id stringlengths 13 18 | topic_id stringlengths 1 6 | title stringlengths 1 132 | section stringclasses 74 values | url stringlengths 0 60 | author stringlengths 0 20 | question stringlengths 0 60k | responses listlengths 0 19 | response_count int64 0 19 | timestamp stringlengths 0 25 |
|---|---|---|---|---|---|---|---|---|---|
forum-topic-13565 | 13565 | Download for Factorio 0.12.X | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=13565 | McGuten | == 5dim's mod ==
We move all downloads to mods portal !
You can follow us on twitter
You can ask us something on ask
You can support us on patreon
You can support us on paypal | [] | 0 | 2015-07-17T18:13:41-05:00 |
forum-topic-117999 | 117999 | [2.0.11] LuaItemStack.set_stack lacks quality adjustment | Already exists | https://forums.factorio.com/viewtopic.php?t=117999 | sensenmann | In my mod i want to do this:
Code: Select all local stacksize = entity.cursor_stack.count --record amount
local old_quality = entity.cursor_stack.quality --record quality
entity.cursor_stack.clear() --clear the slot
entity.cursor_stack.set_stack({ name = "alien-hyper-module-" .. math.min(storage.currentmodulelevel[forceName], 100), count = stacksize, quality = old_quality })
But the parameter quality has no effect, i guess since https://lua-api.factorio.com/2.0.8/clas ... ml#quality is readonly.
But how do i create a new stack of items with the desired quality? At the moment i see no way. | [
{
"author": "",
"content": "Dunno, i did a quick test with following command:\n Code: Select all /c\nlocal entity = game.player.character\nlocal stacksize = entity.cursor_stack.count\nlocal old_quality = entity.cursor_stack.quality\nentity.cursor_stack.clear()\nentity.cursor_stack.set_stack({ name = \"iron-plate\", count = stacksize, quality = old_quality }) \n\nand 100 copper plates of rare quality turned into 100 iron plates of rare quality.",
"date": "2024-10-27T19:06:09+00:00",
"quotes": []
},
{
"author": "sensenmann",
"content": "Sorry i missed that i had 2 loops for different usecases, now it works, thanks!\n \n \n \n 10-27-2024, 20-45-24.png (217.35 KiB) Viewed 397 times",
"date": "2024-10-27T19:45:39+00:00",
"quotes": []
}
] | 2 | 2024-10-27T14:00:01-05:00 |
forum-topic-119835 | 119835 | [2.0.14] Logistic robots are not targetable by enemies | Not a bug | https://forums.factorio.com/viewtopic.php?t=119835 | GreenFlagCZ | Hi,
Logistic robots are not targetable by enemies (enemy player turrets, worms or spitters) but construction robots are targetable. I don't understand why is that? Should be all the robots targetable? It is messing my mod actually (Story Missions)
Thank you for answer. | [
{
"author": "",
"content": "Thanks for the report. This was changed as part of the logistic robot optimization and there are no plans to change it back.",
"date": "2024-11-04T23:03:56+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Stupid question, but does this mean that only logistic robots are optimized like that, and construction bots are not? Because I kinda assumed both would be handled the same.",
"date": "2024-11-05T13:20:20+00:00",
"quotes": []
}
] | 2 | 2024-11-04T16:40:09-06:00 |
forum-topic-90795 | 90795 | on_gui_opened latency in multiplayer? | Modding help | https://forums.factorio.com/viewtopic.php?t=90795 | Deadlock989 | I have been using on_gui_opened to override specific machine guis - usually just to cancel them with player.opened = nil but in another case to replace the machine's gui with a custom one.
Have been doing some multiplayer testing and found out that for non-hosting clients there is an appreciable delay in the gui being overridden. This is with two Factorio instances running on the same machine (Steam and zip) so latency should be pretty low. The "native" gui appears and is then either replaced or removed a significant fraction of a second later. In single player / for the host, this is invisible.
For other kinds of entity in the past I have used a custom input instead of on_gui_opened and notice a slight delay on that as well, but in those cases the entities don't have their own GUI (simple-entity-with-owner etc.) so it doesn't look as bad.
Is there a better way of doing this? Some other native way of suppressing a machine's gui that doesn't stop it being operable? | [
{
"author": "Deadlock989",
"content": "Anyone? \n \nThis bothers me because if it is expected behaviour then half of what I thought I knew about control scripts is wrong. I thought that every client runs its own copy of control.lua in lockstep with the host - that is why desyncs from variables outside of the global table are a thing. If the client is running and firing its own on_gui_opened then why is there is an apparent lag for clients? \n \nThis is the kind of thing I am doing in on_gui_opened: \n Code: Select all script.on_event(defines.events.on_gui_opened, function(event)\n\tif event.gui_type ~= defines.gui_type.entity then return end\n\tlocal player = game.players[event.player_index]\n\tlocal selected = event.entity\n\tif selected and selected.valid and some_condition_is_met(selected) then player.opened = nil end\n\tif selected and selected.valid and some_other_condition_is_met(selected) then\n\t\tdo_something(selected)\n\tend\nend)",
"date": "2020-10-31T12:51:48+00:00",
"quotes": []
},
{
"author": "DaveMcW",
"content": "This is a latency hiding trick. The client user is allowed to peek at the gui, until they recieve the gui close command from the server. \n \nIf the client tries to do anything on the preview gui, it should stall until the server confirms that the gui is still open.",
"date": "2020-10-31T13:58:12+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "The irony. \n \nI can live with losing some of these (the cancels) but the one I'm really interested in is an electric-energy-interface with gui_mode = \"none\" - which turns out not to be \"none\" at all but one of those pointless \"here is a picture of the entity in a frame with no buttons to press except close\" GUIs. \n \nOh well, it's not game-breaking.",
"date": "2020-10-31T14:51:47+00:00",
"quotes": [
{
"author": "DaveMcW wrote: Sat Oct 31, 2020 1:58 pm",
"content": ""
}
]
},
{
"author": "eradicator",
"content": "Maybe you can prevent the opening from happening in the first place. For example by deselecting the entity in an 'open-gui' linked-control event. Or overlay an invisible second entity that steals all the clicks, or plain making the entity unoperable and drawing your own selection box so it doesn't look red... no, i don't have any nice ideas on this one, only ugly hacks.",
"date": "2020-10-31T15:38:13+00:00",
"quotes": []
},
{
"author": "Squelch",
"content": "I'm glad I'm not the only one to be experiencing this. I thought it was something I was doing wrong. Single player certainly is invisible, but not only do I see the GUI briefly in a MP scenario, but I also hear the sound - twice - once for the original, and again for my replacement. \n \nI had asked in modding help before about replacing/modifying/enhancing the base GUI, and it was quickly shot down as a potential for bad actors and sabotage. Such a shame that the first thoughts on a potentially enabling thing are so cynical. Anyway, I do hope that there might be a solution that isn't so hacky or poorly performing.",
"date": "2020-10-31T18:17:24+00:00",
"quotes": []
}
] | 5 | 2020-10-28T09:37:03-05:00 |
forum-topic-104948 | 104948 | Angel's Extended Smelting and Compression mod: Suggestion | Angels Mods | https://forums.factorio.com/viewtopic.php?t=104948 | leeux | Hey there,
Sorry for the extra noise in here!
