Always Day\", where the player has the mod setting checkbox \"always day for all surfaces enabled\" = true. \n \nThe script checks all surfaces where surface.always_day is false, set them to true and adds the list of surfaces into the global table. \n \nAnother mod adds new surfaces, some of them have surface.always_day as true, some as false. \n \nFor updating I need to switch off the mod setting to false, then set it to true for handing all new added surfaces. \n \nWith such suggested buttons I can update the script manually, all new surfaces will be handled the same as before just click the button without disabling and enabling this mod setting.", "date": "2019-12-12T07:21:25+00:00", "quotes": [] }, { "author": "", "content": "In that example, the mod should be listening to the surface_created event and setting the always_day value to true/false depending on the mod setting.", "date": "2019-12-12T15:52:29+00:00", "quotes": [] }, { "author": "PyroFire", "content": "It sounds more like a macro button. \n \nFor example, in Randotorio i have a seed setting. \nYou can either enter the seed manually, or click this hypothetical settings-macro-button to give you a random seed. \n \n+1 \n \nIt also makes me think of having a thing that lets us select from \"settings presets\" that are author-configured settings. \n \nexample: \nIn Warptorio2 , brutal difficulty is the *Only* difficulty and i'm wondering if there's an easy way to simplify having the options to finely-tune the difficulty or select from a preset.", "date": "2019-12-12T16:42:02+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Dec 11, 2019 9:22 pm", "content": "" } ] }, { "author": "darkfrei", "content": "Yo are right. But with the button I can set the current surface to ignore list, or restart the script, for example if another mod needs surface without always_day changing.", "date": "2019-12-12T17:59:28+00:00", "quotes": [ { "author": "Rseding91 wrote: Thu Dec 12, 2019 3:52 pm", "content": "" } ] }, { "author": "darkfrei", "content": "Next issue: mod settings button to delete LuaRendering lines. \n \nSee bug report: https://mods.factorio.com/mod/PlayerTra ... 000cc1823e \n \nThe user has changed the time to very small and some of lines got time_to_live less than 1 tick. \nIt would be nice to start the event, that removes all lines.", "date": "2020-01-23T08:24:08+00:00", "quotes": [] }, { "author": "", "content": "You can add a console command, or something", "date": "2020-01-23T10:24:51+00:00", "quotes": [ { "author": "darkfrei wrote: Thu Jan 23, 2020 8:24 am", "content": "" } ] }, { "author": "darkfrei", "content": "Yes, I can add console command, that disables achievements-with-mods; hotkey, that is normally never must be used; GUI, that close small part of view and normally must be not clicked; I can add migration and all lines by new version will be deleted; also I can this script to the event.on_configuration_changes. \n \nFinally, I can add the checkbox to the mod settings and check if it was changed. Yes, I can use the check box as a button to raise the event for script starting, but not the button itself.", "date": "2020-01-23T11:26:34+00:00", "quotes": [ { "author": "Klonan wrote: Thu Jan 23, 2020 10:24 am", "content": "" } ] }, { "author": "", "content": "Mod commands don't disable achievements: \n https://lua-api.factorio.com/latest/Lua ... essor.html", "date": "2020-01-23T11:32:47+00:00", "quotes": [ { "author": "darkfrei wrote: Thu Jan 23, 2020 11:26 am", "content": "" }, { "author": "Klonan wrote: Thu Jan 23, 2020 10:24 am", "content": "" } ] }, { "author": "nastyslave", "content": "+1 to need that sort of buttons!", "date": "2021-04-04T18:53:49+00:00", "quotes": [] }, { "author": "curiosity", "content": "No. Buttons that have nothing to do with settings have no place in settings. Add a button or a command in-game, where it belongs. Not in settings.", "date": "2021-04-05T21:20:14+00:00", "quotes": [ { "author": "nastyslave wrote: Sun Apr 04, 2021 6:53 pm", "content": "" } ] } ]
18
2019-12-11T12:18:38-06:00
forum-topic-125373
125373
Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
Energy Production
https://forums.factorio.com/viewtopic.php?t=125373
Belter
My current best optimized Solar tiles so far per priorities below. Hope it is useful for others, comments welcome as always. TL;DR: as some panels are not fully covered with substations I was able to save some space and reach 98.56% area coverage w/full logistic. Also I've saved some space with the checked logistic pattern -> slower build time for robots This is the small 330MW / useful coverage 98.56%/300MW. In the following post see the 3.3GW / useful coverage 98.6141% version. Blueprint attached as TXT as exceeded the char limit here. My priorities were: - tileable - perfect ratio: 6065 Accs / 7160 Solar Panels = 0.8470 ratio (0.84672 is perfect) - logistic coverage: 100%: robots must be able to build it w/o construction train or spidetron - no empty space - useful area coverage maximized: 98.56% : 253 subsations vs the 277.7 needed to fully cover this area (averaged) - rectangle shape as possible for easy tiling w/o grid lock: 900x100, only +/- 1 tile horizontally - self contained electric and logistic coverage - normal quality for now Not relevant for me: - walk / drive through - trains: just avoid the substations - radar coverage - Roboports now have 2 tiles of radar range - rare etc quality items Further possible improvements: - substations can be even further (4 tile gap vs current 2 tile gap) - see the screenshots below. I don't have a fully covering pattern idea for this... - a better looking pattern would be cool - quaility: you can exchange (almost) any 2x2 solar panel blocks to 3x3 accumlator blocks and vice versa to change the ratio. There are unpowered full rows of 2 tiles between the subtation rows where it won't work, also on the left side there are some other dead spots for accumlators (panels are OK) - I had a version where extra substations added vertically to the left or right edge outside the 900x100 area saving the mess on the left, a tiny area% can be gained that way. For me it does not worth the hassle - wanted a nice 1GW version, but at least in this pattern I cannot get a rectangle 1GW version ( smallest cell is 450x100 and 150MW, this is a x2 version to have roboports also tileable nicely) Power: - In theory Net 300.66MW - as 18 roborts using 0.9MW of the 7160*0.060*70%= 301.56MW power - tested w/625 beacons in editor, see screenshot below, more 299MW-ish... B3lt3r-SolarTileRobo-299MW.png (17.02 KiB) Viewed 1416 times Wiki references: - Solar_panel/Optimal_Ratios Forum references: - Day-Night cycle times in Space Age and Solar Power - Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits - Just another solar farm - Compact 88 MW Solar Field + Accumulators The current idea: B3lt3r-SolarTile-CurrentIdea.png (116.53 KiB) Viewed 1412 times Future idea (so far I did not have a pattern for this setup): B3lt3r-SolarTile-FutureIdea.png (109.89 KiB) Viewed 1411 times
[ { "author": "Belter", "content": "98.61% useful coverage is possible using the new pattern. \n \nThe theorietical max useful coverage numbers are (external wires on the side needed, not counted): \n- 98.9899% w/o roboports: as a 2x2 substations take out 4/(22x18) = 1.0101% \n- 98.6699% with roboport coverage: as 4x4 roboports take out 16/(50x50x2) = 0.32% (roboports in pepita pattern) \n \nI was able to reach 98.61% as \n- roboport aligment sometimes required more substations as roboports/accumlators must be placed area w/o power \n- added substations to connect the wires to avoid \"add these substations to the left or right side\" pain \n \nPerfect ratio can be reached by adjusting alternating on a 6x6 block where power is available: \n- 2x2 solar \n- 3x3 accumlator", "date": "2025-01-04T03:47:41+00:00", "quotes": [] }, { "author": "Belter", "content": "So here is the Blueprint for the 3.3GW Solar tile with the updated pattern. Blueprint attached as text. Yes this is big... and w/o higher qualities. \n \nTile size: 900x1100 \nArea coverage: 100% \nRoboport coverage: 100% \nUseful coverage: 98.6141% (Solar+Acc area / 900x1100) - 1.4%: substations & roboports \nAcc/Solar ratio: 84.6863% (84.6720% is perfect) \nPower: 3.3GW day and night \nby B3lt3r, v9.4 \n \nDon't forget to prepare, all normal quality: \n2.652 substations \n202 roboports \n78.872 solar panels \n66.767 accumlators \n(a little bit less if you tile it, this is for the BP attached)", "date": "2025-01-05T18:48:47+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Hola. You can remove some roboports. You only need squares of 2's alternating joined by a half diagonal for 100% construction area. \n \n \n \n robomc.png (157.13 KiB) Viewed 1102 times", "date": "2025-01-14T15:33:37+00:00", "quotes": [] }, { "author": "Belter", "content": "I did not see this coming That's a lot of roboborts in this scale! I will update the BP, will boost the % a bit. \n \nThank you for the picture, w/o that not sure I'd get this!", "date": "2025-01-18T13:03:06+00:00", "quotes": [ { "author": "adam_bise wrote: Tue Jan 14, 2025 3:33 pm", "content": "" } ] }, { "author": "Belter", "content": "Actually, connecting the Roboports only horizontally or vertically there might be a gain of 10 tiles after every two roborts (as construction area is 110 and not 100). It would need a complete redesign fo this pattern as the Robort repeat pattern is 100 tiles in the traditional but 160 in the other direction....", "date": "2025-01-18T19:18:56+00:00", "quotes": [] }, { "author": "Belter", "content": "Probably this striped 850x850 robort tile is the most efficient? Far from ideal on the edges but covers the area with 85 roborts only. I've put the stipes next to each other that they cover the construction area only. \n \nFull logistic coverage (all orange) is 1 robort per 50x50 area: 0.04% roboports \nPepita (checkboard) is 2 robort per 100x100 area: 0.02% roboports \nThis is 85 per 850x850 area: 0.01176% roborts \n \n \n \n 01-22-2025, 08-11-33.png (662.83 KiB) Viewed 882 times", "date": "2025-01-22T07:11:56+00:00", "quotes": [] }, { "author": "Belter", "content": "Well, the 850x850 Robort pattern is not really compatible with the 18x22 substation pattern - as 850 is 2*5*5*17(!)... Tile would be 11900x13600 and tons of work (least common multiple). \n \nSo made small compromises: \n- 846 width: so losing 2+2 Robort tiles per 850 tiles \n- 850 height: so losing 14 tiles of substation coverage per 850 tiles (-> +1subtation row) \n- as the two patternd collide, the ususal replacements were done. To achieve ideal ratio, accs added to the top row \n \nArea Coverage:\t100.0000% \nUseful coverage: 98.73008% (solar+acc)/total area \n \nAcc/Solar ratio: 84.6727% \nOptimal Acc/Solar ratio: 84.6720% \nDifference: 0.0007% \n \nPower: 2.4GW night and day \n \nStart with an edge BP, then add tiles in any direction w/force. Then add the normal tile with Shift again to have edges. It is needed to merge the robort areas. \n \nScreenshots: a single and a 3x3 tile with edges added. \nBlueprints attached as TXT, using grid for easier replacement (adjust offset if needed) \n \nTile stats: \nSolar: 57.316 \nAccumlator: 48.531 \nSubstation: 1.943 \nRoboport: 85 \n \n \n \n Solar B3lter v10.1 map-single.png (171.2 KiB) Viewed 756 times", "date": "2025-01-27T08:48:34+00:00", "quotes": [] }, { "author": "Belter", "content": "Substation illustration: common to legendary and their respective patterns. \n- these are not ideal ratio, just 100% area coverage. Ratio to be set by replacing 2x2 solar panels w/3x3 accs \n- top and bottom solars are only powered by 1 tile, so only solar panels can be at the top and bottom of the pattern \n- vertical size is always +4 than the substation coverage due to this", "date": "2025-02-02T16:44:53+00:00", "quotes": [] } ]
8
2024-12-30T18:23:40-06:00
forum-topic-13867
13867
[MOD 0.12] TrainStats
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=13867
d3phoenix
Type: Mod Name: TrainStats Description: Adds a command to provide detailed statistics of rail system. License: MIT License ( http://opensource.org/licenses/MIT ) Version: 1.0.0 Release: 2015-07-21 Tested-With-Factorio-Version: 0.12.17+ Category: Helper Tags: Trains, Rail Download-Url: https://www.dropbox.com/s/c1dnny7vbo97s ... _1.0.0.zip Website: License License The MIT License (MIT) Copyright (c) <year> <copyright holders> Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Long description Long description This is a mod I put together by request for ColonelWill on Twitch, who has a ridiculously large train system in his RSO megabase. It adds a command to provide detailed statistics of your rail system. Type this at the console (~) to run the count: /c remote.call('trainstats','count') The game will lag for a few seconds while the count runs (this takes longer the larger your map is), then it will respond with something like this: Code: Select all --Train System Statistics------------------------------------- Train Stops: 10 built, 0 stored, 10 total Diesel Locomotives: 8 deployed, 2 stored, 10 total FARLs: 2 deployed, 0 stored, 2 total Cargo Wagons: 15 deployed, 2 stored, 17 total Rail Tankers: 0 deployed, 0 stored, 0 total Rail Signals: 243 built, 53 stored, 296 total Chain Signals: 18 built, 12 stored, 30 total Curved Rails: 62 built, 38 stored, 100 total Straight Rails: 1984 built, 416 stored, 2400 total ----------------------------------------------------------------- Version history Version history 1.0.0 (2015-07-21): Initial Release Limitations Limitations To minimize the lag, the script scans only *likely* inventories for the stored components to be found. It counts all items that are deployed on the map, and then checks the inventories of the following entity types: "container","smart-container","logistic-container","cargo-wagon","roboport","assembling-machine","car","player" (Note that in terms of the game code, the tank is a kind of "car", and all four types of logistics chest are covered by logistic container -- so this list covers more than it might look like at first glance.) Ultimately this means is that if you have rail components stuffed some place weird, like the output of a furnace for example, they will not be counted. The script also does not count any inventory items that have been left on the ground or on belts (also for performance reasons).
[ { "author": "FISHMANPET", "content": "FYI, this fails if you don't have all the modded items installed. In my case I don't have FARL (but I do have rail tanker) so it died on line 51 trying to find all the FARLs on the map. If I comment out the lines mentioning FARL (31, 51, and 66) it works just fine. Also not sure why it didn't crash at line 31 trying to find all placed instances of a non-existent object, but did crash on line 51 trying to find all stored instances of the same non-existent object. \n \nI don't know enough about modding to know if you can do certain actions depending on whether or not a mod is installed, but at least in its current state this requires FARL and rail-tanker.", "date": "2015-08-19T21:23:50+00:00", "quotes": [] }, { "author": "Lomred", "content": "Well, I have Yuoki Railways AND 5Dim's mod Trains, so will it work for those because 5Dim adds rails too.", "date": "2016-02-07T22:09:05+00:00", "quotes": [] } ]
2
2015-07-21T21:10:27-05:00
forum-topic-120484
120484
[raiguard] [2.0.15] Factoriopedia shortcut does not respect Linux OS ctrl swapping
Pending
https://forums.factorio.com/viewtopic.php?t=120484
BenSeidel
What did I do: I ran Code: Select all /usr/bin/setxkbmap -option ctrl:swapcaps to swap my caps lock & left ctrl button around. I re-bound the "Open factoriopedia" key binding in the Factorio settings to "Ctrl + Shift + Alt + Left-click" What I expect: Pressing Caps Lock + Alt + Shift and clicking on an item should open the Factoriopedia screen. What happens: Pressing Caps Lock + Alt + Shift and clicking on an item does nothing. Pressing Left Ctrl + Alt + Shift and clicking on an item, it opens the Factoriopedia screen and turns on my caps lock. Reason for bug report: Ctrl remapping works for all other ctrl functions, eg find being ctrl+ F works using caps lock on my machine. Also, keybindings in the settings screen correctly using caps lock as the ctrl key. Any help on this would be appreciated. It's a minor issue as I rebound the Factoriopedia to this keybinding because I use it so infrequently.
[ { "author": "", "content": "Thanks for the report. I tested on Gnome and i3, but was unable to reproduce the issue. \n \nSometimes gnome will consume modifiers that include the \"alt\" key for window management shortcuts; I recommend checking your keybindings to ensure that nothing is conflicting with Factorio.", "date": "2025-01-22T04:28:49+00:00", "quotes": [] } ]
1
2024-11-08T18:13:03-06:00
forum-topic-121098
121098
Show an alert when a rocket can't path
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=121098
sobani
TL;DR Show an alert for when an automatic rocket launch can't launch and/or space platform can't move. What? Like a train that can't path or is out of fuel, I would like a notification when a rocket or space platform gets stuck. In my case I had a space platform that was a little undersized for _all_ requests. So there was not enough room on the platform for the last rocket's cargo. So the rocket doesn't launch. But since there is cargo 'on the way', the platform won't start moving. I can confirm the rocket/platform will happily stay stuck like this for multiple hours. Possibly this can be extended to a notification when a 'moving' platform's thrusters are completely out of fuel, but at least that case doesn't appear to be about to do something. Why? For the same reason there is an alert when a train can't path; it's annoying when things get stuck in a way that is not apparent at a glance.