I posted a suggestion on the mod's GITHUB repo already, but not sure if that would be enough or not... I don't have access to Discord, so I can't join there, and the only other possible place where to post suggestions seems to be this forum!
I'll leave a link to my GH ticket here -> #17
Basically, my suggestion was if it was possible to add extra compression recipes for the gears/pipes that the mod allows us to produce directly from molten metals.
That change, IMHO would make those recipes way more useful... as they are now, even if it's more efficient to produce the gears and pipes that way, when some processes require up to 60/s gears or more, it's not feasible to transport them around the base, even in trains... it's more practical and efficient to produce them locally, from plates obtained by chopping sheets. | [] | 0 | 2023-01-18T12:51:29-06:00 |
forum-topic-119381 | 119381 | have elevated and ground tracks not share color, if they "intersect" | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=119381 | joshinils | 11-02-2024, 21-10-36.png (3.19 MiB) Viewed 684 times
It's already difficult enough to distinguish elevated and ground level track, but sharing the same color does not help.
I get that if it is the same segment there is no way around it, but otherwise I think they should connect for coloring, and choose a different color to distinguish them.
Then any elevated and ground track that cross with the same color are also the same block. | [
{
"author": "Nidan",
"content": "Generally this should be attempted, but it can't be guaranteed. With elevated rails you can construct pathological cases where a fixed number of colors will never suffice. (With only a single layer having 4 colors is enough.)",
"date": "2024-11-07T09:50:39+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "Maybe a different rail visualization sprite for elevated rails would work. For example adding periodic hatch marks on the lines (as railroads are often depicted on city maps). Then you could see when a hatched line cross a straight line.",
"date": "2024-11-07T15:24:46+00:00",
"quotes": []
},
{
"author": "Lorenzo",
"content": "Or maybe a different colour set for elevated rails? \n \nOr hide the lines of the rails on the ground behind the elevated rails? \n \nThose are just some ideas, I don't think they are perfect. \nBut I think they would improve the current visualization, I find it very chaotic.",
"date": "2024-11-07T15:30:47+00:00",
"quotes": []
},
{
"author": "joshinils",
"content": "I like that Idea. \nHere's a few mockups:\n \n \n \n elevated_rail_coloring_dashed.png (1.15 MiB) Viewed 620 times \n \n \n \n \n \n elevated_rail_coloring_hue_offset.png (1.15 MiB) Viewed 620 times \n \n \n \n \n \n elevated_rail_coloring_thick.png (1.14 MiB) Viewed 620 times",
"date": "2024-11-07T15:42:29+00:00",
"quotes": [
{
"author": "robot256 wrote: Thu Nov 07, 2024 3:24 pm",
"content": ""
}
]
},
{
"author": "robot256",
"content": "Unfortunately rail visualization is set in a utility constant and cannot be changed per rail type by mods. The ability to make them different will have to be incorporated into the game engine.",
"date": "2024-11-07T16:06:06+00:00",
"quotes": []
},
{
"author": "AileTheAlien",
"content": "I'd be happy with the dashed line. Thickness makes it seem like one is more important, and the hue is too subtle for me to see.",
"date": "2024-11-08T05:13:42+00:00",
"quotes": []
},
{
"author": "Lorenzo",
"content": "I also like the dashed line, one thing I would add to it is that the sprite of the elevated rail could overlay the line of the ground rail.",
"date": "2024-11-08T08:29:58+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "TL;DR \nRail visualization mode should have more distinguishable track crossings for multi-level trains. \n What? \nI can see two options here:\n \n Use different color set / palette for visualisaion ( different spelling for better search attraction ) for the elevated level. \n Draw dots on the intersections, like on the standard graph visualization. \n \n Why? \nThat's how rail visualizer draws multi-level crossings right now (2.0.26):\n \n \n \n 12-18-2024, 00-35-21.png (3.17 MiB) Viewed 350 times \n \n \n\nIt's hard to distinguish which rails belong to the same segment and which don't. \n See Also \n \n 57237: Add direction arrows to Train block visualisation",
"date": "2024-12-17T21:43:31+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged into an older thread with a similar suggestion for the same issue.",
"date": "2024-12-17T22:41:50+00:00",
"quotes": []
}
] | 9 | 2024-11-02T15:13:00-05:00 |
forum-topic-88130 | 88130 | [1.0] bugs and balance issues. - Page 2 | Bob's mods | https://forums.factorio.com/viewtopic.php?t=88130&start=20 | bobingabout | I have actually changed entity.name to entity.prototype.localised_name in inserters mod, due to a similar error, because some I change the names of some inserters in logistics. I guess I didn't go and do the same to classes.