[ { "author": "AileTheAlien", "content": "I think if the rocket silo had an alert like \"space platform cargo full\", it would work, right? It seems like a better message than \"can't path\", because the path isn't the direct problem.", "date": "2024-11-12T16:23:26+00:00", "quotes": [] }, { "author": "runamucker", "content": "Yep. If there isn't an alert when space platforms run out of fuel, there should be, just like trains.", "date": "2024-11-21T09:11:31+00:00", "quotes": [] }, { "author": "Visione", "content": "Yes, I would second this. \n \nI would be fine if this is similar to the no-path alert trains get or a separate one. \n \nmy whole production lines stalled due to a chain reaction of supplies not available. My Aquilo import ship was stuck on volcanos, it was waiting for request satisfaction while it could not load any more. So it was never loaded. Both ship and rocket silo where stuck. This of course is my own fault, but it would be nice if an alert shows up so I can correct my own mistakes! See pictures for stalled ship and silo.", "date": "2024-11-23T20:03:42+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Wait, but there is an alert «cargo full» already, why wasn't it triggered there ?!? \n \nThe problem here is that spaceships are much more complicated than trains : there might be plenty of valid reasons for thrusters to end up out of fuel (at least temporarily), like undersized fuel production, automatic speed control or to prioritize water to turbines for nuclear-powered ships (or maybe even iron ore / carbon to make ammo / rockets ??). \nIt seems like devs are expecting us to solve this issue with Programmable Speakers instead ?", "date": "2024-11-23T21:05:21+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Visione", "content": "Well, if thats the case than i ran in some kind of bug. Sadly, my save game moved on so i cant reproduce that easily. My platform for sure had fuel, was stationary and was just sitting there never receiving what it requested. My rocket silo sit just there, with a full inventory of chips, never sending it.", "date": "2024-11-24T16:18:54+00:00", "quotes": [ { "author": "BlueTemplar wrote: Sat Nov 23, 2024 9:05 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "BlueTemplar", "content": "What it looks like :", "date": "2024-11-24T18:51:11+00:00", "quotes": [] }, { "author": "mrvn", "content": "When the space platform hub doesn't have enough space for a request then the logistic \"no storage chest\" alert goes off. \n \nSometimes. \n \nOr the items are shipped and simply destroyed because the hub is out of space.", "date": "2024-11-25T01:51:50+00:00", "quotes": [] }, { "author": "Hares", "content": "+1 on that. The problem is the fact space platform love requesting full rockets even if only one item needed, potentially leading to 2x storage usage.", "date": "2024-12-07T14:08:19+00:00", "quotes": [] }, { "author": "mrvn", "content": "It's up to 10x the space unless there is something with more than 10 stacks per rocket. \n \nBut you can configure the amount shipped in each rocket if you don't like that.", "date": "2024-12-08T13:42:05+00:00", "quotes": [ { "author": "Hares wrote: Sat Dec 07, 2024 2:08 pm", "content": "" } ] }, { "author": "Hares", "content": "I tested it. \nIt results in always incomplete rockets, even if higher amount is requested.", "date": "2024-12-08T14:24:14+00:00", "quotes": [ { "author": "mrvn wrote: Sun Dec 08, 2024 1:42 pm", "content": "" }, { "author": "Hares wrote: Sat Dec 07, 2024 2:08 pm", "content": "" } ] }, { "author": "mrvn", "content": "Yes, already reported as a bug a while ago.", "date": "2024-12-08T14:39:46+00:00", "quotes": [ { "author": "Hares wrote: Sun Dec 08, 2024 2:24 pm", "content": "" }, { "author": "mrvn wrote: Sun Dec 08, 2024 1:42 pm", "content": "" }, { "author": "Hares wrote: Sat Dec 07, 2024 2:08 pm", "content": "" } ] }, { "author": "Visione", "content": "With luck I could reproduce the bug today. If space platforms are full they do not always trigger the \"cargo full\" alert. (I found out today because rocket silo's full with bitter eggs where not launched, after which bitters started to spoil and attack everything, was comical). \n \nHere are some pictures/proof \n \nSpace platform that is full, and requesting bitter eggs.\n \n \n \n Screenshot From 2024-12-13 21-09-16.png (2.49 MiB) Viewed 704 times \n \n \n \n \nAll alerts, missing the one about a space platform with full cargo.\n \n \n \n Screenshot From 2024-12-13 21-09-38.png (4.74 MiB) Viewed 704 times \n \n \n \n \n \n Screenshot From 2024-12-13 21-09-40.png (4.75 MiB) Viewed 704 times", "date": "2024-12-13T20:19:26+00:00", "quotes": [ { "author": "BlueTemplar wrote: Sun Nov 24, 2024 6:51 pm", "content": "" } ] } ]
12
2024-11-12T04:57:15-06:00
forum-topic-13138
13138
Ideas and suggestions - Page 2
5dim's mod
https://forums.factorio.com/viewtopic.php?t=13138&start=20
NyaaCo
The latest complete Chinese language pack Based on 3.0.1 We hope to update it. Thanks to the author produced MOD
[ { "author": "Berkys32", "content": "Can I suggest factory, that will disassembly anything? There is mod called Recycling Plant, but is outdated...", "date": "2016-03-24T21:30:35+00:00", "quotes": [] }, { "author": "Siegercz", "content": "May I suggest better Roboports? MK3 for example. With better coverage but mainly with better charging for drones ?", "date": "2016-03-25T00:55:34+00:00", "quotes": [] }, { "author": "Berkys32", "content": "Actually I wont use even MKII. They have too large area they cover, so drones spend more time returning to port to recharge than delivering goods...", "date": "2016-03-25T10:19:02+00:00", "quotes": [ { "author": "Siegercz wrote:", "content": "" } ] }, { "author": "Siegercz", "content": "I actually like that, since you can improve their speed a lot. \nHowever the biggest problem ias I said is the charging speed :/ I just have about 20 drones just waiting to recharge.", "date": "2016-03-25T12:14:59+00:00", "quotes": [ { "author": "Berkys32 wrote:", "content": "" }, { "author": "Siegercz wrote:", "content": "" } ] }, { "author": "Murlocking", "content": "I am working on a list of ideas and suggestions but for now, the most important seems to be this one. \n \nI Would love if you could separate Battlefield in 2 separate modules instead of integrating Weapons (defense) and Enemies. \n \nIf they were separated It would solve a lot of problem with mods compatibility and also offer more flexibility! \nAnother good reason to separate them would be so it's easier to update or focus on each of the modules.", "date": "2016-03-27T23:49:46+00:00", "quotes": [] }, { "author": "TheRenegade", "content": "I'm just working through my first playthrough with the 5dim mod pack and my real only suggest would be this \n \nMake the new ore types spawn in smaller/rarer patches. Right now I have very little Copper/Iron around my base, but have 3 or 4 tin deposits that are easily two or three times the size as any iron deposit I have been able to find. Now I understand that it might just be an unlucky spawn point or starting area, but I would think that RSO support may be able to help this, or at least you could use his ideas and make it so that copper/iron are more plentiful than the new ores. I have also stumbled upon some mixed deposits of lead/tin/gold which I thought would be the perfect way for the new stuff to spawn. Not sure if that can be coded, but having a small (say 2500 or 3000) zinc spawn intermixed with iron, while might be inconvenient, might a better way to have the new stuff spawn. Or at least small mixed deposits of the new ores.", "date": "2016-04-24T18:47:35+00:00", "quotes": [] }, { "author": "sporefreak", "content": "The mods look great HOWEVER I am not willing to use it because the inventory icons for crafting are just a pain in the butt to use (and look at) I want a config option to disable the inventory Grouping, please. \nAlso, your English is terrible (no offence) If you want some help with that let me know. \nThe website Barely works as I click on Trains mod and it shows the ores page. Makes it impossible to actually navigate the website. Also there are NO descriptions on any of the mods.", "date": "2016-04-28T06:14:42+00:00", "quotes": [] }, { "author": "Qloshae", "content": "Something I'd really like is a furnace wagon and an assembly machine wagon for the trains. Then you could make a trains only challenge.", "date": "2016-05-03T21:40:30+00:00", "quotes": [] }, { "author": "MasterBuilder", "content": "Train only mod: viewtopic.php?f=97&t=18637", "date": "2016-05-03T23:21:50+00:00", "quotes": [ { "author": "Qloshae wrote:", "content": "" } ] }, { "author": "TheRenegade", "content": "Just finishing my 1st complete play through (3rd partial) using all the 5dim mods and wanted to toss out some ideas \n \n - I feel the faster belts should be using some of the exotic ores/plates. Makes sense to me that in order to get faster you need to use Alum plates over steel, and zinc/alum gear wheels. Maybe add a new alloy? Alumsteel (2xalum 1xsteel) That way going faster uses more of the new mats. As I really find that I have WAY more of the new ores than I ever need to use, but am still struggling on copper/iron. While I don't mind the struggle, I would perfer to have balance in what I am struggling for. \n \n- All in all I feel the new upgraded tech doesn't use as much of the new mats, still pretty heavily reliant on copper/iron. I get that you need circuits and stuff, but I would love to see some more use of gold/alum/lead. As stated above, maybe MK2 uses the base new mats, and MK3 uses an alloy of 2 new and 1 vanilla? Adds some crazy foundrys. \n \n- Incorporate or make your own rail tanker mod . I'm using that one just to make moving oil easier. Would love to see it part of the trains module. \n \n- Add MK2 and 3 and maybe even 4 cargo wagons. I would LOVE to be able to carry more on my wagons and would gladly pay in terms of research for them. Once again using a decent amount of the new mats for crafting. \n \n- Maybe incorporate something along the lines of RSO. I found my first attempt at playing with 5dim I was drowing in all the new mats, and couldn't even find Copper/Iron. The game ended after about 10 hours as I physically didn't have and couldn't get iron/copper. But yet had a few million Tin sitting in my spawn. Redid the same seed with RSO and I have about 100 hours in. \n\nLooking forward to your War module, really hope it adds some of the cool weapons and stuff that I have seen in other mods.", "date": "2016-05-12T23:06:23+00:00", "quotes": [] }, { "author": "Darkheart069", "content": "hi there, \nI have been using 5dims since i started using mods. i have found it... some what easy thought with use of the default world gen.. even with everything on low or very low.. there is ALOT of ore around. \nI have tried and failed to create my own config for RSO. but i am hoping since you know what your doing you might find the time to manage it. \n \nI have several Friends who also use 5dim and would like to see a usable Maybe the Dev of RSO would add it. but I was thinking it could maybe be added in to the 5dim modpack as a \"Extra\" \n \nThanks for your time \nDennis \nPS: I have looked everwhere for a \"Already made\" config. However i could not find one.. Inc the seach funtion of the forums. \nIf someone knows of a already made one. please feel free to link it.. (thanks in advance!)", "date": "2016-05-15T00:47:09+00:00", "quotes": [ { "author": "TheRenegade wrote:", "content": "" } ] }, { "author": "orzelek", "content": "I'm n ot sure I understand - did you try to just run the RSO with 5dim and it doesn't work or you would like to tweak things in some way?", "date": "2016-05-15T10:11:55+00:00", "quotes": [ { "author": "Darkheart069 wrote:", "content": "" }, { "author": "TheRenegade wrote:", "content": "" } ] }, { "author": "TheRenegade", "content": "The very first time I tried 5dim WITHOUT RSO I found the new ores WAY to plentiful and I was constantly seeking out copper/iron and I was drowning in all the new ores. As I mentioned, I feel that the new terch should be using MORE of the new stuff and less of the old. As mentioned, maybe even adding in new alloys. \n \nI then tried RSO (didn't work, but the creator added 5dim compatibility) and now it has the ore quantities that I feel it should. Main starting area had everything but gold/alum but those were nearby/ As it is now about 75 hours into my map, I have had to find at least 6 new deposits of each copper/iron but and still using the original zinc/tin/alum/gold. So as I stated, I feel that the new ores should play a larger role in the MK2 and above tech. Adding new alloys would make me use new ore and old.", "date": "2016-05-23T00:35:31+00:00", "quotes": [ { "author": "orzelek wrote:", "content": "" } ] }, { "author": "orzelek", "content": "Sorry I misunderstood you - I thought you had problems with RSO and 5 dim after the config for it was added. \nSince it works all is ok", "date": "2016-05-23T17:50:23+00:00", "quotes": [ { "author": "TheRenegade wrote:", "content": "" }, { "author": "orzelek wrote:", "content": "" } ] }, { "author": "aklesey1", "content": "Hi guys, i like these mods its cool \n \nBig wish for automatization mod? please add - simple basic inserter - smart inserter with normal speed - this i want so much \nand may be \nsmart burner inserter - smart inserter with slow speed and without consuming electicity + and simiarly smart long burner inserter \n \nPlease look at this fine useful mod viewtopic.php?f=87&t=4784 - i tried to use tyhis mod with bob mods - i wanted only simple smart inserter from this mod but simple smart inserter working like normal simple inserter and it's hasn't menu like smart normal inserter from vanilla \n \nI like your inserters so i can think about new useful versions of inserters", "date": "2016-06-07T21:52:08+00:00", "quotes": [] }, { "author": "BigD999", "content": "The problem with a large mod pack that have 5dims in is there a large number of tabs for items with the baser items being moved to the 5dims tabs which can be a pain to find items as some gets moved from there base tab when some other mods add to the base tabs. Is it possible to add a config setting that disable 5dims tabs.", "date": "2016-07-10T17:57:53+00:00", "quotes": [] }, { "author": "steinio", "content": "I would appreciate this because i play also with Bob's and there is an everlasting war of both tab groups.", "date": "2016-07-10T18:53:58+00:00", "quotes": [ { "author": "BigD999 wrote:", "content": "" } ] }, { "author": "ytsejam", "content": "Yeah, having extra tabs is important, not only for huge mods like this, but others that add a considerable amount of new stuff. \n \nMods like Angel's and Uranium power do the way it should be, a couple of tabs for all their stuff. However it's easier for them, since they don't have the same scope. \n \nI have a problem with the way both 5dim's and Bob's do it, even knowing they were not designed with the mentality to be used with other mods, specially huge ones. 5dim's not only creates lots of unnecessary tabs (why separate inserters from logistics? Military between defenses and ammo? and so on...), it also moves vanilla stuff to them, making it very confusing. \n \nOn the other hand, Bob's creates modded tabs, but also keeps lots of modded stuff in the vanilla tabs. That's not a problem when you're talking about mods that only add a couple of stuff, like the Warehousing mod. It is a problem in huge mods like Bob's. \n \nWhen you use both together it can get really messy. \n \nTo me, the best approach for big mods should be like this: \n \n- vanilla stuff stay in the vanilla tabs \n \n- modded tabs for modded stuff, following the game's category sorting whenever it's possible, to keep it simple. I can understand Bob's separating \"intermediate products\" into 3 or 4 different tabs, because it's so much stuff, but I don't get 5dim's way of doing this, branching out every single main category into a bunch of smaller ones. I know it is supposed to keep stuff organized, but what you ended up getting is the opposite, even when you don't use it with other big mods.", "date": "2016-07-12T21:49:25+00:00", "quotes": [ { "author": "steinio wrote:", "content": "" }, { "author": "BigD999 wrote:", "content": "" } ] }, { "author": "Innomin8", "content": "Bob's Adjustable Inserter integration would be great. With the introduction of this mod, having only one type of inserter for each speed, and being able to adjust the pickup, drop-off, and belt offset is absolutely amazing and makes the whole process so much easier.", "date": "2016-08-02T23:23:16+00:00", "quotes": [] } ]
19
2015-06-21T17:08:27-05:00
forum-topic-116019
116019
Friday Facts #433 - Liftoff Initiated
News
https://forums.factorio.com/viewtopic.php?t=116019
Here it is! (beep boop) https://factorio.com/blog/post/fff-433
[ { "author": "CheeseMcBurger", "content": "> We would prefer precise movements unlike the spidertron bobbing and rubberbanding . \n \n THANK YOU! I exactly once used a Spidertron, because that bobbing and rubberbanding makes me so uncomfortable. I'm really, really happy that I now finally have an alternative mean of transportation with (all?) the advantages of the spidertron.", "date": "2024-10-18T11:01:41+00:00", "quotes": [] }, { "author": "jamezhall", "content": "Best thing about that video was we can finally all agree now on the pronunciation of GLEBA. Ha! No more Glee-ba or Xterms fav Glubba <3", "date": "2024-10-18T11:06:08+00:00", "quotes": [] }, { "author": "Speadge", "content": "who's voice is that? \nits the same like in the steam release trailer, isnt it?", "date": "2024-10-18T11:08:55+00:00", "quotes": [] }, { "author": "scarhoof", "content": "This is so cool! I love my Spidertron but this is going to be so handy. I’m curious, have the Spidertrons been given pathing, like in an RTS, where you click where you want them to go and they will walk around the water to get there? That ability would be handy to have and I almost feel like they need a new feature to make them more relevant now that we have this armor. They could be the thing we just click to send and we trust they will make it there somehow.", "date": "2024-10-18T11:09:50+00:00", "quotes": [] }, { "author": "astroshak", "content": "Shut up and take my money! \n \nLol … looks really good. Cannot wait to play it!", "date": "2024-10-18T11:11:49+00:00", "quotes": [] }, { "author": "Justderpingalong", "content": "I love the fact ya'll acknowledge how the jetpack is going to get people killed because of forgetting to stand on train tracks. And that you're doing it anyway. You lot are evil. It's great. Now... I hope steam's ready for monday...", "date": "2024-10-18T11:12:03+00:00", "quotes": [] }, { "author": "Moly", "content": "Is there any info on what time the DLC will become available on Monday?", "date": "2024-10-18T11:12:23+00:00", "quotes": [] }, { "author": "husnikadam", "content": "Is it better for you if we buy the expansion on your site and then claim it on the Steam, or just if we buy it on the Steam straight away?", "date": "2024-10-18T11:14:40+00:00", "quotes": [] }, { "author": "morse", "content": "Still hoping that the linux-headless package of space age will be available during the weekend. Would be a shame to spend monday fighting with the docker.", "date": "2024-10-18T11:14:56+00:00", "quotes": [] }, { "author": "jodokus31", "content": "Nice! \nHope for a very smooth launch on Monday. \nCan't wait.", "date": "2024-10-18T11:20:14+00:00", "quotes": [] }, { "author": "wsb9", "content": "can't wait to play this.. but the only chance is next weekend, and tomorrow one feels lost. \nAnyway, thank you guys! \nRented a new server for the release to explore new features together w/ a friend", "date": "2024-10-18T11:21:58+00:00", "quotes": [] }, { "author": "Terrahertz", "content": "S-Tier polish on the rocket animation, good job! \n \nAre you able to drive vehicles in the last armor? \n \nI hope steam unlocks the ability to buy and download Monday 0:00 CEST, it's already bad enough that I cannot play it this weekend. \nI understand it though, you want the working days for potential bugfixes instead of sitting in the office at the weekend and you deserve it", "date": "2024-10-18T11:22:43+00:00", "quotes": [] }, { "author": "luckymike11", "content": "The premiere should take place on Tuesday My favorite song. \n \n https://www.youtube.com/watch?v=q5W4Tep5zSg \n \nI am 43 years old, I have a wife and two children and two cats. It's time to start a new chapter in my life, which will come on Monday. See you soon \n \nPS. \nCan you drive a tank in armor?", "date": "2024-10-18T11:24:57+00:00", "quotes": [] }, { "author": "Upserter", "content": "Headcanon for why exoskeletons improve flying speed: thrust is generated by pedalling furiously:\n \n \n \n IMG_3605.gif (642.05 KiB) Viewed 13327 times", "date": "2024-10-18T11:25:13+00:00", "quotes": [] }, { "author": "burninghey", "content": "More or less train kills, what's your guess?", "date": "2024-10-18T11:27:33+00:00", "quotes": [] }, { "author": "GregoriusT", "content": "The Golem Achievement just got harder, because the urge to resist downgrading your Mech Armor to Power Armor when attempting to get that Achievement is gonna stop you from doing it, and getting it while in the Power Armor Mk2 stage is something you would need to think of ahead of time. XD", "date": "2024-10-18T11:28:35+00:00", "quotes": [] }, { "author": "FasterJump", "content": "Great game, great developers, great company. \n \nCan't wait to try the expansion.", "date": "2024-10-18T11:29:10+00:00", "quotes": [] }, { "author": "GewaltSam", "content": "I want this in my life so, so much! One metal sarcophagus please, and I sure hope it has this new car smell!", "date": "2024-10-18T11:29:28+00:00", "quotes": [] }, { "author": "Molay", "content": "Do you open purchases on your website early so we can be sure we get our key on time for release? If purchases on your website only opens at release time I'll not risk having the key delayed and buy on steam instead. I'd rather buy here directly but not if it means I might have to wait even more, this week is already hell as is.", "date": "2024-10-18T11:30:00+00:00", "quotes": [] } ]
19
2024-10-18T06:00:03-05:00
forum-topic-91984
91984
[1.1.1] Deconstruction & Upgrade Planner unable to use new line in description field
Not a bug
https://forums.factorio.com/viewtopic.php?t=91984
Tealc.
This issue was present previously in 1.0. When editing the description of a Deconstruction or Upgrade Planner, new lines in the text field can not be achieved by hitting enter. Enter instead saves and closes the window. This is inconsistent behaviour with what happens in the equivalent Blueprint description field where using enter in that text field will move the cursor to a new line and not close/save the window. The only way to get around the above with Deconstruction and Upgrade Planners is to format the text elsewhere with the appropriate line breaks then cut/paste in to the text field. Just a mild inconvenience but still annoying and inconsistent with other parts of the game.
[ { "author": "Squelch", "content": "Confirmed. \n \nShift+Enter is a workaround.", "date": "2020-11-26T15:12:17+00:00", "quotes": [] }, { "author": "Tealc.", "content": "Thanks, and that's a good catch, I really should have thought of that. \n \nI still think it should be looked at as its inconsistent behaviour with how the same works in BPs.", "date": "2020-11-26T15:21:04+00:00", "quotes": [] }, { "author": "Squelch", "content": "Absolutely, consistency is king. I wouldn't have noticed it due to keeping my descriptions brief. Luckily I had a deconstruction planner open just as your post appeared, so I was able to confirm. Shift+Enter just so happens to be what I'd been using in a chat app.", "date": "2020-11-26T15:41:02+00:00", "quotes": [] }, { "author": "", "content": "Yes, I added shiftEnter just for this reason, so I'm closing this as not a bug.", "date": "2020-11-26T18:25:26+00:00", "quotes": [] }, { "author": "Squelch", "content": "It still remains inconsistent with the rest of the UI, and there are no prompts as to how entering new lines should work for these text fields. If it is not a bug, then perhaps the different behavior could be communicated to players? I took a guess at what might work, but I wouldn't expect everyone to try the same. Would this be a result of the 'E' to accept, ESC to cancel debate?", "date": "2020-11-26T19:51:32+00:00", "quotes": [ { "author": "kovarex wrote: Thu Nov 26, 2020 6:25 pm", "content": "" } ] } ]
5
2020-11-26T08:51:17-06:00
forum-topic-17367
17367
[1.1.x] Boblocale: Non-english localizations - Page 4
Bob's mods
https://forums.factorio.com/viewtopic.php?t=17367&start=60
FusedShadowX
Hello everyone, I'm almost done with the greek locale, however now that I was testing it, a problem occured telling me that: ..../locale/el/bobelectronics.cfg(1):'=' character not found in line I'm guessing it misses a '=' character, but I have already checked it 7 times and theres no character missing. I'm uploading the Error and the .cfg file. Thank you in advance! UPDATE: I read the post of page 2-3 about this (sorry, I didn't search it before)...however there is no el locales so there is not any confliction between encoding of file...all my file are UTF-8 encoded...so....
[ { "author": "bobingabout", "content": "I don't personally maintain this mod but... that is a stupid error. \nLine 1 shouldn't contain an = sign anyway, because it should have a header like [items] or [entities] etc to say what the locale entries starting on line 2 are for.", "date": "2016-09-29T14:46:31+00:00", "quotes": [] }, { "author": "FusedShadowX", "content": "Yeah, indeed....I believe it's a misconception of the encoding, however, I can't understand how a char type can be valued as an operator due to encoding...ASCII things!!! I managed to conclude in one thing, as xganzx said, the encoding must be UTF-8 without BOM...absolutely without BOM, UTF-8 doesn't work at all! Use whichever code editor you want (I would suggest notepad++) and change every files encoding, it will work like a charm.", "date": "2016-09-29T15:46:29+00:00", "quotes": [ { "author": "bobingabout wrote:", "content": "" } ] }, { "author": "fregate84", "content": "local fr is not working. \n \n \nthe local folder is \"fr-fr\" but MUST be just 'fr' to work. I just validate this", "date": "2016-10-23T10:06:35+00:00", "quotes": [] }, { "author": "Karosieben", "content": "Fixed in the next version. \n \n\nHow is it going?", "date": "2016-11-04T08:26:19+00:00", "quotes": [ { "author": "fregate84 wrote:", "content": "" }, { "author": "FusedShadowX wrote:", "content": "" } ] }, { "author": "Karosieben", "content": "New Version 0.14.6", "date": "2016-12-16T11:03:28+00:00", "quotes": [] }, { "author": "Xunga", "content": "French Loc \n \n \nConvert file in UTF8 w/o BOM and it's works", "date": "2016-12-17T13:47:22+00:00", "quotes": [] }, { "author": "Pe334", "content": "I got that error using german language:", "date": "2016-12-17T16:48:38+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "bobingabout", "content": "this is why I don't like the github thing. all files need to be saved using UTF8 no BOM. Github by default apears to not use that format.", "date": "2016-12-17T16:58:50+00:00", "quotes": [] }, { "author": "Karosieben", "content": "I will fix this tomorrow.", "date": "2016-12-19T16:21:10+00:00", "quotes": [] }, { "author": "Karosieben", "content": "Fixed in v0.14.7", "date": "2016-12-20T10:35:58+00:00", "quotes": [ { "author": "Xunga wrote:", "content": "" }, { "author": "Pe334 wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Karosieben", "content": "New Version 0.14.9", "date": "2017-01-30T08:45:52+00:00", "quotes": [] }, { "author": "Karosieben", "content": "New Version 0.15.1 ist out! \n \nShould work with all updated bobsmods. \n \nMore Updates to come soon", "date": "2017-05-08T12:52:59+00:00", "quotes": [] }, { "author": "Sygmasf", "content": "is this mod dead?", "date": "2017-08-27T17:30:38+00:00", "quotes": [] }, { "author": "bobingabout", "content": "I don't think it's dead, when 0.15 was first released, there was a lot of activity over on github. \n \nthough now that I've not been doing much updating on bobs mods, the updates of the translation has kind of died down too.", "date": "2017-08-28T02:58:44+00:00", "quotes": [] }, { "author": "Karosieben", "content": "It isn't dead, but I consider the german translation as pretty decent for now and the others aren't maintained by myself, so it depends on multiple reasons. \n \nAnyway, if you wanna contribute, feel free. \n \nI will update the mod soon™ .", "date": "2017-10-06T15:35:29+00:00", "quotes": [] }, { "author": "Karosieben", "content": "As promised: \n \nNew Version 0.15.5 !", "date": "2017-10-09T10:54:18+00:00", "quotes": [] }, { "author": "xganzx", "content": "HI, I've updated polish localization for Bob's mod. \n \nHere a list of translated files: \nbobassembly_0.15.7 \nbobelectronics_0.15.3 \nbobgreenhouse_0.15.2 \nboblogistics_0.15.6 \nbobmining_0.15.2 \nbobmodules_0.15.4 \nbobores_0.15.6 \nbobplates_0.15.12 \nbobpower_0.15.4 \nbobtech_0.15.3 \nbobvehicleequipment_0.15.2 \nbobwarfare_0.15.3 \nand \nGeothermal_1.0.0 \n \nYou can download it here https://www.dropbox.com/s/6e98s3en0lzdi ... 5.rar?dl=0 \n \nTo install jut urar the archive do C:\\Users\\username\\AppData\\Roaming\\Factorio\\mods \n \nHave fun... \n \n------------------------------- \n \nOto moje zaktualizowane tłumaczenie moda Bob's w ostatniej wersji. \nLink do pobrania wyżej. \nW razie problemów można pisać na priv. \nPozdrawiam. Wojtek.", "date": "2017-12-13T19:20:16+00:00", "quotes": [] }, { "author": "DaveFactorio", "content": "Hi \n \nDo you still need work on Dutch translations? I can help out if needed. Dutch is my mother tongue... \n \nDave", "date": "2017-12-23T18:38:15+00:00", "quotes": [] }, { "author": "DjangoFett", "content": "Is there an interest to update the locales for 0.16? Karosieben are you still around to accept a PR and push a new version to mods.factorio.com?", "date": "2017-12-30T12:10:28+00:00", "quotes": [] } ]
19
2015-10-28T06:20:26-05:00
forum-topic-116203
116203
2.0.7 not working on Ububntu 18.04 based (Linux Mint)
Technical Help
https://forums.factorio.com/viewtopic.php?t=116203
ShyLion
Cannot launch after update to 2, binary says: Code: Select all $ .local/share/Steam/steamapps/common/Factorio/bin/x64/factorio .local/share/Steam/steamapps/common/Factorio/bin/x64/factorio: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.29' not found (required by .local/share/Steam/steamapps/common/Factorio/bin/x64/factorio) .local/share/Steam/steamapps/common/Factorio/bin/x64/factorio: /lib/x86_64-linux-gnu/libpthread.so.0: version `GLIBC_2.30' not found (required by .local/share/Steam/steamapps/common/Factorio/bin/x64/factorio) I've tried downloading glibc-2.39 and compiling it manually, but then: Code: Select all $ export LD_LIBRARY_PATH=/opt/glibc-2.39/lib; .local/share/Steam/steamapps/common/Factorio/bin/x64/factorio .local/share/Steam/steamapps/common/Factorio/bin/x64/factorio: relocation error: /home/lion/.local/share/Steam/steamapps/common/Factorio/bin/x64/../../lib/libsteam_api.so: symbol dlsym version GLIBC_2.2.5 not defined in file libdl.so.2 with link time reference anyone knows how to fix?
[ { "author": "", "content": "Hey thank you for your report. Unfortunately we don't support the glibc in ubuntu 18.04 with 2.0. We might be able to support it in a future update. For now your best course of action is to update to Ubuntu 20.04.", "date": "2024-10-21T12:12:48+00:00", "quotes": [ { "author": "ShyLion wrote: Mon Oct 21, 2024 11:57 am", "content": "" } ] }, { "author": "", "content": "You are using an operating system that officially went out of support last year in May last year . Please upgrade. We will try to lower this requirement in the future but it is difficult for us to support outdated systems.", "date": "2024-10-21T12:14:11+00:00", "quotes": [] }, { "author": "IIPoliII", "content": "Hey, \n \nI am getting an issue on docker with that. \nI am trying with the image Ubuntu:24.04 and even like that factorio says that Glibc is missing, any ideas ?", "date": "2024-10-21T17:53:07+00:00", "quotes": [] }, { "author": "IIPoliII", "content": "Fixed by magic...", "date": "2024-10-21T18:22:45+00:00", "quotes": [] } ]
4
2024-10-21T06:57:31-05:00
forum-topic-127135
127135
[2.0.35] Typo in English locale for technologies with allows_productivity=false
Translations
https://forums.factorio.com/viewtopic.php?t=127135
thesixthroc
Bonusses->Bonuses.
[ { "author": "", "content": "Fixed for the next release, 2.0.40.", "date": "2025-03-10T09:29:51+00:00", "quotes": [] } ]
1
2025-02-25T15:09:28-06:00
forum-topic-121271
121271
Set requests for space platform hub via circuit signals
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=121271
MrSpreadsheet
TL;DR Allow setting space platform hub requests via circuit signals (and allow getting them from the planet) so you can set up dynamic resupply space platforms. Why? I want to keep Fulgura regularly resupplied to a certain amount with Green Circuits from Nauvis. I create a Nauvis-Fulgora space platform that goes back and forth shipping resources one way, and science back. I calculate the number of Green Circuits I need on Fulgora but cannot use that signal to set Space Platform Hub requests. With this and either Radars on space platforms should link signals to the planet under them or Radars should be able to link circuit signals between planets you could use circuit signals to set requests on the Space Platform Hub based on resources required on a given planet and load rockets more optimally.