And yes, you can get an entity's prototype from the entity itself, you don't need to go through game.entity_prototypes[entity.name] to get it. | [
{
"author": "eradicator",
"content": "Ah yes, that is much nicer. Glad you agree :). Thanks.",
"date": "2020-09-07T23:10:01+00:00",
"quotes": [
{
"author": "bobingabout wrote: Mon Sep 07, 2020 10:13 pm",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "I've made a note to do it for now. I'm still not in much of a modding mood again yet.",
"date": "2020-09-08T00:29:06+00:00",
"quotes": [
{
"author": "eradicator wrote: Mon Sep 07, 2020 11:10 pm",
"content": ""
},
{
"author": "bobingabout wrote: Mon Sep 07, 2020 10:13 pm",
"content": ""
}
]
},
{
"author": "eradicator",
"content": "I see. I know that feeling very well :).",
"date": "2020-09-08T11:46:52+00:00",
"quotes": [
{
"author": "bobingabout wrote: Tue Sep 08, 2020 12:29 am",
"content": ""
},
{
"author": "eradicator wrote: Mon Sep 07, 2020 11:10 pm",
"content": ""
},
{
"author": "bobingabout wrote: Mon Sep 07, 2020 10:13 pm",
"content": ""
}
]
},
{
"author": "Iorek",
"content": "any way to tone down Plasma cannons, they seem a bit too powerful. \n \nesp the first one, you get with Basic electronics. \nit does about 600 damage aoe at long range. I think this even beats the single target dps of the endgame Mk 3 sniper. \n \nI feel like it removed all progression. \n \nI was on mk1 laser, mk1 sniper and mk2 gun turrets..... now I don't see any point in building anything apart from MASSIVE RANGE, MASSIVE DEEP, AOE Plasma!",
"date": "2020-09-17T07:49:19+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "It's still worth having a combination of plasma and laser. Plasma lack precision attacks, and when you get to the top end of Evolution factor and Leviathans start coming after you, they manage to get past a wall of plasmas, so you need the lasers or other closer range weapons to take them down. \n \nI'll have a look at the damage though, see if I need to adjust it.",
"date": "2020-09-17T14:10:53+00:00",
"quotes": [
{
"author": "Iorek wrote: Thu Sep 17, 2020 7:49 am",
"content": ""
}
]
},
{
"author": "Iorek",
"content": "Plasma turret 1, laser turret 1, gun turret 2 \n \nThis is on green science with only \"red\" electronic circuits unlocked. (pretty much near the \"start\" of the game) \nyou can make the t1 plasma cannon with the same mats as a basic laser before blue science. \n \nAs you see in my game, the Plasma does combined almost 2000 damage per shot (with aoe) at a range where it can shoot multiple times before enemies can fight back. \nthe alpha on this is so high a single turret 1-2 shots anything at 80% evolution. \nraw dps on the sheet.. plasma is 1197 DPS WITH AOE!, laser is 119. gun is 336 \n \nIf I remove this plasma turret the biters Break the \"WALL\" of lasers / gun turrets... but 1 single plasma holds them without any other turret getting into action! \n \n \n \nI am not against uber powerful turrets it just seems to arrive too soon. I haven't unlocked t3-6 guns, t2-6 lasers, advanced ammo types or t2-3 snipers and they are all already obsolete. \n \nperhaps moving plasma behind purple science, or making it need adv electronics etc?",
"date": "2020-09-17T14:29:09+00:00",
"quotes": []
},
{
"author": "mgla",
"content": "I am also here to report plasma turrets. We are fairly late game, and see Leviathans very regulary. We are about 180 hours into our game, evolution is at 0.97 and still one or two plasma turrets MK 1 obliterate everything. I cant imagine the type of enemy that requires a plasma turret MK 2 or higher. \n \nWe are thinking about removing them altogether because it simply removes any challenge",
"date": "2020-09-24T08:30:35+00:00",
"quotes": []
},
{
"author": "jurand",
"content": "Hi, I've tried Bob's mode without Bob's Adjustable Inserters and in such case long inserters are not available at all. That's quite a bummer and it's difficult to build a factory without them. Would it be problem to allow vanilla long inserters when Adjustable inserters are not installed?",
"date": "2020-09-28T12:46:02+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "This isn't entirely true. You probably have the setting for Inserter Overhaul in Bob's Logistics turned on. If this is the case, it replaces the long handed inserter with red \"Fast\" inserter (the blue one being Express). and rather than having a specific long handed inserter, you can turn ANY inserter into a long one. \n \nthere should be a button on the top of the screen that looks like it has a symbol of an inserter on it, pressing it opens a window that lets you turn on reach overrides, the only option without the adjustable inserters mod installed would be to set an inserter to long. \nEven if it isn't there, after placing an inserter, point to it and press SHIFT+L (Or maybe CTRL+L, I forget) and it will be changed to a long inserter (or back to normal if it was already long)",
"date": "2020-09-28T19:02:46+00:00",
"quotes": [
{
"author": "jurand wrote: Mon Sep 28, 2020 12:46 pm",
"content": ""
}
]
},
{
"author": "valneq",
"content": "wait … does that imply that \"inserter overhaul\" from Bob's Logistics and the mod \"Adjustable Inserters\" is redundant, and we don't need Adjustable inserters at all?",
"date": "2020-09-28T21:29:06+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "The functions in Logistics only lets you toggle the reach of an inserter, to make any inserter long handed. Adjustable inserters does A LOT MORE than that. \nEven when you don't consider the full GUI, using the same pre-place inserter configuration window as in Logistics, you can change the pickup and drop ranges independently, and set if the output is near or far side of the belt. \nYou can do all that with shortcut keys after placing an inserter (Shift +P, Shift +O and Shift +N for the previously mentioned actions), you can rotate the pickup (CTRL+R, Shift+R is used already to rotate an entity anticlockwise), and as of late 0.18 also the dropoff loction (CRTL+Shift+R I think). \n \nAnd then if you do consider the full GUI, you can literally just pick a tile for each position, both pre-place and after placement. Opening an inserter normally will bring up a configuration window in the top left of the screen, or you can bring up only that window by pointing to an inserter and pressing Shift+E. \n \nSo yeah, While there is a function in Logistics with the inserter overhaul turned on to change any inserter into a long handed inserter, it by far does not make the adjustable inserters mod redundant.",
"date": "2020-09-29T11:52:53+00:00",
"quotes": [
{
"author": "valneq wrote: Mon Sep 28, 2020 9:29 pm",
"content": ""
}
]
},
{
"author": "spiral_power",
"content": "Hi, Bob. \nFirst, thank you your nice mods. \nMy English may not good. \n \nI have a balance issue about uranium spend ratio. \nI red some old post and found below. \n viewtopic.php?p=499210#p499210 \n \nI don't use nuclear power because it decreases UPS. \nMy factory runs 5k hours and upgraded as 0.17 -> 1.0(revamp0.18.2) -> 1.0(revamp1.0.x, all newest ) , and I found uranium-235 surplus on 1.0 using RTG recipe. \n \n uranium-235 spend \nNow 381kspm, no enemies, uranium fuel for trains spend about 4/m in recent 1k hours ( it means uranium-235 spend 4/m ). \nThis is changeable ( may be less ) in 1.0 ( all newest ) because it seems circuits and some items production/spend drastically reduced. \nI only run 1.0 ( all newest ) in 6 hours or so. \n \n uranium-238 spend \n7.5 uranium-238 -> 1 satellite \n---- \n3 uranium-238 -> 4 ( = 1+3 ) plutonium-239 ( product bonus +300% ) \n1 plutonium-239 -> 1 RTG \n10 RTG -> 1 satellite \n \n balance check \n381 satellite/m spend 2,858/m uranium-238 . \n2,858 / ( 4 + 2,858 ) = 99.86% \n99.86% exceeds 99.3% ( ore process ), lack of uranium-238 \n \nI know I can use nuclear power and/or I can burn in the air, but I think too many nuclear power need and that's not cool. \nThere must be ... Uranium 238 usages for satellite decrease 1/10 or extra spend of uranium-235 somewhere in total cycle to suit 99.3% magic number, or extra 100% uranium-238 ore process or ... something for solve this balance issue.",