[ { "author": "Kenira", "content": "Seconded. Another good use case for this is the prometheum science pack, since it requires biter eggs and you only want to request them when you actually want to craft more science packs. So being able to request based on circuit conditions would be helpful here to avoid always asking for eggs which then spoil and cause attack notifications.", "date": "2024-11-17T21:04:01+00:00", "quotes": [] }, { "author": "Malidictus", "content": "Completely agreed. I was trying to perform a similar task - make requests on Fulgora, then send a platform back to Nauvis to fulfil those requests. However, I've no means of dynamically changing the platform's requests so there's no way for it to adapt to what's needed. I can't even \"cheat\" by sending signal requests to the platform's internal inventory to \"fake\" it having items in stock, because signals aren't interpreted that way. If I say a signal of 50 Uranium Fuel Cells to the station, that doesn't tell it that it HAS 50 Uranium Fuel Cells in stock. Those signals are only ever used for scheduling, not requests. \n \nSo I would very much like to be able to set platform requests via circuit signal, like I can with pretty much every other logistics container in the game.", "date": "2024-11-24T13:00:53+00:00", "quotes": [] }, { "author": "RockPaperKatana", "content": "This would be useful for promethium science platforms, where it only requests biter eggs when it's about to depart.", "date": "2024-11-25T14:06:53+00:00", "quotes": [] }, { "author": "hylomane", "content": "I want to throw my support for this here. \n \nThere is a lack of automation support for space platform requests that is seriously needed. Currently the only working system to automatically request items from other planets is by using the same named logistic group on the landing pad as on the space platform. This means that items are doubled, one set on the pad and one on the platform which leads the platform to run around carrying items that are not needed, instead of having available room for return items. \n \nI think the best way to allow this is to be able to set requests for a named logistic group through the circuit network. There is one complication here which is that there can only be one \"setter' and it can't be overwritten until that setter is deleted. In the UI I imagine a checkbox in the object where the logistic group is added to \"control throught circuit network\" and then everywhere else where that group is used again, instead of the checkbox is says what is setting that dynamic request, maybe a button to take you to that entity so to the player can go there and remove it. That is my suggestion, maybe the devs find a better way to implement this, but I think this would solve people's problems and also allow a lot of other cool things in the game.", "date": "2024-11-25T23:49:23+00:00", "quotes": [] }, { "author": "rosilisk", "content": "Agreed - this seems like a natural thing to have and it directly addresses an otherwise annoying problem with biter eggs spoiling when not needed for the promethium science pack. \n \nTo avoid communication that can't exist otherwise, I don't think the circuit connection should allow one ship to set a request via local circuit signal that is somehow propagated to other ships. Therefore, I guess this should be implemented something like:\n \n In the \"Circuit connection\" dialogue of the Space platform hub that pops up when a wire is connected, add a checkbox like \"Set logistics requests\". \n If checked, a new logistics group appears that can't be directly modified, but includes all items requested. \n \n\nThe main issue I see with this kind of solution, and why I guess it has not been implemented yet, is I'm often reading the contents of the space platform hub, too. So that signal would set requests for every item that's currently in the hub, which is annoying and unintuitive. There needs to be a separate networks for 'read' and 'send' operations, somehow. Red/green wire is a natural choice for this, or perhaps the hub is modified slightly to include two points for circuit connections like a combinator. If those modifications are too invasive or problematic, perhaps the circuit network cannot request 'all' signals but only a specific one that can be mapped by the user. For example, the user specifies that signal \"B\" means request that amount \"Biter eggs\". For me at least, that's all I'd need.", "date": "2024-12-13T15:36:47+00:00", "quotes": [] }, { "author": "Eternal", "content": "i thought im not capable of solving it... \n \ncurrently i set some conditions if i run out of ore or chips, it vents out into space the remaining eggs, but i cannot stop the requests...", "date": "2024-12-15T03:39:38+00:00", "quotes": [] }, { "author": "Hellkeeper", "content": "would also love to see this - especially for requesting Biter Eggs on my Promethium Fleet only when really needed ...", "date": "2024-12-21T13:24:09+00:00", "quotes": [] }, { "author": "eugenekay", "content": "While not in the Base Game, you can use a mod such as \n Logistic Group Combinator to set the contents of a “Logistic Group” using a Signal; which can then be added to the Platform Hub. \n \nGood Luck!", "date": "2024-12-21T15:26:37+00:00", "quotes": [] }, { "author": "Khazul", "content": "+1, also viewtopic.php?f=6&t=123460", "date": "2024-12-21T18:48:12+00:00", "quotes": [] }, { "author": "Loup&Snoop", "content": "+1 \nSince all the circuits for signals get really messy at a hub, maybe it would be good to just have the ability to toggle a logistic group with a circuit signal. Instead of passing in item requests like for a logistic chest, which will lead to a lot of weirdness with whatever is in the hub. Something like this, but prettier.\n \n \n \n 01-20-2025, 12-35-07.png (15.57 KiB) Viewed 2332 times", "date": "2025-01-20T17:35:36+00:00", "quotes": [] }, { "author": "adam_bise", "content": "++", "date": "2025-01-24T15:18:48+00:00", "quotes": [] }, { "author": "PianoAddict", "content": "+1 \nFor anyone looking for advanced platform logistics in the meantime, consider using token items as described here https://youtu.be/hM-fR2_N3Mw \nIt's impressive how creative ideas can overcome limitations like this, but unfortunate that it's so hard to compensate for the lack of a feature that would feel so intuitive and consistent with other parts of space age. \nEdit: spelling", "date": "2025-01-29T22:23:36+00:00", "quotes": [] } ]
12
2024-11-13T06:49:52-06:00
forum-topic-119515
119515
Request to revert to old uranium magazine formula
Bob's mods
https://forums.factorio.com/viewtopic.php?t=119515
AshlyBetancourt
Hi! I'm wondering if there’s a way or a settings option to revert to the old recipe for the uranium bullet magazine. I dislike having to remove Bob's Warfare mod just because of this single issue. It would be great if there was an alternative solution that would allow me to keep enjoying the mod while still using my preferred recipe. Any guidance on this would be greatly appreciated!
[]
0
2024-11-03T04:41:27-06:00
forum-topic-126983
126983
Factorio Forums • [2.0.34] on_space_platform_built_entity does not fire for upgrades
- create new world - /cheat all - /cheat all Code: Select all /c script.on_event(defines.events.on_built_entity, function(event) game.print(string.format("%s (%s)", event.entity.name, event.entity.quality.name)) end) - build an entity - place different quality on it - notice both messages Code: Select all /c script.on_event(defines.events.on_robot_built_entity, function(event) game.print(string.format("%s (%s)", event.entity.name, event.entity.quality.name)) end) - place an entity ghost - watch a robot build it - mark for upgrade to another quality via remote view - watch a robot build it - notice both messages Code: Select all /c script.on_event(defines.events.on_space_platform_built_entity, function(event) game.print(string.format("%s (%s)", event.entity.name, event.entity.quality.name)) end) - add space platform - create space platform - /editor - give yourself 2 different qualites of a space-buildable entity - put those two items in the hub - /editor - open remote view - ghost the normal quality and watch it build - place the other quality over the built entity and watch it build - notice only one message
[ { "author": "", "content": "duplicate of 126800", "date": "", "quotes": [] } ]
1
forum-topic-120085
120085
How do you decide how many items to request on a requester chest?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=120085
Grayhill
I know how/where to set the request. This question is how to arrive at the number. What factors or principles do I consider? I am thinking about switching over to logi bots for Gleba, and it occurs to me going for a smaller number might be best? I'll use belts to get the stuff from the farms but all the sorting will be logi bots. For a regular old mining outpost that uses bots to fill trains, how many ore do you set the requester chests to request? And why?
[ { "author": "MeduSalem", "content": "For Gleba you are right. Setting it to small numbers (like the amount that a single logi-bot can carry, which is 4 items after researches) works better to avoid unnecessary spoilage from too many items sitting idle in chests. ^^ \n \n \nFor other non-spoilable things I often go with a whole stack (at least for items that I need a lot of). \n \nMost prominently it covers the flight-delays if provider/requester chests are further apart. \n \nBut in high-demand scenarios where the factory currently might not be able to produce enough of the ingredient items it sometimes also covers the situation when I want to build something immediately it can craft a couple more items because the ingredient materials are already buffered in the requester chests during times when the factory was not under such a demand pressure.", "date": "2024-11-06T15:03:40+00:00", "quotes": [] } ]
1
2024-11-06T07:48:14-06:00
forum-topic-121842
121842
[raiguard] [2.0.15] Steam overlay and virtual keyboard broken on Ubuntu 24.04 LTS
Won't fix.
https://forums.factorio.com/viewtopic.php?t=121842
Chi
TL;DR The steam overlay won't appear when SHIFT+TAB or the PS button (when playing with a PS5 controller) is pressed. When virtual keyboard input is necessary, the game becomes unresponsive to input and the only solution is to ALT+F4. Other games appear to work just fine. Bug report: I don't usually open the overlay, so I've noticed this only when playing with a PS5 controller (great work on the controller support btw!). Whenever I have to type something (e.g. train station name, display panel), the game essentially breaks. For example, take the following screen where text input is necessary: Clicking the text box is a death sentence 11-17-2024, 13-41-49.png (166.5 KiB) Viewed 1769 times Everything works fine until I press "X" on that text box. The game continues running as normal, but stops accepting input from the controller - presumably because the game is awaiting input from a virtual keyboard. Using the actual (physical) keyboard allows writing on the text box, but clicking on any buttons does not work at all, so I get stuck on that screen. The game does not appear to register any mouse clicks, keyboard arrow keys, controller input, etc... Moving the cursor with the mouse, analog stick or PS5 touchpad works fine. Weirdly enough, the ESC key also works, which opens the pause menu. But again, the game does not appear to register any mouse clicks, keyboard arrow keys, controller input, etc, so I can't save and exit the game. At this point, my only option is to ALT+F4. The issue, however, appears to be related to the steam overlay. Usually, starting the game while in big-picture mode and pressing the PS button while in-game should bring up the big-picture overlay. This does not work. Pressing the button plays the sound that usually plays when opening the overlay, but nothing actually appears on screen - the game simply continues to show on-screen as if nothing happened. The game becomes unresponsive to controller input, as it now appears to be controlling an invisible overlay - I can hear the sounds of navigating through the overlay. Pressing the PS button makes the overlay closing sound, and the controller now controls the game as normal. In the normal "desktop" mode, SHIFT+TAB does absolutely nothing, the game just keeps playing as usual. I've also tried enabling the steam overlay FPS counter, but this is also missing in both desktop and big-picture modes. When in big-picture mode, if I press the super key, I can see that the steam overlay is running on a separate window: 11-17-2024, 14-11-57.png (545 KiB) Viewed 1769 times The virtual keyboard is not present on that overlay. As I previously stated, pressing the PS button in normal plays sounds and the game becomes unresponsive to input. If I alt-tab to the overlay, I can navigate the menus. Sometimes, pressing the PS button changes focus automatically to this overlay window but does not return focus to the game, and I could not figure out which combination of options results in the focus changing from the game to the window vs focus remaining on the game. Appearance of overlay window when in focus. Usually, this window would show an additional menu with the factorio logo and options to change specific stuff like controller input. But here, those options are missing, almost as if steam does not recognize the game. 11-17-2024, 14-15-56.png (54.57 KiB) Viewed 1769 times Pressing the PS button again does not return focus to the game. Here's a list of things I've tried: - Enabling/disabling X11/Wayling option in-game - Using steam beta client - Launching steam with iGPU, dedicated GPU, enabling/disabling hardware acceleration and "GPU blacklist" options in steam, disabled iGPU in BIOS, etc. No combination of these options made a difference. - Launching game with compatibility option "Steam Linux Runtime 1.0 (Scout)" option Here's something I noticed that might be a clue: Logging out from my current Ubuntu session and selecting the option "Ubuntu on Xorg" (i.e. using X11 instead of wayland) allows both the "normal" overlay and the big-picture overlay to open when SHIFT+TAB or the PS button is pressed, but the virtual keyboard still won't appear on-screen. In this mode, when selecting the text input box using a controller, no virtual keyboard opens but the game keeps accepting input as usual, so I don't get stuck but still can't input anything. I've attached logs for both X11 and wayland (ubuntu) sessions + the output log of simply running "steam" on the terminal (under wayland), launching the game that way, and reproducing the issue with the input. I've also included the outputs from steam's system report and runtime system information.
[ { "author": "Accountable Menace", "content": "I'm new to linux, have been playing the Factorio expansion for the past few weeks and noticed the same issue - steam overlay is not showing up when playing factorio. Unfortunately my response here is only to say that I'm having the same issue", "date": "2024-11-17T17:28:00+00:00", "quotes": [] }, { "author": "Ubspy", "content": "Running Arch here, same issue. This was not happening for me a few days ago so I'm not sure if an update broke it, it maybe if it was something Steam related.", "date": "2024-11-17T22:05:17+00:00", "quotes": [] }, { "author": "Ubspy", "content": "After a little digging, I noticed that this issue only persisted when I had the preferred video driver set to Wayland instead of X11. I also noticed more frequent crashes with this setting on.", "date": "2024-11-18T04:27:51+00:00", "quotes": [] }, { "author": "Chi", "content": "For me, the issue persists independently of X11 or Wayland being selected on Factorio's settings. I have also never had a single crash, so my guess is that those crashes are unrelated. \n \nFor others having this issue, I noticed something else when the game is started in big picture mode. If you get your game stuck like I did, pressing the PS Button + Square (i.e. Steam button + X) brings up Steam's virtual keyboard overlay (which DOES show up, even though the overlay itself does not). Then, closing the virtual keyboard makes the game responsive to input again. Unfortunately, the game completely ignores input from the virtual keyboard, so this workaround is only useful to get your game unstuck so that you can save, exit, disable the overlay, and start the game from the normal desktop mode instead of big picture mode.", "date": "2024-12-17T10:11:29+00:00", "quotes": [ { "author": "Ubspy wrote: Mon Nov 18, 2024 4:27 am", "content": "" } ] }, { "author": "", "content": "It works perfectly for me on Fedora 41, so this might be down to Ubuntu packaging old versions of things. Unfortunately, when it comes to gaming on Wayland, you pretty much need to be on the bleeding edge for things to work properly.", "date": "2025-01-13T21:58:38+00:00", "quotes": [] } ]
5
2024-11-17T08:29:24-06:00
forum-topic-118470
118470
Increase Gleba seed production chance - Page 2
Balancing
https://forums.factorio.com/viewtopic.php?t=118470&start=20
Green Cat
Did you not notice with the quality mecanics? Someone clearly is in obssed with gacha game and did not see why it would be bad to do this with factorio. Also, look up workcaholic. for reasons I don't understand, this is what we are forced to do. After all, it make no sense why we can't take more then 25 ammo but most other stuff are ok as they are. Honestly, if they did a little ajustments, we could start playing on any of the planets. Aka the whole "start fresh" could have been a NG+ thing, so when we cross to other planets, we don't get any restriction/penalty for wanting to expande. That said, I never understood, why did so many people want a "space" expansion? Just like how Gleba has different areas, we could have had just one massive planet with mutiple areas. Anyways. I to agree with increase from 2% to more OR to give a clear Tip and tricks regarding using the the biochamber Thanks for all who pointed out as well as for thoes who confirmed
[ { "author": "mmmPI", "content": "it would make it trivial to use train to carry the ressources around that was pointed to the player with similar difficulty of understanding during the FFF publications.", "date": "2024-11-07T04:55:40+00:00", "quotes": [ { "author": "Green Cat wrote: Thu Nov 07, 2024 3:46 am", "content": "" } ] }, { "author": "BlueTemplar", "content": "It would be nice if there were vanilla-SA scenarios that did this. \nMaybe something in the future of v2 ? \n \n(Mods will provide in the meantime, I'm sure !) \n \nI guess there's really a balance to be had between explaining the (not so new by that point, they did manage to land on Gleba after all) player too little, or too much...", "date": "2024-11-07T11:23:44+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Dixi", "content": "Got same problem - runs out of seeds, because was using normal blue factories to reprocess fruits. \nSearched for a while in tech tree, to find better seed production way, or a method to craft seeds, find none. \nOnly search in google gave links to forums and reddit, to solve the problem. \n \nIn whole I consider Gleba annoying part of the game. Everything else, so far (never been to frozen planet yet) is much better.", "date": "2024-11-07T12:37:05+00:00", "quotes": [] }, { "author": "Raphaello", "content": "I found this not a big issue - I first started mashing the fruits in the assemblers but noticed that I can only get as many seeds as required to replant at best. I have accidentally sent some of the seed into furnaces and my production crashed. \n \nI realized the problem and started using biochambers which push the probability up by 50% thanks to their productivity bonus and I am now producing a lot of seeds which must be burned. \n \nIt's a good learning, good new problem to solve and I consider 2% to be perfect ratio . You get 1 seed per 50 fruits in assembler which is sustainable. Use prod modules or biochamber to get more seeds. \n \nAnyway, Gleba is very hard (also due to the enemies) compared to the rest of them - it was my 2nd planet and I spent A LOT of time on it (haven't been to Aquilo yet). \n \nBTW, we need target selection on spidertrons to avoid wasting precious rockets on small crawlers!", "date": "2024-11-07T14:48:26+00:00", "quotes": [] }, { "author": "pipai", "content": "2% is definitely not a perfect ratio, because if RNG only slightly doesn't go your way, you have to walk really far to get more fruits. There's just a lot of \"traps\" for new players on Gleba (including this one, which I got caught in), all of which are heavily punished. From a new player's perspective, there's just too many concepts to learn all at once, which leads to all the frustrations that were posted so far. On a side note, that's also why I think we need a better starting area (I posted about that here ).", "date": "2024-11-07T21:58:48+00:00", "quotes": [] }, { "author": "MisterDoctor", "content": "When I read that it's 2% out of 50 and realized that would average to zero gain, I expected to have this problem but then never did; seeds tend to overflow and you actually have to get rid of some not to stall. \n \noh that must be why. then what is the problem?", "date": "2024-11-08T08:02:08+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Barthoze", "content": "The problem is the Biochamber production bonus reads as a footnote, and not as a fundamental stepping stone to progress and thrive on Gleba.\n \n People using Assembly machines to process fruits should never get stuck because they lack seeds for the next harvest. \n Gleba is already full of difficulties, this should not be one. \n \n\nThe bare minimum should be a more complete tip in the \"Agriculture\" section, with an added part such as \n \n\nAnd OP's proposal to get 3% base rate of seeds is eminently reasonable.", "date": "2024-11-09T08:57:12+00:00", "quotes": [ { "author": "MisterDoctor wrote: Fri Nov 08, 2024 8:02 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "BlueTemplar", "content": "Arguably they should get stuck \n(on not being able to expand their treefarms without going out foraging, and occasionally, just to maintain them) \n— if they are using assemblers (without productivity modules) for these two recipes, they are doing it very wrong, and it's better for the game to punish them early rather than lull them into a sense of progression that is going to be miserable compared to those players that realized how important productivity is for that recipe. \n \n(Also, isn't a secondary planet a good time to teach how important productivity is, for players that might not have realized it yet ?) \n \nAs I already mentioned, yes to a more forceful tips&tricks about this : \nEDIT : \nFor maximum impact, it could be a dedicated tips&tricks, which pops up when : \n- the player selects one of the two recipes in an assembler (or biochamber), or \n- one of two recipes completes, or \n- one of the two recipes completes while producing a seed", "date": "2024-11-09T09:09:04+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "angramania", "content": "[*]People using yellow ammo without damage upgrades against big biters should never get stuck because they lack damage to pierce armor \n[*]Factorio is already full of difficulties, this should not be one. \n \nThere bare minimum is ability to read existing tips. At least the first sentence in the first tip about Gleba: \n\"Gleba is humid swampy planet with rich exotic vegetation that can be cultivated using Agriculture tower and processed in the Biochambers\" \nDo you see last word in this sentence? \n \nEven with existing 2% you are forced to burn excess seeds. I do not see any reason to make it worse. Existing ratio push player in right direction. Even most rigid players will learn it eventually. And they will use biochambers on second run and so on.", "date": "2024-11-09T09:36:39+00:00", "quotes": [ { "author": "Barthoze wrote: Sat Nov 09, 2024 8:57 am", "content": "" }, { "author": "Barthoze wrote: Sat Nov 09, 2024 8:57 am", "content": "" }, { "author": "", "content": "" }, { "author": "Barthoze wrote: Sat Nov 09, 2024 8:57 am", "content": "" } ] }, { "author": "Raphaello", "content": "1 seed gives 50 fruits, 50 fruits give 1 seed. They should not get stuck.", "date": "2024-11-09T11:24:40+00:00", "quotes": [ { "author": "Barthoze wrote: Sat Nov 09, 2024 8:57 am", "content": "" } ] }, { "author": "BlueTemplar", "content": "Eventually, they will :\n \nBut how long is this going to take ? \n(And foraging the neighborhood for extra trees alleviates this, which is especially forgiving early on, with weaker enemies.)", "date": "2024-11-09T11:46:28+00:00", "quotes": [ { "author": "Barthoze wrote: Sat Nov 02, 2024 3:56 pm", "content": "" } ] }, { "author": "wingsbob", "content": "I think there's some fundamental misunderstandings around probablity happening here \n \nIt's quite easy to roll a 6-sided die 6 times without getting a single 6. The odds of rolling not 6 is 5/6, the odds of doing that 6 times in a row is: \n(5/6) * (5/6) * (5/6) * (5/6) * (5/6) * (5/6) or (5/6)^6 \n \nThe odds of crafting the seed recipies 50 times and getting no seeds is (0.98^50), which works out at something like 36%, which is pretty substantial for people trying to get started at a relatively small scale", "date": "2024-11-09T20:20:41+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Yes, and with only a few attempts n , the expected value is much rougher, being on the order of √n \n https://en.wikipedia.org/wiki/Random_walk \n \n(Thankfully, the trees tend to come in decently-sized clumps.)", "date": "2024-11-09T21:25:19+00:00", "quotes": [] }, { "author": "HadesSupreme", "content": "I finished Gleba 1st try death world marathon only getting seeds from productivity modules in my assemblers. Let the weak perish.", "date": "2024-11-09T22:29:49+00:00", "quotes": [] }, { "author": "angramania", "content": "I will tell you great secret. You can farm another tree to get 50 more yumako. And if gods of random so strongly dislike you then you can farm third one and then forth one and so on. There are a lot of yumako/jellynut trees on Gleba, they are practically infinite. \nAnd one really scary secret - ores on navius have 0% chance to return any sort of seeds. So you will never have a chance to \"replant\" them.", "date": "2024-11-09T23:07:13+00:00", "quotes": [ { "author": "wingsbob wrote: Sat Nov 09, 2024 8:20 pm", "content": "" } ] }, { "author": "Gotbread", "content": "Yes and no. People should notice very quickly that each planet has a \"main building\" you unlock, which gives you +50% productivity. Before even arriving on Gleba, i assumed that i will get \"some biological\" building, whatever it is, with +productivity bonus. So this was hardly a surprise. \n \nRight now, the 2% are perfect . Why? They motivate explorative gameplay. When we first landed, we were messing around. Exploring. Trying things. Manually cutting the trees and testing the recipes via hand-crafting. We got some seeds back, but quickly noticed that the \"1 tree -> 50 items -> 1 seed (on average) -> 1 tree\" loop is tight. Once we got the first biochamber (and the game kinda pushed you towards it via the tech-tree) we quickly saw the 50% bonus and realized, thats the way to go. This moment of discovery was amazing, and going for any chain ratio higher than 1.0 would take this \"discovery\" away. Gleba is tricky, took us a bit to figure it out, but we had fun the entire time (only issue was finding stuff on the map if you dont know what you are looking for). \n \nThe way i see it: \n- Crafting via hand: gets you started when you first land, to make the first mash and jelly. This is not meant to give a break-even or a gain. You are supposed to find new trees (which also encourages exploring) \n- Crafting via the Biochamber: the way to go to gain seeds and make it sustainable \n- Crafting via assembler: handy since it does not need nutrients, good for kickstarting, but it uses electricity. \n \nThis is a very good balance in my opinion. So the only \"fix\" required may be a more clear hint in the tips and tricks. However, that could be a double edged sword as it would spoil (pun intended) the mechanic. Figuring this on your own is so much more rewarding!", "date": "2024-11-10T23:06:23+00:00", "quotes": [ { "author": "Barthoze wrote: Sat Nov 09, 2024 8:57 am", "content": "" } ] }, { "author": "mrvn", "content": "I'm fine with the 50% production bonus of Biochambers being a footnote. That's a nice thing to discover. But a prominent tip to use production modules in an assembler is an essential tip. The player probably doesn't have a Biochamber when he build his first tree farm so pointing to the Biochamber is of no help.", "date": "2024-11-11T07:48:15+00:00", "quotes": [ { "author": "Barthoze wrote: Sat Nov 09, 2024 8:57 am", "content": "" }, { "author": "MisterDoctor wrote: Fri Nov 08, 2024 8:02 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "BlueTemplar", "content": "Hmm, you don't think the player is going to be curious enough to confront enemies (which will be near a raft) before that point ? \n(And at which point they are quite weak.) \n \nThey might lose these first eggs to spoiling, but would know where to get more of them ? \n \n(And as a reminder, some of the players that might need help with this, are also players that might not even have productivity modules researched...)", "date": "2024-11-11T10:25:32+00:00", "quotes": [] }, { "author": "mrvn", "content": "You can skip productivity modules to reach Gleba. But it's 50 red+green science and you really do want productivity modules (2er modules even) in your rocket silo. New players may not know that, true. \n \nBut if they don't have productivity modules then researching them when the Tips&Tricks tell you that you should use them only takes a few minutes if you left your science setup on Nauvis in a functional state. Everyone has that many science packs lying on the belts by that time if you used any kind of automation for science. Otherwise: It's a Tip, not a requirement. Don't want to research productivity to ensure more seed produced than consumed then you do you. The point of it all is to take away the surprise of running out of seeds.", "date": "2024-11-11T12:36:09+00:00", "quotes": [ { "author": "BlueTemplar wrote: Mon Nov 11, 2024 10:25 am", "content": "" } ] } ]
19
2024-10-29T16:42:32-05:00
forum-topic-113775
113775
Factorio and the Human Condition
Spread the Word
https://forums.factorio.com/viewtopic.php?t=113775
tedbendixson
https://youtu.be/q-n2vC5T1mo
[ { "author": "mmmPI", "content": "Interesting to hear \n \nI felt the analysis somehow assume that \"successful game\" are made of the same ingredients, and do not adress much the target audience of such games. In the reasonning that analyzing one (sucessful) game can help identify elements that made such game sucessful, i think it is an important point. Games you took as example are very sucessful in raw numbers of sales ( because they are fun to play) but also because they adress a large public from all ages and without controversial content, such game are bound to have potentially higher distribution when they are sucessfull than game targeting niche public. \n \nFactorio feel like everyday life with the ability to automate everything, which is empowering, if you can't in real life, that's a fantasy for a niche public which somehow \"limit\" how many players could be tempted to play, no matter the very high % of satisfaction for the players that do play factorio. It is one way to make a \"sucessful game\". ( to bring deep emergent truth down to level of our evolved instinct (sic) ). It is harder when the public is composed of very different people that have very different every day life of level of evolution for their instinct . \n \nHowever if that was a necessary condition to make a \"sucessful game\", then (i think) candy crush or angry bird wouldn't be game we know, those are \"sucessful game\" regarding the money generated (similar to raw numbers of sales ) even if such games do not have the same depth. marketing people would say : \"Sucessful game like Factorio are games that have found a public, no matter the quality of the game itself\". ( that would not be an uncommon way of bragging in marketing that you can advertise for a product and make people buy it even if the product is not good). \n \nTo try and add to the analysis, it is possible to consider success as being measured based on one's objectives. Is it the pleasure of the players ? the respect of the vision of the creator in gameplay ? the amount of money generated ? the rank in a contest ? the number of copy sold ? the number of hour played by players ? the impact on society ? a way to be famous ? Sometimes sucessful games in money have sad stories behind them for the \"human condition\" refering to the title a bit differently to the meaning you used, there are different kind of success. \n \nI think different \"successful game\" do not follow the same patterns for their public, or how much time they develop the game, the contingencies of publishing a game in real life, dealing with audience and timeframe, which other games may interest the same audience, other consoles / VR /technologies attracting the same audience, the marketing thing , those are also what help a game find a public or vice versa, and part of what make a game sucessful beyond the game itself which may goes against the idea that it is possible to analyze one, two, three, sucessful game, to try and extract a (magic) receipe from the point they have in comon. \n \nOtherwise i think it's well done filled with references in case , it's only because you didn't provided an anti-thesis in the essay that i tried to provide one, the cynical marketing point of view, cuz in classical dialectic one has to do thesis anti-thesis, and synthesis at the end", "date": "2024-06-07T01:04:00+00:00", "quotes": [] }, { "author": "tedbendixson", "content": "Solid criticism. Thank you for sharing. I figured at least one person would think I'm being a little bit like our friend Giorgio A. Tsoukalos. \n \nI had a few thoughts. \n \nThe cynical marketing tactics that make a game like Candy Crush successful, in my opinion, come down to exploiting our evolved instincts. Gambling, obviously, is the first thing that comes to mind. Many casino games have no depth, but they engage us nonetheless because we have an instinct that prefers risks over straightforward rewards. \n \nGames like Factorio and Minecraft are different to me because they are both highly successful in a financial sense, but I also appreciate them for their gameplay. They strike the right balance. As a game designer, I would have been proud to have designed either of them. That's not something I could say of Candy Crush, which is more gambling and not so much depth, or in a more extreme example, a slot machine which is all gambling and no depth. \n \nSo you're right to point out that there's an assumption I didn't bring attention to, which is the fact that I simply write off anything with no depth. And if you were doing a strictly financial analysis, you're right. There's a multi-billion dollar industry hawking crappy games with no depth at people who are willing to waste their lives playing them. \n \nIf you don't mind, I might read your comment on another stream and discuss it because it's worth talking about. It raises many interesting questions like where do you draw the line between ethically made game that I would want to play vs. gambling/exploitation?", "date": "2024-06-07T19:39:43+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Is it the risk, or is it the difference in rewards? Things with more guaranteed rewards tend to also have less desirable/valuable rewards, whereas the higher risk have more desirable/valuable rewards. \n \nI mean, I guess I can only speak from my perspective, but gambling (for money or other valuables) tempts me only because of the rewards. What stops me is my reminding myself that the risk is very high and thus, mathematically, is not worth it. Shiny that is otherwise worthless just simply doesn't interest me. \n \nEdit: Although, yeah, there are definitely some people out there that love high risk stuff (cliff diving, etc). But they get a thrill out of it, which is the desirable reward to them.", "date": "2024-06-07T23:39:29+00:00", "quotes": [ { "author": "tedbendixson wrote: Fri Jun 07, 2024 7:39 pm", "content": "" } ] }, { "author": "mmmPI", "content": "I guess we're all someone's Giorgio a little x), i imagine this universe where in the future humans find aliens, and realize that 1 time Giorgio was indeed correct, and they mention it much more than the other time it was not so clear, and even forget about those to the point where they remember him as a great visionnary, and there's this weird guy that keep claiming the true story but people mock him with meme x). \n \nI have seen some time ago infuriating videos from editors/publisher addressing indie game devs by telling them their product will be judged on their \"USP\" unique selling point, and how it is important to make \" a product that you can describe easily to the publisher because then it is the one that will have to sell it to clients and if your game is very weird and unlike any other it will make its job harder to explain it to potential customers\". \n \nI had that in mind when watching your video, and some learning in marketing , i was pleased to hear something that sound more like what i'd like to hear from game devs if i'm going to play the game afterward , it leaves much more room for creativity \n \n\nMarketing people could say they provide \"hope\", casino is \"hope\" of getting rich like gambling. Or \"dopamine shot\" / \"adrenaline\" which would be exploitation of human physiology. With the risk/reward mechanism. Games could exploit those to make up for the lack of depth to a certain extent i think, not much \"risk\" in Candy Crush, but constant shiny reward, i mentionned the audience as also a key, because not all \"players\" will search for a game that have \"depth\", and so the lack of it won't necessarily prevent them from finding such public. \n \nIn casino things that are important would be ( i suppose ) \"how much time a player play in a sitting ?\" , \"how much money a player carry for a session?\", \"how often does drink are needed?\" and all sorts of questions that have nothing to do with the game themselves but all to do with the customer. ( since games are mathematical, identical from one casino to another , there's not much way to distinguish oneself here for a casino compared to another one) \n \nI have watched your video \"why i stopped playing your demo\", and i think part of what i could have said you are already aware of it, the strategy to make a player engaged in a game and have fun despite maybe the initial phase of learning, i learned a few stuff , i don't mind if you want to use the comments, the ideas, or whatever, no credit required for another video x) I felt it was related, sort of \"what are the emotionnal lever that are activated when a player engage in the activity of \"playing the game\"\". \n \nPart of it are the personnal motivation of the player, which are beyond the game, some players play to kill time / have some fun , to have some mental stimulation, to relax, \"to win\", to compete, to get reward, to build something overtime, to learn , to engage with others and so on ... \n \nThat's from marketing angle of view, but it can extend to art direction, to create some logical association, if you have defined the audience, and what you want to provide to them, you can use \"their\" reference to convey things. ( betting app typically advertise how a winner look like depending on their target audience, the vocabulary and visual look too, depending on different countries for example). I'm not saying it's useful to make good games, but it's a line of reasonning that's out there, applied to the \"industry\" that maybe other member of your audience have heard of or will when making a game.", "date": "2024-06-08T00:20:51+00:00", "quotes": [ { "author": "tedbendixson wrote: Fri Jun 07, 2024 7:39 pm", "content": "" } ] } ]
4
2024-06-06T18:03:58-05:00
forum-topic-61345
61345
[0.16.51]Inserters stuck looping with uncompressed blue belt
Minor issues
https://forums.factorio.com/viewtopic.php?t=61345
golga
It seems when I have an uncompressed blue belt both stack and fast inserters get stuck in this loop trying to pull items off of the belt. As seen in this gif . This just might be timing issue as removing and replacing the insterter fixes it temporary but then eventually it starts to loop again. Also picking up the contents of the belt resets the loop, but like replacing eventually it will get stuck back into the loop. Note that it is not a power issue
[ { "author": "kitcat", "content": "The items are perfectly spaced so that the inserters take just a bit too long to switch belt sides to reach them before they go out of range. I think the only way to prevent that is making sure that the items are spaced differently. Considering that there’s so little on the belt, the most reliable ways would be either putting all items on one side of the belt (don’t need to switch sides) or using slower belts (more compact and more time to grab).", "date": "2018-07-03T19:55:43+00:00", "quotes": [] }, { "author": "", "content": "Can you provide the save game so we can test a solution?", "date": "2018-07-05T10:42:46+00:00", "quotes": [ { "author": "golga wrote:", "content": "" } ] }, { "author": "mrvn", "content": "A splitter that side feeds the belt onto itself can help too. Puts 3/4 of the belt on one side when it is sparse but doesn't prevent a full belt. Repeat after some inserters or to get even more of a bias.", "date": "2018-07-05T14:10:18+00:00", "quotes": [ { "author": "kitcat wrote:", "content": "" } ] }, { "author": "", "content": "Thanks for the report however that's simply how it is at the moment. Because \"management\" wants inserters to chase items on belts this is always going to be a possibility: the item out-running the inserter. \n \nSo, until I'm allowed to remove that mechanic (which I doubt I ever will be) inserters are doomed to be broken in weird setups like this.", "date": "2019-01-07T04:17:51+00:00", "quotes": [] }, { "author": "voddan", "content": "Thank you for a detailed and clear explanation. However are we to understand that you don't see a technical possibility of fixing this issue without changing the design of the game? Of the top of my head I can think of a couple solutions that 1) preserve belt speeds and spacing and 2) move inserters' hands in a physically-possible way: \n \n 1. Speed up the inserter arm when it grabs the items. Speed of turning around may stay the same. \n 2. For fast belts start collecting the items from the end of the belt section thus minimizing the inserter movement \n 3. Predicts the item path and move the inserter hand there rather than chaise the item from behind \n \nHave you considered all of those and deemed them unimplementable? Why? \nSorry if that discussion has already took place internally. Still, I think it would be useful to document the major points here.", "date": "2019-03-07T14:40:46+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Jan 07, 2019 4:17 am", "content": "" } ] }, { "author": "DarkShadow44", "content": "Not 100% sure, but with the inserter buffs from FFF 419 this might be not an issue anymore.", "date": "2024-08-20T20:49:58+00:00", "quotes": [] } ]
6
2018-07-03T08:28:52-05:00
forum-topic-127464
127464
[2.0.39][Windows-Steam] DXGI_ERROR[...]