"date": "2020-09-30T06:45:02+00:00",
"quotes": []
},
{
"author": "jurand",
"content": "Ah, that works. Thanks a lot. Would you mind note that in description of a Logistic mod?",
"date": "2020-10-03T11:06:32+00:00",
"quotes": [
{
"author": "bobingabout wrote: Mon Sep 28, 2020 7:02 pm",
"content": ""
}
]
},
{
"author": "spiral_power",
"content": "Hi again. \nI have a issue about statistics. \nPlease see below. \n viewtopic.php?f=23&t=90157",
"date": "2020-10-07T09:17:08+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "The recommendation is that you just don't use productivity modules at all on cyclic chains. \nThis is NOT because you end up with more of one product than the other, it is because productivity modules unbalance the input and output of the recipe on purpose. \n \nBalance requires the input to be consumed at a set rate, producing resources at another set rate. If you install a productivity module, you maintain the input speed, but increase the output speed, upsetting the balance. \nSo, it doesn't matter if a specific recipe has a catalyst or not, simply installing a productivity module will break those cyclic recipes. \n \nHaving said that, Catalyst is only applied to the byproducts. (in the revamp mod) \nCarbon Dioxode on sodium-cobaltate and the Limestone recipe (Keep in mind this one is used outside of the loop too, where Limestone is wanted, but carbon dioxide is not. in this case it makes sense that productivity modules should only give more of the thing you want.) \nWater on hydrazine, nitric-oxide and sodium-carbonate \nHydrogen on sodium-chlorate, sodium-perchlorate and calcium-chloride \nSalt on lithium-water-electrolysis \nammonium-chloride on sodium-bicarbonate \nOxygen on sodium-cobaltate \n \nExamples where having the catalyst enabled and using productivity modules makes sense is the Hydrazine recipe, or the lithium-water-electrolysis recipe. These two are the finals in a loop chain, where the final product is multiplied, but the byproduct that goes back into the loop for the next production cycle is not.",
"date": "2020-10-07T12:03:30+00:00",
"quotes": [
{
"author": "spiral_power wrote: Wed Oct 07, 2020 9:17 am",
"content": ""
}
]
},
{
"author": "spiral_power",
"content": "I didn't know well about deep game system. \nMy issue may be just catalysts don't appear at statistics ( in & out ), is that right? \nAs limestone recipe, statistics gap appear whether I use productivity bonus or not. \nI think it is not cool that statistics gap appear, it should be completely balanced in long term running, but you don't think so , It is ok. \nI'm afraid this is a game engine issue ,but developers didn't hear me. \n \nadd: I mean product & consume completely balanced in real flow but statistics isn't ! \n \n \nYou may know, this topic is live. \n viewtopic.php?p=514448#p514448 \n \nadd: This is not balanced in real flow for long term running. \n \nIf possible, you can understand what is happening with my savedata. \n https://drive.google.com/file/d/1t0uKLB ... sp=sharing",
"date": "2020-10-07T14:49:00+00:00",
"quotes": []
},
{
"author": "moon69",
"content": "Some errors appear in log for \"Bob's Logistics\" (with only \"Bob's Functions Library mod\" installed)...\n \n\nIf \"Robot Parts\" setting is disabled, error appears for each robot part...",
"date": "2020-10-08T11:22:24+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "I know what you're trying to describe. \nIt seems odd that the catalyst doesn't appear in the statistics screen... I do understand Why that might be the case, but not sure if I can do anything about it. \nIn the game, it's used where the input gives THE SAME output, On the Kovarex process. what goes in that also comes out is set as a catalyst so that those products don't appear on the statistics as something being created. \n \nI'm using the same tag for something different, the product isn't something that goes in and comes back out, but only a Byproduct that comes out, and I'm using the catalyst tag to force it to not also be produced on the productivity run.",
"date": "2020-10-08T11:39:59+00:00",
"quotes": [
{
"author": "spiral_power wrote: Wed Oct 07, 2020 2:49 pm",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "Those messages are because you have bob logistics installed, but not bobplates (Metals, chemicals and intermediates) \nBasically, this is one of those cases where I've let the library sort out if something should be done or not, rather than just checking if something exists, then acting accordingly if it does. \nThe messages (Actually, more of a warning message, they're just in a file named \"error-functions\", for error handling stuff) are basically saying \"I didn't do what you asked me to, because the technology/item doesn't exist\" \n \nHonestly, if it works fine, but just throws up those messages, I'd rather not look into solving that issue, because Logistics mod is spaghetti code. It's one of the reasons why I haven't gone and changed it so that you can turn specific features on and off yet. \nDepending how much modding I do in the future, it is something that I could eventually sort out, but... I'm not actively modding at the moment, and unsure if I'll return to it with any regularity. (I've basically only done 1 small update to the vehicle equipment mod since 1.0 was released. There's a couple of other unreleased small changes too)",
"date": "2020-10-08T11:49:02+00:00",
"quotes": [
{
"author": "moon69 wrote: Thu Oct 08, 2020 11:22 am",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
}
] | 19 | 2020-08-16T17:08:05-05:00 |
forum-topic-125961 | 125961 | tiny bootstrap factory: dynamic mall | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=125961 | __init__ | Features / upsides:
Compact, thus requires less material for logistics and defence walls.
Available very early in the game: Requires only the first two science packs for its relevant technologies.
Uses a sushi belt and optionally passive provider chests, so it can work with or without a logistics network and robots.
Supports remote operation and configuration and can not get clogged because all items on all belts are sorted into chests again.
Reduces wait times by buffering all ingredients and products.
Allocates production requests to production blocks automatically and does not unnecessarily reassign them.
You can configure how many of which items you want it to produce or supply externally.
Shortcomings / downsides:
It can not craft any recipes which involve fluids or more than 4 ingredients. These have to be supplied externally.
Throughput is heavily limited by the inner sushi belt ring.
Intervention might be required if too many production requests are active simultaneously.
Basic configuration (it is modular and can be expanded or shrunken):
4 groups of 4 belts for basic ingredient ingestion from the main bus
40 banks of sorted chests, each holding up to 5 different kinds of items
10 production blocks of 4 assemblers each
Circuit networks:
Available items: Current chest and belt contents
Production target: Where we want the above to be at
Production requests: What the production blocks should produce
Left over production requests: Production requests which were not assigned to any production block
Ingredient requests: What the production blocks currently need
General combinators:
Constant combinator: Configures the production target.
Decider combinator: Computes the production requests.
Row of decider combinators: Configure the inserter filters according to the ingredient requests.
Production block combinators:
Arithmetic combinator: Inverts the ingredients to counter them in the recipe setting.
Upper half: Selects an ingredient as filter for each inserter.
Lower half right top: Removes the currently selected recipe from the production requests in a daisy-chain.
Lower half right middle: Stores the currently selected recipe as long as it continues to be among the production requests.
Lower half right bottom: Prevents a new recipe from being selected before all items of the previous recipe are purged from the belts.
Lower half bottom right: Selects a new recipe from the left over production requests if there is currently no selected recipe.
Lower half bottom left: Computes the unsatisfied ingredients and accumulates them into the ingredient requests.
v1 - Proof of concept, don't use this in production:
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v2 - Use this instead:
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 Copy blueprint | [
{
"author": "cmdmbox",
"content": "I believe you need to switch from 'passive provider chest' to 'steel chest' to keep it 'Available very early in the game'",
"date": "2025-01-14T16:01:53+00:00",
"quotes": []
},
{
"author": "__init__",
"content": "That is why it says \"optionally passive provider chests\". Meaning you can upgrade to passive provider chests later when you have robots.",
"date": "2025-01-14T18:01:15+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "cmdmbox",
"content": "Got it, I looked for something like this. Thank you for sharing your blueprint. I will definitely give it a try",
"date": "2025-01-15T01:03:24+00:00",
"quotes": []
}
] | 3 | 2025-01-14T09:50:25-06:00 |
forum-topic-125321 | 125321 | Wrong Translation - Czech | Translations | https://forums.factorio.com/viewtopic.php?t=125321 | Tarnex | In graphics settings, hovering the cursor over info for enable screen flashes setting, there is "počkození" (nonsence) instead of "poškození" (damage). | [] | 0 | 2024-12-29T15:40:11-06:00 |
forum-topic-91285 | 91285 | Friday Facts #363 - 1.1 is getting close | News | https://forums.factorio.com/viewtopic.php?t=91285 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-363 | [
{
"author": "DanGio",
"content": "ok jaws were dropped",
"date": "2020-11-13T11:09:52+00:00",
"quotes": []
},
{
"author": "trilader",
"content": "Since you've removed the character tab: Is there still an option to access the inventory of your armor while in a vehicle? \nIn 1.0 you can do that in the character tab (e.g. while inside a Spidertron) when the vehicle replaces your normal armor/weapons selection bar.",
"date": "2020-11-13T11:11:41+00:00",
"quotes": []
},
{
"author": "br85",
"content": "That night time lighting is something I've silently wished for since I started playing Factorio. \n \nThis makes me very happy indeed.",
"date": "2020-11-13T11:12:18+00:00",
"quotes": []
},
{
"author": "arrow in my gluteus",
"content": "This is so gonna break Facto-RayO...",
"date": "2020-11-13T11:14:14+00:00",
"quotes": []
},
{
"author": "",
"content": "Yes",
"date": "2020-11-13T11:14:18+00:00",
"quotes": [
{
"author": "trilader wrote: Fri Nov 13, 2020 11:11 am",
"content": ""
}
]
},
{
"author": "Jelmergu",
"content": "I am not so certain about the inventory revert, I quite like the way it is right now. It is less busy the way it is now, and most of the time you don't need both at the same time. \n \nAlso you say that the battery and shield is on the main UI. While that is true, there is no numeric display of both, which is present in the current armor tab. For new players it might even be unintuitive to right click on the armor to open the grid \n \nI think you should stick by the changes made according to FFF#338 and FFF#289, or allow the player to choose which one to use",
"date": "2020-11-13T11:20:43+00:00",
"quotes": []
},
{
"author": "sevs44936",
"content": "With regards to the rich text icon selector, I'd much prefer if the selector uses the \"[img=item/iron-plate]\" variant instead of \"[item=iron-plate]\". \nWhen used with LTN the station names are used to announce deliveries in chat, the \"[item\" variant also renders the full item name, cluttering chat quite a bit. \n \nPerhaps a switch that remembers it's last position between \"Raw Icon\"/\"Item with name\"?",
"date": "2020-11-13T11:27:41+00:00",
"quotes": []
},
{
"author": "sorahn",
"content": "Maybe someone from Wube can confirm, but the way I read it, the tabs will still be available as an option, just the default will be the flat layout. \n \nMy issue with the flat layout is that logistics should be on the far right. You won't have them by default, so the crafting menu is right next to the player, then sometime later this logistics menu crams its way into the middle. \n \nAnd as tabs, the logistics menu is currently the 'far right' tab, so if flattened out, I would expect it to the far right panel. \n \nEdit: Checked the current game, and even with 'flat GUI' checked, the logistics panel is the far right. Please leave it there.",
"date": "2020-11-13T11:35:11+00:00",
"quotes": [
{
"author": "Jelmergu wrote: Fri Nov 13, 2020 11:20 am",
"content": ""
}
]
},
{
"author": "BattleFluffy",
"content": "The nighttime lighting looks STUNNING!!!! I am sooo excited for this, its been one of my most wanted features for ages and ages. The existing coloured lights have a \"painted\" appearance and don't seem like proper light sources, but the new lighting just completely solves this. \n \nI totally love the lights on the locomotive!! They look awesome. Oh man, I can't wait for this update.",
"date": "2020-11-13T11:36:14+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "That nighttime lighting!",
"date": "2020-11-13T11:37:40+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "...not to diminish all the other stuff. \n \n I like those alert arrows, so I can go chase down a problem without having to find it on the map first. \n I played around with the rich text icon stuff a bit, but it was hard to figure out how to get it to work, and I was mostly guessing what the entities were called. This is a great improvement. \n The straight-line belt building is great! I think people \"spraying\" belts will be OK; by the time they have that many belts, they're probably building them with bots anyway. \n I really like those icons showing exactly what the technology upgrades affect. \n \n\nNext week, you say? Maybe I should schedule some vacation.",
"date": "2020-11-13T11:42:40+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "While it probably makes some people angry, which what I imagine \"iratic\" may mean if it was a word, you probably meant \"erratic\".",
"date": "2020-11-13T11:43:48+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Nexarius",
"content": "Awesome ! \n \nCould we also get an option to change the zoom level which changes from normal view to map view?",
"date": "2020-11-13T11:51:53+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "If those big arrows are really being drawn on top of the building menu slots I can see that getting old really fast, will reserve judgement until I get to play with it. \n \n \n \n Untitled.jpg (47.13 KiB) Viewed 42811 times \n \n \n\nI'm thinking of some game I have in my library where you have things like this but they're tiny pulsing circles instead, can't think of it.",
"date": "2020-11-13T11:53:37+00:00",
"quotes": []
},
{
"author": "sorahn",
"content": "They're only visible when you're hovering the alert.",
"date": "2020-11-13T11:54:17+00:00",
"quotes": [
{
"author": "Deadlock989 wrote: Fri Nov 13, 2020 11:53 am",
"content": ""
}
]
},
{
"author": "conn11",
"content": "All in all good changes. Especially the alert arrows and the graphical tweaks for those shiny blue nights. \n \nI’m not entirely sold on the removal of the characters tab though. The redundancy would be much less relevant if all armour modules were togglable and not only exoskeletons and roboports. This would overcrowd the shortcut bar, but having to toggle night vision, belt immunity, lasers or even an automatic defence for discharge defence would sometimes be convenient. The (none-flat) tab wouldn't bother in an otherwise flat character GUI. Besides, it's far less prone to catastrophic error accessing the grid via the character tab. \n \nHaving a flat character GUI by default means, that we still have the option for the non-flat via the options?",
"date": "2020-11-13T11:56:03+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "OK, that works.",
"date": "2020-11-13T11:56:09+00:00",
"quotes": [
{
"author": "sorahn wrote: Fri Nov 13, 2020 11:54 am",
"content": ""
}
]
},
{
"author": "TheCornishman",
"content": "I don't know how much would be too much, but dangling a hook like that in a FFF post could be enough. I'm off to try out weird stuff in square brackets",
"date": "2020-11-13T12:01:41+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Xoriun",
"content": "Regarding the belt drag change: \nWould it be possible to add a button for it. Like when you hold it, the belts will only be placed in one line, if it is not pressed you have the old/standard behavior.",
"date": "2020-11-13T12:04:24+00:00",
"quotes": []
}
] | 19 | 2020-11-13T05:00:39-06:00 | |
forum-topic-81471 | 81471 | Factorio 0.18.8 breaks Yuoki | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=81471 | ChurchOrganist | I got this on loading the game.