Technical Help
https://forums.factorio.com/viewtopic.php?t=127464
Tiandel
Version 2.0.32 -> 500h all OK Version Release 12.3.2025 2.0.32+ Error 2.0.39 Error I use since 7J the Geforce GTX 1080. Yes i use it Long and its Works. -> The Solution from 0.17 etc ist too old and i dont now wath from the 100x Solution in this Post Works. No One Say it Works, but one i fount. But the Reboot and Driver Update have not Worked. OpenGL not Work. Regedit -> i thnk is too kritical. You now the Error. Please see in Version 2.0.32 it Works for 500h. Is the Solution in this Version aktiv? You forgot it? Thank you very mutch
[ { "author": "pioruns", "content": "viewtopic.php?t=52433 \n \n viewtopic.php?t=3638", "date": "2025-03-13T19:40:18+00:00", "quotes": [] } ]
1
2025-03-13T10:55:29-05:00
forum-topic-124471
124471
[Rseding91] [2.0.25] planets with .hidden = true show up in worldgen preview dropdown
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=124471
Quezler
The expected behavior is that hidden planets do not offer worldgen previews.
[ { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2024-12-16T17:41:00+00:00", "quotes": [] }, { "author": "Hares", "content": "Now I want to dig in and see what these surfaces are about.", "date": "2024-12-18T22:40:09+00:00", "quotes": [] }, { "author": "Quezler", "content": "well if you must know: \n \n\"holmium chemical plant\" has some combinator & hidden entity stuff going on that dispenses extra fluids via a linked connection when quality items pass by. \n\"graveyard\" doesn't even get a surface created for it ingame, its a space location i clone dead platforms to so you can see what killed your ship and grab a bp. \n\"thruster control behavior\" is basically just an inserter waiting on a circuit condition before grabbing an item, and grabbing said item triggers a lua event. \n\"undersea data cable\" just places tiles where you're placing the cables in the real world so i can run a \"cheap\" get_connected_tiles() on those to find networks.", "date": "2024-12-19T11:28:50+00:00", "quotes": [] } ]
3
2024-12-15T03:43:16-06:00
forum-topic-123384
123384
translation error
Translations
https://forums.factorio.com/viewtopic.php?t=123384
zibsterino
all frozen buildings say zmzlé instead of zmrzlé in the czech translation of the game
[ { "author": "Norbs5", "content": "Hi, Im gonna piggyback the topic and add another mistake in czech translation. spidertron quality description says \"vzbavení\" instead of \"vybavení\"\n \n \n \n 12-11-2024, 23-13-13.png (137.41 KiB) Viewed 328 times", "date": "2024-12-11T22:06:00+00:00", "quotes": [] } ]
1
2024-11-30T11:39:15-06:00
forum-topic-118588
118588
Crusher recipe swapping system without productivity progress bar loss
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=118588
MBas
What it does This automation selects the recipe for the most needed material. Each crusher completes a set number of production cycles to avoid losing any productivity progress . For instance, at asteroid productivity level 4, setting queue to 7 means each crusher completes 7 productions before the combinator allows a recipe swap. This is an upgraded version from this ship design viewtopic.php?f=193&t=118296 Setup White Square : Combinators here select the most demanded material, need them once for whole system. Yellow Rectangle : Tracks completed cycles per crusher, need it also once for whole system. Blue Rectangle : Dedicated setup per crusher. To expand, ensure consistent signal settings: "1" for the left crusher, "2" for the right. For additional crushers, use "3" in the blue rectangle. Click through the components and ensure the signals are set correctly. You need to change the signal in the crusher and match it with the two signals in the combinators according to the crusher number. Set parameters inside constant combinator according to description of the combinator (see screenshot below). On this example, it will try to keep 250 iron ores, 200 ice cubes, 100 carbons and 100 calcite within plarform hub. Combinator never swaps until 9 productions is done (this example suits to research level 8). Please take into consider that Q is the amount of finished cycles with extra from productivity included. Make sure to connect the hub with a green cable. I didn’t include this in the blueprint to avoid overwriting your hub settings. The hub must have "Read Contents" enabled. Possible problems Material Overproduction: Material quantities may exceed the set values. This is not a bug but intended to preserve the defined cycle count. For instance, producing a set amount of copper might result in excess iron ore from the advanced crushing recipe. High Q Value: High Q values can cause logistics issues. If you choose a high Q to preserve productivity, ensure material demands are set high (>400), especially for iron ore. Rare materials like calcite don’t need such adjustments. If you have productivity on not very nice level like 9, consider setting Q to a lower number than 19, even if it means losing a small amount of productivity progress. If the difference between demanding material is too high, it may happen that something that is not reached its higher bar will be prioritised over something which is completely missing. To avoid this as much as possible, try to demand materials in ratio of total number that is finished in usual recipe. Demand Discrepancy: If demand differs greatly among materials, materials with high demand may be produced over entirely missing ones. To avoid this, set material demands proportionally based on typical recipe output. In the constant combinator screenshot above, sulfur may occasionally be produced even if it’s not in the parameters. If this happens, you can remove the sulfur signal from the constants to hard-ban its production. This has never happened to me in real scenarios—only during testing when I intentionally tried to break the system by faking material counts, etc. In general, the higher the Q you use, the more carefully you need to think through your material demand settings. Blueprint Code: Select all 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
[ { "author": "T-nm", "content": "Very nice! \nA better version would be one that could split evenly different recipes among the available crushers, so you could add more crushers in line. I guess it would require each crusher to have a constant combinator and change the way we assign the decider. \nRight now this version only supports 1 recipe at a time.", "date": "2024-11-04T22:34:03+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "You mean like some of the smart-furnace setups back in the day that could smelt any ore, and which allocate the available furnaces depending on the relative demand of each output to the total demand of all outputs? ^^ \n \nI would post the logic I had made for that smart furnace setup because it would work for this application as well (just that you would need a couple more deciders which would set the recipes in the crushers), but the savegame where I used that logic got nuked during one of the update transitions. \n \nAnd I don't remember whether I actually ever posted that one on the forums. We sure did a lot of research/builds for it back in the day in one of the threads because before 2.0 the furnaces were the only machine that actually allowed for recipe-switching.", "date": "2024-11-04T22:47:32+00:00", "quotes": [ { "author": "T-nm wrote: Mon Nov 04, 2024 10:34 pm", "content": "" } ] }, { "author": "MBas", "content": "I actually did it too back in time viewtopic.php?f=193&t=64296 \nAlso with protection of loosing productivity bar progress. But for new research (there is a research of steel productivity) it would be a little bit more complicated.", "date": "2024-11-04T22:54:47+00:00", "quotes": [ { "author": "MeduSalem wrote: Mon Nov 04, 2024 10:47 pm", "content": "" } ] }, { "author": "MeduSalem", "content": "Is the productivity a problem now for smart furnaces? I remember back in the day it wasn't. It actually kept the productivity even when it switched between the input ores. Haven't done a smart furnace setup since a long time so I cannot say if they changed any of the furnace behaviors. ^^ \n \nWould actually be interesting to try with the Foundries. xD \n \n \nBut yea, now that it is possible to actually set recipes it probably discards the productivity during the switch on a crusher. That would suck a little bit. \n \nI would argue with the amount of chunks you get, that it would actually be \"acceptable\" that some productivity is lost every now and then. \n \nOtherwise I would likely also put a global counter there that only allows a global recipe switch to happen after every <y> items. Wouldn't do it per crusher, just seems overkill. The amount of combinators you would need to place could then just be spend to place more crushers with a fixed recipe. ^^", "date": "2024-11-04T23:02:33+00:00", "quotes": [ { "author": "MBas wrote: Mon Nov 04, 2024 10:54 pm", "content": "" } ] }, { "author": "MBas", "content": "Currently, all of my ships have only one crusher, except for one—the large one traveling to Aquilo—which has two. I keep producing additional resources in sequence even when it’s unnecessary. My asteroid research is at level 10, which means the production bars are synchronized. Despite this, I still maintain a recipe for 5–10 units of production before switching, and it’s never an issue. I do this because, during a recipe switch, you lose some time removing materials from the previous recipe. The crusher simply produces some material in advance, and there’s no downside to it.", "date": "2024-11-04T23:11:04+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "Makes sense to produce a little in \"advance\", since there totally is an overhead involved from the recipe switch. Because during the time it switches it could already demand more and you would prevent constantly flipping back/forth that way. ^^ \n \n \nI currently put up a crusher for each recipe lol. I thought about using recipe switches, but then was \"meh\", after I found out that the total weight of a platform doesn't really matter much anyway (but that it is rather the width that ruins top speed) and that I can be generous with how I set up the crusher area as along as it fits into the width I set for my platform. Sure, I cannot direct-insert from the crushers into the platform hub because there are like 8 or whatever, but that doesn't really bother me. ^^", "date": "2024-11-04T23:17:22+00:00", "quotes": [] }, { "author": "MBas", "content": "Well its made for minimalistic designs anyway", "date": "2024-11-05T11:45:43+00:00", "quotes": [] }, { "author": "cyrus104", "content": "I really like this design and playing with it. I can't get it to ever start. I see your note about connecting the hub with a green but what do I connect it to? \n \nThanks", "date": "2024-11-12T22:58:10+00:00", "quotes": [] } ]
8
2024-10-30T07:38:33-05:00
forum-topic-21218
21218
Duplicate Steam Key
Technical Help
https://forums.factorio.com/viewtopic.php?t=21218
If you have activated your key, and it comes up saying it is a duplicate then your account may have been compromised. What do I do? Don't panic Please change your password Email me at support@factorio.com , with the following info: --The steam key you were given --Your Factorio username --The Email you used to purchase the game Relax, I will sort it out
[]
0
2016-03-09T19:26:15-06:00
forum-topic-113047
113047
Techtonica makes me depressed. Factorio could be real 3D
Off topic
https://forums.factorio.com/viewtopic.php?t=113047
Plawerth
I don't think the development team at Firehose Games have the expertise to reasonably duplicate what Wube has done with Factorio, with the lockstep game sync and highly developed sandboxed LUA API modding platform, allowing for massive multiplayer with opposing teams. Techtonica doesn't have anywhere near the same level of codebase maturity, and I'm worried that it never will. There is no option for headless multiplayer servers with Techtonica. Currently they are only doing cooperative play via shared client sessions using Steam. And yet this is what Factorio 2.0 could be, not just basically integrating the Space Exploration mod as a core game. I'm sorry but for all the work you are doing Wube.... yawn. Techtonica shows that Factorio can absolutely work in full 3D in a voxel map. Meanwhile all the Factorio world assets are already 3D models but being downsampled to 2.5D bitmaps. So much asset development effort squandered. Wube is failing to recognize the next step forward. I hope they will finally wake up after the 2.0 release.