YuokiCrash.PNG (21.83 KiB) Viewed 2845 times
Looking at the Vanilla source the shadow definitions have changed.
I'm running Yuoki 0.8.88
PS I have fixed this by copying the vanilla shadow sprite definitions into prototypes/entity/e_robots.lua
Fixed file attached - only use if you know what you are doing!! | [
{
"author": "YuokiTani",
"content": "Thanks ChurchOrganist, i copied the file into the mod and uploaded the fixed version.",
"date": "2020-02-20T18:25:22+00:00",
"quotes": []
},
{
"author": "ChurchOrganist",
"content": "Brilliant - thank you for your fast response YuokiTani",
"date": "2020-02-20T18:49:38+00:00",
"quotes": []
}
] | 2 | 2020-02-20T09:25:56-06:00 |
forum-topic-125964 | 125964 | can someone update island start | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=125964 | Jimmy G1 | here is the mod link https://mods.factorio.com/mod/IslandStart i would love to use this if you do please link your updated mod | [] | 0 | 2025-01-14T10:27:01-06:00 |
forum-topic-96769 | 96769 | Desynced while playing Krastorio2 and Space Exploration | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=96769 | Speedyquader | I got desynced just now while doing a lot of copying and pasting blueprints while on a K2 + SE server, plus several other mods. Multiple times when I clicked the "copy blueprint book" button to copy from my blueprint library to the game library, I got an instant desync. It happened with two blueprint books - one has 19 blueprints, the other has 39 blueprints. It didn't happen with a smaller book, one with only 8 blueprints.
https://drive.google.com/file/d/1AHVwQt ... sp=sharing , https://drive.google.com/file/d/1k-ybhS ... sp=sharing | [] | 0 | 2021-03-09T02:34:39-06:00 |
forum-topic-99848 | 99848 | New Permission: Disable "Select New Contents for Blueprint" | Already exists | https://forums.factorio.com/viewtopic.php?t=99848 | Honktown | "Select New Contents for Blueprint" isn't "buggy" per-se, but it currently results in an on_player_setup_blueprint event with a blueprint that bypasses any editing. This includes whether it was a blueprint item in game or a blueprint in library (it's not in player.blueprint_to_setup, and if it's from the library, there is a blueprint in cursor but it's a dummy)
Being unable to edit the resulting blueprint at all creates immediate problems for different mods:
1) tags can't be attached
2) entities can't be replaced with proxies
3) entities can't be removed
Obviously more problems could be imagined, but those are just the most obvious I think of.
Being unable to select new contents could remove the button, or more predictably, just stop someone in the process and cancel it when they click the button.
In my opinion this is a good option for the mod issues until there is better behavior (if possible), and someone may just want to disable the behavior anyway in their game. | [
{
"author": "",
"content": "This already exists. It's \"reassign blueprint\".",
"date": "2021-09-24T15:10:11+00:00",
"quotes": []
},
{
"author": "Honktown",
"content": "Thanks.",
"date": "2021-09-24T17:32:37+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Fri Sep 24, 2021 3:10 pm",
"content": ""
}
]
}
] | 2 | 2021-09-07T02:04:34-05:00 |
forum-topic-24529 | 24529 | Launch Rocket and Explore Space... | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=24529 | Switched | I was under the impression I would actually be exploring space. After I was able to launch a first rocket, all I got was a window pop up displaying stats and Victory. I won, already? Continue playing? Okay... After six more rockets all I got was a score tally on how many rockets were launched. I had originally thought there was a lot more to this game. Don't get me wrong, there is a great amount to the game with some complexities to learn.
I had really thought and was looking forward to being able to be on the rocket to explore space. Not necessarily needing to have a spacey aspect to the game but maybe a short animation/story. Timer bar or solar system of planets map, getting bigger with each satellite. Ability to travel to other planets that the rocket or satellites find. Maybe needing a certain amount of resources on rocket to get to these various planets. The other planets don't have to have major changes. Maybe a variation of aliens. Could get creative doing some mock up artwork and design for other aliens. Maybe a different color scheme for the different worlds and maybe even adding some different resources only found on these other planets.
I believe this addition would greatly enhance the infinity and playback value of game. At this point, I've launched six rockets, went on train rides and expanded huge factories but it's beginning to feel objectiveness. I've never been a big fan of mods for most games and would like to see more to the vanilla. I guess I will continue back on the campaign mode and finish that all up..
I guess I was just a bit disappointed when I wasn't able to be on the rocket to leave the planet and explore space. :/ | [
{
"author": "",
"content": "Currently, space exploration and building are more in a \"Not now, but maybe in some future ?\" planning state. It's just too big to add to vanilla at the moment, when there is so much that's directly related to the actual content to do. At least that's the way I understand it.",
"date": "2016-04-27T05:23:42+00:00",
"quotes": []
},
{
"author": "",
"content": "Added to viewtopic.php?f=80&t=24090 Collection of End-Game-Ideas / Enhancing Endgame",
"date": "2016-04-27T12:35:12+00:00",
"quotes": []
},
{
"author": "Orphauneus",
"content": "The space exploration idea is intriguing but that definitely seems like a giant update that might would after the game has been fully released or something added just before being released. But, nonetheless, This would be absolutely amazing the idea of being in space and going on planets using the new elements and creating factories on them. It just feel like it would be starting over, But in a good way. I would love to be able to go on planets and research space technology using the element on that planet and discovering whole new things, upgrade my suit for space and such. This is a huge idea and I love it but it's definitely something that would take a lot of time to develop. It seems like it would double the content of the game.",
"date": "2016-04-28T15:53:36+00:00",
"quotes": []
},
{
"author": "Switched",
"content": "Thanks for the replies, I do understand early access and see that there may be works in progress underway. That spacey screenshot was nice to see. I do think of the game spore when thinking of colonizing space and returning to original map, then traveling to other planet maps, space base and so forth.. Love to see what happens with improvements for this already great game.",
"date": "2016-04-29T00:23:20+00:00",
"quotes": []
},
{
"author": "joe_da_cro",
"content": "the only issue with something like this is you get to the point where you think, where does this game end? on top of that there needs to be a benefit to reaching other planets. \n \nI mean if you go to another planet and start again how is that different to just restarting your game when you are victorious. but if you first build a propellant fueled rocket to reach a sister planet in the system only to harvest a special resource/s needed by your original planet in order to create your ftl ship needed to get back to your home world. This is where your idea really starts to take hold. that can be expanded to using the resources of a whole solar system in order to reach end game goals, meaning that there will be interplanetary logistics needed possibly even implementing advanced technological ideas like using space elevators to facilitate planetary trading",
"date": "2016-04-29T08:46:54+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Moved to Implemented for 2.0 (Space Age DLC).",
"date": "2024-09-11T09:26:46+00:00",
"quotes": []
}
] | 6 | 2016-04-26T23:55:24-05:00 |
forum-topic-109634 | 109634 | Friday Facts #384 - Combinators 2.0 - Page 13 | News | https://forums.factorio.com/viewtopic.php?t=109634&start=240 | Qon | I specified "within" a blueprint, and you responded to me. But the post I responded to was unclear.
Wires lost when cutting being restored would be a neat feature though, if it was easy to not get that behavior. But if it only happened on cut and not other blueprinting action (like create blueprint or copy) then keeping wires to outside entities if with reach when placed would be an awesome feature. Would finally be possible to move entities around then in vanilla, and even multiple entities at once which picker dollies can't. | [
{
"author": "吴言_wwuyan",
"content": "Since the solver has a custom text area for blueprint users to understand its purpose.Can the conveyor belt also have the same function to mark the input and output of the conveyor belt in the blueprint? \n \n(Machine translation may have errors, please forgive me)",
"date": "2023-11-15T16:26:37+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Fri Nov 10, 2023 12:00 pm",
"content": ""
}
]
},
{
"author": "TheRaph",
"content": "You've answered your question yourself. \n\"make a separate combinator\" - to avoid this is what this update is about. \n \nMost of the things (except for indexer) could currently be done, just by adding one or two or twenty-five of combinators. But too many combinators get messy very quick. \nSo I see a tendency of devs to compress overcomplicated multi-combinator-layouts to just a few combinators. Each of them are more capable than current combinators. \nThey also add option to set multiple outputs (in past you have to set an extra combinator for each). \nSo why should they not add an easy feature because you could fix it by adding a second combinator?",
"date": "2023-11-15T17:45:37+00:00",
"quotes": [
{
"author": "Qon wrote: Tue Nov 14, 2023 10:04 pm",
"content": ""
},
{
"author": "TheRaph wrote: Sun Nov 12, 2023 10:22 pm",
"content": ""
}
]
},
{
"author": "epr",
"content": "Improving the combinators is great and all, but I still think they are not a good game mechanic. When you attempt to do anything a bit more complex, especially with recursive blueprints, it feels like trying to program in assembly. Just too tedious to even bother.",
"date": "2023-11-15T18:03:22+00:00",
"quotes": []
},
{
"author": "Qon",
"content": "No, I disagree. The update is not about making a combinator perform the actions of several combinator entities. The point is to add more powerful and easier to use features and interface. Less powerful combinators are also able to perform any computation, they are also Turing complete. But with a simpler feature set you need more of them. But a more powerful feature set is different from combining the entities, the new features don't require you to know how to do something with many simple v1.0 combinators to now do it in a few v2.0 combinators. We are getting somewhat higher level abstraction. But the entity count reduction isn't the primary goal, it's a side effect of making them more user friendly. \n \nHaving a combinator being made into something that invisibly (from overview) performs the operations of two unrelated combinators (but still both arithmetic, decider xor selector?) just makes the combinator network harder to read. \n \nThe gains are too minor also. I could get behind combining multiple combinators into one, I've asked for this with native support for Factorissimo-style combinators. But stopping at 2 is the worst of both worlds. You don't get any real benefit, you become too limited and you are now second guessing every combinator with two inputs and outputs wired, which is a big cost. And doing this to regular combinators makes this feature invisible unless you open the gui, unlike factorissimo-combinators which are a separate distinct entity that are clearly always a combination of combinators.",
"date": "2023-11-15T18:09:13+00:00",
"quotes": [
{
"author": "TheRaph wrote: Wed Nov 15, 2023 5:45 pm",
"content": ""
},
{
"author": "Qon wrote: Tue Nov 14, 2023 10:04 pm",
"content": ""
},
{
"author": "TheRaph wrote: Sun Nov 12, 2023 10:22 pm",
"content": ""
}
]
},
{
"author": "Selvek",
"content": "Beautiful! I've always hated how non-intuitive it is to build something as simple as a basic logic gate. This is so much cleaner! And thank you for adding COMMENTS, CompSci101 teachers everywhere thank you. \n \nOne final improvement please - remove the extraneous red and green wires from the combinator sprites! It adds so much visual clutter that makes it harder to see where the *real* red and green wires are going.",
"date": "2023-11-15T18:12:15+00:00",
"quotes": []
},
{