[ { "author": "Kyralessa", "content": "So go play Techtonica instead of spreading your misery and griping here?", "date": "2024-04-19T06:16:41+00:00", "quotes": [] }, { "author": "Illiander42", "content": "Wow. \n \nComing to a company's personal forums to make a post saying \"come play this instead\" is just... \n \nWow. \n \n(Also, it doesn't appear your game has blueprints, so that's an instant fail)", "date": "2024-04-19T07:21:32+00:00", "quotes": [] }, { "author": "aka13", "content": "All 3d factory builders in the end never took off in a satisfying way. At best, DSP with the 2.5 stacking of buildings and conveyor layers. Even Gregtech is now more or less dead. \nI would certainly try out a 3d factorio, but I don't think it would be anywhere as fun as the current 2.5d. \n \nTechtonica looks more like a satisfactory rip-off model and logicwise, tbh. \n \nThe only factory builder in 3d, which is also long since dead, which I would've continue to play, is space engineers. But they just did what their target audience liked most, lego building blocks for le ebin spaceships.", "date": "2024-04-19T09:22:51+00:00", "quotes": [] }, { "author": "Anachrony", "content": "Yeah, just because something looks cool doesn't mean it's more fun. There are advantages to 2D for a factory builder. The 3D versions at a glance seem like they might be better, but in practice can be a bit of a chore to play. If Factorio 2 was 3D, it would get lost in the noise of other games trying to be the 3D version of Factorio, and people would keep coming back to Factorio 1, the same way that existing 3D options haven't taken away Factorio's playerbase. The 2D may not look as impressive, but it has a lot of gameplay advantages. Even with 3D graphic rendering, a top down-ish camera with mostly 1 building layer is much more manageable to build quickly and easily, while providing some interesting puzzle-like constraints in fitting it all together. Factorio already has a few minor deviations from having only a single layer in the form of things like undergrounds. It's moving in that direction for rails by adding the upper level in 2.0.", "date": "2024-04-21T03:24:56+00:00", "quotes": [] }, { "author": "", "content": "3D factorio for me is 3D graphics, with no change to the top down perspective. \nThe thought of giving up perfect overview and interaction for an ego perspective sounds to me as usefull as having a first person text editor. \n\"Is this the E of \"Encyclopedia\" or \"Elephant\"? Let's walk a bit further to check the next letter!\"", "date": "2024-04-21T07:52:54+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "I feel pretty much the same, though I'd like to have camera rotation and possibly tilt (so I can watch from the ground perspective as my turrets battle waves of enemies ).", "date": "2024-04-21T14:35:08+00:00", "quotes": [ { "author": "Loewchen wrote: Sun Apr 21, 2024 7:52 am", "content": "" } ] }, { "author": "computeraddict", "content": "I got turned off of 3d factory building with Satisfactory, which wasn't. Positioning things was an enormous chore. I'm with Loewchen in that the only thing I'd even want to be 3d'd in Factorio is graphics, but even the 2d graphics have the *significant* advantage of making the modding process easier, as 2d assets are so much insanely easier to make than 3d assets.", "date": "2024-04-21T18:52:23+00:00", "quotes": [] }, { "author": "Plawerth", "content": "I thought this discussion was dead when it moved to off-topic on the first day. I have previously advocated for 3D factorio, so it is on-topic as a game suggestion. Moving this from suggestions to off topic seems a Word of God statement from the developers that Factorio will NEVER be 3D. Sigh. \n \nSo then. Kyralessa / Illiander42 ... actually no, I don't advocate playing Techtonica. I already said it's currently extremely shallow, lacks dedicated server support, is coop only with no PVP capability, no LUA programming API. \n \nUnlike Satisfactory their build objects are grid-aligned with the voxel grid, which is certainly weird as things built far apart happen to perfectly align, but it's better than allowing independent randomly aligned build grids as with Space Engineers.. good grief that is awful. \n \n \n \nAnd I'm not really demonstrating the advantages of 3D in two images... the main thing is not being locked into a 2d flat grid for belt and machine placement. There's absolutely no problem with many stacked floors of tech, routing materials up and down and all around. \n \nThe ComfyFactorio modding group has worked around these limitations in Factorio, by using surfaces inside vehicles to simulate inner spaces, and dungeon maps with chests linked between surfaces to transfer materials. \n \nBut this is all a kludge compared to actual real stacked layers of machines in real 3D, which is effortless in a voxel space, and only possible with the ability to see the world from the character's direct point of view to see under/over these stacked levels. \n \n \n \nI do accept that Factorio's logistic bots would make no sense in real 3D, since in 2.5D they pass through each other and no one cares to figure out how to keep them from self-intersecting each other as they all bring you 1000 materials.", "date": "2024-04-23T16:31:04+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "I dunno, maybe people would be better at keeping it on topic and at talking to you about it if you weren't so rude about it?", "date": "2024-04-23T17:39:49+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Well, yes, Factorio as it currently stands will never be 3D. That would require a huuuge rewrite. It would have to be a full on sequel, and your OP accusing Wube of \"failing\" in that regard and waving a newer game around on a 3D engine as proof isn't constructive.", "date": "2024-04-23T18:23:59+00:00", "quotes": [ { "author": "Plawerth wrote: Tue Apr 23, 2024 4:31 pm", "content": "" } ] }, { "author": "aka13", "content": "Don't you think that while you could certainly still call it whatever you like, even factorio, that it would be a completely different game? \nThe expansion was always going to be an expansion, not a different game. \n \nI am not opposed to it, mind you, just sayin", "date": "2024-04-23T19:48:37+00:00", "quotes": [] }, { "author": "mmmPI", "content": "In 3D, from the screenshot, i see a problem, in that you can't see the red items on the belts at the bottom layer unless you are super zoomed in, in case you can only see a few belts, or you have something that seemingly goes to infinity with the background very small and indistinguishable. \n \nI like not having to battle with camera more than zoom in zoom out. \n \nNot all 3D games forces you to constantly monitor the camera, some make it the game itself, when you are playing a space shooter game it's fun, when you are in first person or 3rd person too, but when making a factory ? I can understand what Loewchen describe as a 3D text editor, and the need to move around to see if it's the E of Elephant, or the E of Encyclopedia. \n \nI think Factorio is not a really good example of massive multiplayer of opposing team. This is not the core gameplay of factorio. I think games that are good for massive multiplayer battle have generally their own massive servers and are more like MMO-like, they focus onto the \"massive multiplayer with opposing teams\". \n \nI think factorio's factory are maybe a bit too complex for a player to be tasked to monitor damages done by ennemy in real time. They are are made of tiny elements with just 1 missing could break all the others.( like a belt or a wire missing , or a bad item blocking a spitter ... ). Most games of factorio i think are played solo given the figures of connected player on steam and the list of players in the multiplayer servers. \n \nIt's not clear what would be the timeframe of the battle if there was opposing team ? Is it shared persistent world over several month/years ? This is not like current factorio. Or private servers independant server run by players like now ? This doesn't work for pvp, when people lose , they quit the server and restart another one when games last several days. No-one rejoin a game where there are 16 hours left out of 30 hours roughly to know 1rst and 2nd place but host is about to get wiped in the next 4 hours and won't get more than 5th place. That the problem with games like civilization in multiplayer, if the game last more than 6-8 hours , you don't do it in 1 sitting. And very few will rejoin a game for 6 hours without having a shot at the victory or some goal for the rest of the game. \n \nIf there is no such game, it's maybe because it's not clear what would players enjoy in it ? ( maybe it's just me who don't know about such game) \n \nIn factorio, i think players enjoy looking at their complex factory, which they protect against biters without too much trouble. But i don't think players would enjoy seeing the same patiently built factory destroyed 50% of the time as in competitive multiplayer. Maybe some players very familiar with the game like speedrunners wouldn't mind, but again seeing the figures on steam, i think for many players , when playing factorio, making the factory, is enough of a challenge already and having it function is hard enough even with very primitive ennemy. \n \nI think factorio is a very solid concept, and that's no surprise many other games tries to emulate, but in doing so, not all are successful that's also no surprise. I'm not convinced the 3D is necessary and/or would make things better. The kind of view we have in factorio make me think of RTS game ( which is an older solid concept too), the action happens on a \"map\" that is a 2D plan, with maybe some layers like planes or submarines in RTS. But having it all visible at a glance is part of the strengh i find. It makes it easy to assess what's going on with very few needs for menus, the minimap to locate is very strong for 2D, a bit less for 3D, you'd need 2 one from top and one from back like in space shooter game if the action is really occuring in 3 dimension. Things would hide other things, always. \n \nI think the \"multiplayer\" way that would appeal to me the most would be something like clusterio where you as player are part of a larger team/ alliance but still have your 'own' factory or part to monitor that is yours, it contribute to a larger thing but it's your own. Maybe there would be a lobby for players to meet and play in opposite team on the same map, but that would be another mode, like \"combat\" and the results would yield benefit/ orientate the goals for one's \"personal factory\". I think it would be a way to open the isolated \"base-builder\" to other \"isolated base builder\" either trough competition or cooperation because i think factorio multiplayer can be great, but there's not many incentive for players to try, even the opposite, it can feel daunting, or like you have nothing to do when joining someone's else base, or that anyone joining your base think they know what to do but keep breaking your stuff. Those are great opportunities to learn, things that people in the same team share and learn when playing competitive game. This also means in competitve game there is a matchmaking, players that meet are supposed to have roughly the same level of understanding of the game. This would benefit factorio. But it also feel like a different game. \n \nI can understand why playing other games be depressing, the main problem with Factorio to me is that it makes playing other games that try to be similar frustrating somehow. Playing it a lot makes me either want to program in a real editor, or play a very different game that wouldn't feel like it could have been as polished as factorio, like a less ambitious game. With little involvement from player required, until i want to play factorio again x)", "date": "2024-04-23T22:14:40+00:00", "quotes": [] }, { "author": "", "content": "[Koub] I'm not opposed to let the community discuss calmly about the benefits/disadvantages of going 3D, and comparing different games in the same genre as Factorio, but please keep the discussion focused on that, not on the people, or the way they present their arguments.", "date": "2024-04-24T08:33:46+00:00", "quotes": [] }, { "author": "nuhll", "content": "Just my 2 cents. \n \nI also \"wish\" for a 3d factorio. But im realist, why factorio is so great in every stage of the game, is because of that 2d. Most things, when not everything i like on factorio is based on 2d and wouldnt be possible that way in 3d. \n \n \nBut games like factorio told me ONE THING: graphic is not everything, it can have the best graphic, but is no fun. \n \nIm sure if they get a nice idea for a 3d game, they would do it. \n \nOne way maybe would be 2d+3d. Like top view (2d) and you have the option to see thru your character...? \nI think maybe the best way is best out of both worlds. \n \nI dont know 8 years or something like this ago ive sent them a mail for the space idea and it took time, but they did it.", "date": "2024-04-27T12:36:41+00:00", "quotes": [] }, { "author": "BrainGamer_", "content": "tbh the only way I can see a \"3D\" Factorio work is identical to how Anno games are \"3D\". Actual 3D models and an orbiting camera but everything is still built on a (flat) plane.", "date": "2024-04-28T15:09:40+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "And here I am playing Factorio for one of the reasons because it has 2d sprite graphics. That is how opinions diverge. ^^ \n \nI always feel like stylized sprite based games have an age-less charm that cannot be replicated by full 3d games. They are like manga or comics. They don't age; somehow our brains are wired like that. That is why a sprite game will still look nice even 20 years later. \nBut a 3d polygon game will look like crap because of adjusted expectations. At least when I go back to playing a 3d game back from 2004 I know I won't be saying \"wow best graphics ever, just like I remember\", but rather \"wow this looks even worse than I remember\" the older it gets. ^^ \n \n \nThat said I also witnessed tons of games that made a transition from 2d sprites to full 3d polygon stuff over the years. Most that made such a transition didn't really leave a better or lasting impression on me compared to their original even without changing to generic 3d graphics; Most of them suffered tons of other issues from their transition, with annoying controls/inputs... or reduced complexity/depth as a tradeoff to improve user-experience or performance. \n \n \nThe performance is also a big deal for me nowadays. I don't feel like having to buy an expensive graphics card just to be able to play a base building, resource & automation game. And toning down the graphics settings to the point the original sprite game looks similar or even better... well... kinda defeats the purpose of it being 3d. xD \nAt least when I play most of the 2d sprite games even my outdated graphics card is fine. It doesn't even start spinning the GPU fan with most of these games because they are so low impact. They are usually all way more CPU/memory heavy to the point it becomes unplayable long before the GPU would start doing some real work. ^^ \n \n \n \nAnyway regardless of my opinion I am sure that Factorio will likely make the 3d transition with a sequel eventually. But for the time being and for the expansion I am happy the way it is.", "date": "2024-05-02T11:43:22+00:00", "quotes": [] }, { "author": "aka13", "content": "Highly depents on the sprites. I remember the old days, the sprites would not be nice to revisit . Old nintendo games also look like shit, if you remove the nostalgia goggles. \nAlso highly depends on the 3d graphics age, imo. Games from around 2010 onwards, which are designed well, still look good. \n \nBut I absolutely agree that factorio is so well stylized nowadays that it will continue to be enjoyable for ages.", "date": "2024-05-02T17:21:48+00:00", "quotes": [ { "author": "MeduSalem wrote: Thu May 02, 2024 11:43 am", "content": "" } ] }, { "author": "quyxkh", "content": "If you think there might be some limit on how much a game can demand, then you have to also think the best games will push those limits, and what a game chooses to fill that capacity with, what it chooses to demand of its players and their rigs, will involve tradeoffs. \n \nSatisfactory and Techtonica require 3D navigation (and the mental modeling to go with it). I think they make room in the players' heads for those by giving up on a lot of intricacies and design puzzles in the equipment. Belt lanes, inserter timing, la la. \n \nIf Factorio tried to be \"real 3D\" the inserter animations alone (which are already limiting factors on base design with just sprites) would eat any rig alive. And the bots? And the biters?", "date": "2024-05-02T17:38:56+00:00", "quotes": [] }, { "author": "Tertius", "content": "I like the 2D presentation of Factorio very much, because many 3D games make me suffer from motion sickness. About 2/3 of all the modern 3D games make me sick and I have to abandon them. Don't laugh about this, it's definitely not a funny thing. It's as funny and enjoyable as pimples on your butt. I have to abandon quite some first class and highly praised games. \n \nThis is not the reason why Factorio should stay 2D, however it's one reason saying it's not an issue for me if Factorio will stay 2D.", "date": "2024-05-02T17:43:04+00:00", "quotes": [] } ]
19
2024-04-18T22:49:42-05:00
forum-topic-127423
127423
[2.0.39] Crash (Surface::findAllEnemies)
Pending
https://forums.factorio.com/viewtopic.php?t=127423
black_sky
this has happened a few times. i can't recreate it and it happens just on occasion. I'm assuming it has something to do with my ram because i think i had problems with that before when a map gets very large, but i can't really say I suppose. cheers
[ { "author": "", "content": "Do you have any reliable way to reproduce this error?", "date": "2025-03-12T12:20:28+00:00", "quotes": [] } ]
1
2025-03-12T05:34:54-05:00
forum-topic-127173
127173
[2.0.32] Rich text color in Display Panel breaks with long text
Duplicates
https://forums.factorio.com/viewtopic.php?t=127173
Usul
Colored text in a Display Panel breaks when text is long. Expected behaviour: Colored text does not break when text is long. Steps to reproduce: Short colored text displays correctly inside Display Panel GUI and in banner above the entity. 2025-02-27_22-12-37.png (14.1 KiB) Viewed 182 times 2025-02-27_22-12-48.png (169.9 KiB) Viewed 182 times When text is extended, text still displays correctly inside Display Panel GUI but is broken in banner above the entity. 2025-02-27_22-13-24.png (17.98 KiB) Viewed 182 times 2025-02-27_22-13-13.png (204.12 KiB) Viewed 182 times
[ { "author": "Usul", "content": "Possibly related to viewtopic.php?t=122533 \nI use a 4K monitor with 200% UI scale.", "date": "2025-03-05T18:41:27+00:00", "quotes": [] }, { "author": "", "content": "Probably, thank you for the notice, let me know if it still happens in the latest experimental", "date": "2025-03-05T18:55:36+00:00", "quotes": [ { "author": "Usul wrote: Wed Mar 05, 2025 6:41 pm", "content": "" } ] }, { "author": "Usul", "content": "Hi Klonan! \n2.0.39 has been pushed to stable branch just now and I can confirm that this here bug has been resolved. \nThank you!", "date": "2025-03-11T10:51:36+00:00", "quotes": [ { "author": "Klonan wrote: Wed Mar 05, 2025 6:55 pm", "content": "" } ] } ]
3
2025-02-27T15:28:03-06:00
forum-topic-111179
111179
Friday Facts #397 - Factoriopedia
News
https://forums.factorio.com/viewtopic.php?t=111179
Here it is! (beep boop) https://factorio.com/blog/post/fff-397
[ { "author": "MatHack", "content": "Helpful feature, just a question about the keybinding: \nConsidering Alt is bound to Alt-mode, wouldn't Alt + LMB toggle the alt mode every time you use it to open the new feature?", "date": "2024-02-09T12:09:03+00:00", "quotes": [] }, { "author": "Marvin01", "content": "Creating a blueprint with Alt+B doesn't toggle it, so that shouldn't be an issue.", "date": "2024-02-09T12:11:05+00:00", "quotes": [ { "author": "MatHack wrote: Fri Feb 09, 2024 12:09 pm", "content": "" } ] }, { "author": "Taneeda", "content": "Love those little details like the history buttons, especially with the mouse backward/forward buttons which are deeply connected in my muscle memory for that Those are the details that make the difference between a great game and an awesome game. I can't really enjoy other factory builder games because of the lack of such details...", "date": "2024-02-09T12:13:13+00:00", "quotes": [] }, { "author": "Stringweasel", "content": "Definitely a much needed feature! It looks great \n \nOne little remark, the two most used things in the information panel (except maybe for the stack-size, etc) is likely the \"Ingredients\" and \"Used In\". The \"Unlocked By\" is rarely used, but now it's taking up a lot of screen space, and you would have to scroll past it every time to to look at the very-useful \"Used In\" section. It might be nice to move \"Unlocked By\" to the bottom. This will be especially useful for mods that add a few more buildings/items, and especially for overhaul mods with many items/buildings.", "date": "2024-02-09T12:15:44+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "A very useful addition!", "date": "2024-02-09T12:16:34+00:00", "quotes": [] }, { "author": "DDRJake", "content": "Very nice. Could we please be able to mouse over entities and explore this while the game is paused? Checking stats on moving objects is very difficult and pause stops tooltips dead.", "date": "2024-02-09T12:18:56+00:00", "quotes": [] }, { "author": "Justderpingalong", "content": "Looks neat! Though... I am gonna ask: What is the benefit of having like 4 different 'rail' entities in the blueprint book? Just the 1 seems like it would suffice.", "date": "2024-02-09T12:20:56+00:00", "quotes": [] }, { "author": "husnikadam", "content": "Agreed!", "date": "2024-02-09T12:23:24+00:00", "quotes": [ { "author": "Stringweasel wrote: Fri Feb 09, 2024 12:15 pm", "content": "" } ] }, { "author": "FasterJump", "content": "Cool features, the \"history\" looks very convenient. \n \nFor a second I was surprised to read \"Steel plate\" next to the icon of a steel beam (I haven't played the game since a while). \n \nI agree that \"Unlocked by\" is less important than \"Used in\".", "date": "2024-02-09T12:23:41+00:00", "quotes": [] }, { "author": "LoneWolf_LWP", "content": "I get the feeling that with most of the ffa's I could just say something like. \n \n\nIt's not meant in a negative way, but I hope we get enough \"real\" new things that havent been solved/done by the modding communtiy already. \n \nThe implementation of course is good as some mods are not UPS friendly, but still, it doesnt feel new, just implemented. \n \nI truly hope that i'm mistaken and the really cool new stuff still needs to come.", "date": "2024-02-09T12:25:20+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Gergely", "content": "Why use the hat in \" m/s^2 \" for unit of measurement of gravity? There is a perfectly good Unicode character for superscript: m/s²", "date": "2024-02-09T12:25:35+00:00", "quotes": [] }, { "author": "EvanT", "content": "Vulcanus has ~4G Gravity along with ~4 times the atmospheric pressure?! \n \nNo visit without an exoskeleton.", "date": "2024-02-09T12:27:09+00:00", "quotes": [] }, { "author": "gGeorg", "content": "Nice QoL, I have used Wiki for this. Alt-Tab is easy. \nI see an issue with layout of Factoriopedia - scrollbars. \nYour intention to make UI layout standardized also make it space hungry, (lot of gray without any information). \nIt means, player has few information on screen then bunch available when scroll. That is PAIN design. \n \nScrollbars are poison in games. Accounting software are not very funny, but contains a lot of scrollbars. This link work also other-way around >>> add scrollbars to your game to make it boring equal to an accounting software. \n \nI would recommend work more on layout to eliminate scrollbars as much as possible. For example make it 3 sections, side by side instead of current two (list of items, total item info). >>> ( 1. list of items; 2. base info - research & receipt, no scroll here never ;3. rest info with scroll possible)", "date": "2024-02-09T12:29:21+00:00", "quotes": [] }, { "author": "FasterJump", "content": "Also, the Steel furnace tooltip says 4/m. \n \nm is for meters, and min is for minutes. Literally unplayable.", "date": "2024-02-09T12:31:28+00:00", "quotes": [] }, { "author": "Tooster", "content": "It's pretty funny reading \"Rocket capacity\" on a substation's page, almost as if the substation had the capacity for rockets and self defense XD \n \nOverall good, but pretty unfortunate that \"Unlocked By\" takes so much vertical space, when I assume it will most commonly be a single element. Something has to be done with this. As for placing it underneath the products, I think I'm against it. Some mods add a lot of items. Damn, even simple \"Assembler\" could display a very long list, and I am against scrolling for half an hour just to see what tech unlocks my machine. Maybe something like a small table of contents or vertical tabs could be used instead? \n \nWhile at it I came up with a proposition for alternative quality tier names: \nnormal, uncommon, rare, epic, legendary -> C grade, B, grade, A grade, A+ grade, S grade. It's similar to power efficiency grades, but they use A+++, A++, A+, A, B, ... G.", "date": "2024-02-09T12:33:44+00:00", "quotes": [] }, { "author": "woytaz", "content": "Not with this attitude! This just means you need to implement nested tooltips next They're crazy helpful! See Crusader Kings 3 or Baldur's Gate 3 for examples.", "date": "2024-02-09T12:38:47+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "bodobram", "content": "I like this idea. For me, a real game changer was this tool that can calculate a whole supply chain and the needed factories for it: \n https://kirkmcdonald.github.io/calc.htm ... ircuit:f:1 \n \nMaybe, it is worth an idea to add a similar functionality also in the Factoriopedia, so for example provide an extra button \"Show supply chain\" which shows a graph of all raw ingredients that are necessary to craft this product.", "date": "2024-02-09T12:42:07+00:00", "quotes": [] }, { "author": "Terrahertz", "content": "Again a very nice addition to the game. \n \nAltough I have to say that information on Vulcanus is quite concerning: 4 times the gravity of Earth, 4 times the air pressure, as if a half molten Planet isn't dangerous enough \n \nBut also what info is given is quite concerning:\n Gravity, Magnetic Field, Pressure: Might just be lore, but this would be a bit out of line with the usual information policy inside the game. \n Gravity: Might have something to do with the amount of fuel or generall components required per rocket? As the capacity seems to be a fixed value. \n Magnetic Field: Does this mean if it's not 100 %, power grid entities get randomly damaged? \n Pressure: Special survial gear required? \n Connections: Until now I was under the impression that In space, nobody can tell you where to go. I can deal with that, it's just a bit odd. \n Exclusive Recipies: Now that's a big one. Does this mean the can only be unlocked there or does this mean they can only be produced there? \n\nBTW is anybody else under the impression that the devs are waiting for FFF-400 to reveal the next Planet?", "date": "2024-02-09T12:47:15+00:00", "quotes": [] }, { "author": "tolomea", "content": "You didn't mention locked / unlocked state at all. \n \nI presume in search results, used by, alt recipes etc you see all recipes, it'd be nice if locked stuff was grey'd out and pushed to the end. \n \nAlso on locked items the tech to unlock is the most important thing. But on unlocked ones it's the least, so maybe it should jump to the bottom.", "date": "2024-02-09T13:00:19+00:00", "quotes": [] } ]
19
2024-02-09T06:00:03-06:00
forum-topic-121331
121331
[boskid] [2.0.18] Orbital logistics tips&tricks crash (position is missing)
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=121331
OdessaKwinn
https://discord.com/channels/1396775903 ... 2779235378 Please report this bug to authors of Space-age scenario. Thank you.
[ { "author": "", "content": "When reporting bugs please follow 3638 \n \nGiven no version was provided i will assume it was 2.0.15 (stable at this point in time) \n \nI managed to get the picture that was deeply hidden under the link above:\n Orbital logistics tips \n \n \n 11-14-2024, 16-30-10.png (170.43 KiB) Viewed 1175 times", "date": "2024-11-14T15:31:08+00:00", "quotes": [] }, { "author": "", "content": "Ok, it looks the issue was actually introduced in 2.0.18 so my version deduction was incorrect. \n \nIssue is now fixed for 2.0.20.", "date": "2024-11-17T17:00:40+00:00", "quotes": [] }, { "author": "lialuca", "content": "I'm still having this issue on version 2.0.20. I'm playing on macOS 15.1 in case that's relevant and the error text is:", "date": "2024-11-19T01:00:26+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Stewart43", "content": "In 2.0.20, it gets further into the orbital logistics tip, but a similar error message pops up after a few more screens, when the Cargo hub on Vulcanus aappears.", "date": "2024-11-19T02:33:39+00:00", "quotes": [] }, { "author": "n_slash_a", "content": "I am seeing this as well, version 2.0.20. Screenshot and logfile attached. I can confirm it occurs shortly after arriving on Volcano. \n \nEdit: Right after the scenario arrives, my character is still firmly on Nauvis.", "date": "2024-11-20T07:15:18+00:00", "quotes": [] }, { "author": "martinw89", "content": "Unfortunately I don't think my log or screenshot give any new information other than it's repeatable on 2.0.20 across different machines, but they are attached just in case. It's also consistent that it happens right when the cursor clicks on the cargo landing pad on Vulcanus.", "date": "2024-11-21T16:12:16+00:00", "quotes": [] }, { "author": "", "content": "Reopened...", "date": "2024-11-21T16:48:55+00:00", "quotes": [] }, { "author": "", "content": "I am not seeing reasons to reopen this if its similar but new issue: version on first post is not correct for this new report and i am not willing to work on this anymore (its more of a Pard's territory). Moving back to resolved. For reopening either split this topic or create new report. \n \n-- edit: \n \nTo be more precise, tips&tricks simulations are built on top of 2 extremally fragile foundations: GUI and control settings. If gui scale is wrong, some widgets may not be visible and simulation will fail with \"position is missing\" because widget was not found. Also if player's control settings are changed then simulation may not be able to perform certain interactions again causing widgets to not appear and it will again explode on \"position is missing\" error. That means just because tips simulation throws error that ends on \"position is missing\" tells absolutely nothing if this is the same issue or a new one. Please create new bug report each time such error is thrown and do not reopen this one.", "date": "2024-11-21T17:37:11+00:00", "quotes": [] } ]
8
2024-11-13T15:31:26-06:00
forum-topic-117979
117979
[kovarex] No ingredients possible to select in blueprint parametrisation for combinators
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=117979
Erichteia
I want to make a parametrised blueprint that automatically checks whether I have enough of the parametrised item and all its ingredients (for Fulgora). However, I'm unable to choose 'parameter 2 ingredient of 1' in the parametrised blueprint, since the item filter is empty. See pictures below. I'm running Factorio 2.0.11, I attached the log file below. I also added the blueprint string at hand Pictures of the issue The blueprint (string below) Schermafbeelding 2024-10-27 175453.png (457.23 KiB) Viewed 4628 times The actual issue: nothing to select Schermafbeelding 2024-10-27 175517.png (137.81 KiB) Viewed 4628 times The current values for the parametrisation Schermafbeelding 2024-10-27 175556.png (94.05 KiB) Viewed 4628 times The blueprint for replication Code: Select all 0eNrVWcuOozgU/RXk5ci0sIEURDMttWY1q1nMshUhAk5iNa82pmaiUv59rnkmwalQ0Onq2jl+nHN9fZ/kBW2TihWCZxKtXxCP8qxE668vqOT7LEzUXBamDK2RrMQ2N6UIs7LIhTS3LJHohBHPYvYfWpPTBiOWSS45axDqH8cgq9ItE7ABv4qEUZGXcDjPFCcAUtv+5GJ0hJPW0ycXmGIuWNTscE54REDfTEDfRmBfEZRFwqWEFQ006aG9+8DOAtV4UyR3FxD41wSehmD1BtUMWvevJMdoxxN1arC6IhQwgDnTAqzvVQi4cBZluUjBPDGK8lTtkTmcQn8og8wrWVQyAJvORbNZ8P1B2epI7Kde7JTFvEpNloAwgkdmkSdMJ7xzoRcNpNdDliBTuGdmdGClfNVGiFXrGHxPijwJtuwQPvO8VkPERVRxGcBaXJ8OWBZuExaj9S5MSgbHBPteAUPQ6K5Up8pGpY0fDg6qk9fv5Y1ZxGNQNGh0y7Nao7rXa0UmI7vTX6BFHS5QC3j+C0TccQEXGIWc88dv9FPKUAUq17p6+M/1696FIZcwZGQ+3QQL5LFQZ8MsngZNHwdtPw7aeRy0Ow960znwjTQ0soniCLZVZWD/Ik8DnsHRzjeUwaMiCY9gfzErI8GLxlbR3w2FQQy+M+SBCWbw0mBZXu0PRr4zuDRAGjUKk0T9AjM/RgkrDUiUuS6UEKt3pF1YSpNnJRP3ImDr+Pe9qAsDvfNLUTE8jg5q72Jn+h2ddJGCLMjg43Dh/fyLEl226JAFC+PgAI+uOCRcvWyt6IK8Xmj2pnkMbJZWU3SBpqwp+ZbYb2YYsg2dUjIQZwGDrc+NxJ1fok2UeihEtlXy7VUvtO+K+7TgGemkZ/QWKNm5IbW/ANPVY1JrAebqBuZ1OKmgThF7AbE8noDaVOxt5mgyhi4s08EV2xCut4VO1lGQ4pKlbR0VnwWZthI1IQpUCWuyf7tVVVyQh55Bklwc2xKs/wVuBeEo+qZCB76xQm6u0Jsrtsp2G50G7DkVqf8zKtKu3r+evVP7C6gZkLacqOowD2rQlrrUmaMJ7xfWRJWBElIQe4423DkFi/8+Bcvo+WdVMHQ158re+1+5f+d5116Sxya1/9RbwOBNYvBn+C4lv7DvsoJHc/zWtuZo4h2/MNgL+gZKphiHTWf4NSUfqPey7Tk3/Ejdpb3gIyid1DPZ7pKCk9rnBWfzmUFHsprjnU2z8OCAk7A9y+IQysY5UWdBDmlVd+95FuQQOqnbsv05TkQ/kBM5C/o0eqOfdMj8pr3GvFAeoTqKBd9LtBQbjP6FCeUgXz1MsY/pBtcjYtVDHzuYkHoI/RHFUAzXY0eNV80YDmHILGoMORfGsHEDyP0rNf7XRYQY9Zf4Bx6JxYbqB2FS9Y16pzQvjGLCnxtKdy1fqzvcDdbItQYJvqTKn42yFgSmd4BYJSGsEOu3wgpKmItZAfGAKftSpnqGfX6Xv7I9QHDYZpDxZciPucwNQjompA8ltMeE9kMJnTGh81BCd0zo/miDzKXZogteDpGwN1QySPZnF+KUy9b+sj77QxqjZ/CyWhp3RX3H912HOJQScjr9D2clTKA=
[ { "author": "Erichteia", "content": "Upon further investigation, I can't find any set-up without using a crafter where this bug does not occur. So I'll currently add a random crafter in the BP to circumvent this as a temporary solution", "date": "2024-10-27T17:23:28+00:00", "quotes": [] }, { "author": "", "content": "Hello, so I agreed to make the \"loosification\" of it a bit, and now you can use any parameter as ingredient, even when it is not used in an assembler. (which was a special logic made on purpose before, to make it more strict). \n \nThis means, that there is more change of it to just do nothing, if the parameter value you select is not actually a recipe, and it will also not limit the the selection of the original paramter to be a recipe.", "date": "2024-11-18T15:49:26+00:00", "quotes": [] }, { "author": "Erichteia", "content": "Very happy to see it was added in the latest patch. Thanks for all the amazing work!", "date": "2024-11-22T09:58:48+00:00", "quotes": [] } ]
3
2024-10-27T12:04:25-05:00
forum-topic-121445
121445
Think devs need a break
Off topic
https://forums.factorio.com/viewtopic.php?t=121445
Panzerknacker
I mean, it must have been a bit of a crunch to get the game ready for release date, some pretty big last minute changes there also. Many devs take a break after that, take a lil holiday or something, don't they? But here, as soon as this released, a average city population count worth of Factorio ultra-geeks crawled out from under their rocks, started playing the game, nitpicking on everything and churning out 1K brpm (bug reports per minute). So I imagine it only started for Wube AFTER the release. I imagine them working 7 days a week atm (I see replies to threads at 5am sunday morning), this aint healthy. They wanna make the game as good as possible ofc but we all know that at a certain point it doesn't work anymore to try to brute force at something, it's better to step away a lil bit only to come back stronger and prepared after having had some time to overthink the situation from a distance. I think they really deserve a break now and it will be for the better of the game, right guys? I mean if they start hating Factorio because of this we'll never get the game that we want So I hope they do that!
[ { "author": "BlueTemplar", "content": "I think there was some statement about «fixing most bugs that will be uncovered at release by Christmas» (?), but that's still 6 weeks away, so I do hope they pace themselves ! \n \nP.S.: \nPrague time ? And some of them might be remote... (still, Sunday I guess is slightly concerning regardless of time ?)", "date": "2024-11-14T17:16:20+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Panzerknacker", "content": "yes, Prague time, from Prague-based devs.", "date": "2024-11-14T17:32:26+00:00", "quotes": [] }, { "author": "", "content": "❤", "date": "2024-11-15T04:43:17+00:00", "quotes": [] }, { "author": "Usul", "content": "I hope each employee is now a millionaire.", "date": "2024-11-15T16:32:43+00:00", "quotes": [] } ]
4
2024-11-14T11:05:06-06:00