"author": "computeraddict",
"content": "It's not programming in assembly, it's \"programming\" in souped up HDL. Combinators handily knock down most simple tasks if you know how to set up a truth table and reduce it. And complex tasks are just a bunch of simple tasks in close formation.",
"date": "2023-11-15T20:31:16+00:00",
"quotes": [
{
"author": "epr wrote: Wed Nov 15, 2023 6:03 pm",
"content": ""
}
]
},
{
"author": "Sad_Brother",
"content": "As we speak about Combinators and constants... \nSometime we need to know current value of game constants to tune factory better. The best example seems to be the stack inserter item limit. It increase with proper research and so we cannot hardcore it. \nPlease add some ability to use current value of such limits in combinators setup. \n \nBest wishes!",
"date": "2023-11-15T20:37:31+00:00",
"quotes": []
},
{
"author": "computeraddict",
"content": "It wouldn't be global but you could build a do-nothing apparatus fairly easily that continuously tests it and outputs the result",
"date": "2023-11-15T20:56:25+00:00",
"quotes": [
{
"author": "Sad_Brother wrote: Wed Nov 15, 2023 8:37 pm",
"content": ""
}
]
},
{
"author": "dstroth",
"content": "They want to be able to simultaneously set the requests and read the contents of individual logistics chests (\"blue and green boxes\"). \n \nI've also wanted this capability before. This wouldn't necessarily require the ability to select the input and output color channels, but that is a likely solution. Another possible solution would be to give the logistics chests separate input and output ports, though there is currently no vanilla precedent for a 1x1 entity with separate inputs and outputs. \n \nThis could also apply to the new rocket silo (in manual mode), where we might have 3 different things we want to do via the circuit network:\n \n read what is currently being requested by the orbiting space platform \n read what items are currently loaded into the rocket \n set what items the silo is requesting from the logistics network \n \n\n(if this is actually supported, this would almost certainly require multiple circuit network connection points on the silo) \n \nI agree that it isn't beneficial to be able to select the output color channel on any entity that already has separate input and output ports (like all combinators). \n \n\nSome of us rather enjoy programming in assembly and HDLs! \n \nYeah, combinators are much closer to HDLs like Verilog or VHDL than they are to assembly - though they are certainly all at a low level of abstraction. \n \nIt is interesting to me (as an electrical engineer) how many parallels there are in Factorio to real-world EE tasks, despite the devs not actually being EEs themselves. Laying out factories is very much like PCB layout - especially cheap 1-layer ones, where you only get jumper links to cross over other traces. Designing with combinators is extremely similar to synchronous digital logic design, albeit without all the helpful design tools - like simulators, waveform viewers, and automatic place-and-route tools.",
"date": "2023-11-15T23:35:34+00:00",
"quotes": [
{
"author": "Qon wrote: Wed Nov 15, 2023 11:24 am",
"content": ""
},
{
"author": "SLB wrote: Wed Nov 15, 2023 10:02 am",
"content": ""
},
{
"author": "Qon wrote: Tue Nov 14, 2023 10:04 pm",
"content": ""
},
{
"author": "TheRaph wrote: Sun Nov 12, 2023 10:22 pm",
"content": ""
},
{
"author": "computeraddict wrote: Wed Nov 15, 2023 8:31 pm",
"content": ""
},
{
"author": "epr wrote: Wed Nov 15, 2023 6:03 pm",
"content": ""
}
]
},
{
"author": "Feather",
"content": "Because it was, in my mind CTRL+X CTRL+V has nothing to do with blueprints(I know it does, but ignore it for the sake of the use case), I was just working on some 'more annoying/complicated' logic, and I was getting annoyed that every time I wanted to reposition something I had to rewire it again",
"date": "2023-11-16T01:35:37+00:00",
"quotes": [
{
"author": "SupplyDepoo wrote: Wed Nov 15, 2023 11:53 am",
"content": ""
},
{
"author": "Qon wrote: Tue Nov 14, 2023 7:39 pm",
"content": ""
},
{
"author": "SupplyDepoo wrote: Mon Nov 13, 2023 11:25 am",
"content": ""
},
{
"author": "Qon wrote: Fri Nov 10, 2023 5:30 pm",
"content": ""
},
{
"author": "Feather wrote: Fri Nov 10, 2023 12:10 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "https://mods.factorio.com/mod/PickerDollies \n \nShift + arrow !",
"date": "2023-11-16T02:33:50+00:00",
"quotes": [
{
"author": "Feather wrote: Thu Nov 16, 2023 1:35 am",
"content": ""
}
]
},
{
"author": "Qon",
"content": "I want that too. But you don't need separate input and output wire colors or ports. For the ability to send and receive at the same time the GUI just has to support enabling both modes at the same time. \n \nIt doesn't really matter if the box sends output on both wire colors, just don't wire the same color to anything else's input port. You can even read the output from the same wire color if you just filter away your signals that you sent in, or use the other wire color. Use different signal types for different operation and then there's no \"mode collision\". \n \nPlenty of mods does it this way. Yes it's a bit janky, but it's better than not being able to do both reads and writes on the same entity.",
"date": "2023-11-16T16:12:18+00:00",
"quotes": [
{
"author": "dstroth wrote: Wed Nov 15, 2023 11:35 pm",
"content": ""
}
]
},
{
"author": "computeraddict",
"content": "The way the boxes' modes work you would always have the output feeding into the input unless you forced the input and output onto different colored networks. You couldn't have input nor output on both channels without feedback.",
"date": "2023-11-16T17:20:15+00:00",
"quotes": [
{
"author": "Qon wrote: Thu Nov 16, 2023 4:12 pm",
"content": ""
}
]
},
{
"author": "dorthak",
"content": "Maybe this was addressed in the 13 pages of comments, but I couldn't find it. \n \nFor the selector combinator, \"index\" is a numerical value, right? If so, that's great, but not what I really want out of a selector combinator. Maybe there's one other mode that could be added to it? Something that takes one wire, with a whole bunch of signals on it (like the listing of a logistics network), and one (or more) signals on a second wire, and outputs the values of just those signals from the first wire. \n \nYes, this can currently be done, but it requires at least three combinators, and is kind of clunky (Add a huge number, like 1 million, to the second wire, use a comparator to select out signals over 1 million, subtract 1 million). \n \nI think this is a common enough use case, and seems like it \"belongs\" in a selector combinator.",
"date": "2023-11-16T18:13:43+00:00",
"quotes": []
},
{
"author": "TheRaph",
"content": "That is a definition based on your point of view. \nHaving a arithmetic combinator multiply \"coal\" by 3 and sending solution to red channel on \"A\" and to green channel on \"coal\", could be defined as one task or as two. \nI can not spot the difference of the example in FFF: Sending \"check-mark\" = 1 AND \"red-circuit\" = input-count. This are also two tasks, which could be separated into two combinators. \nSame as in my example but different outcome. \n \nThis was and will be. \nI also don't spot the difference. How will you know (with respect to that example mentioned above) if a combinator has only one output or two or three? In case of transmitting a signal you will see it when hovering over it - that would be complete the same if my suggestion comes true: To know whats happen you have to open the gui. To know what is transmitting you can hover over it. Channel may have background color. \n \nAnd this feature would not be mandatory to use. If you like to have different combinators for different channels you are free to do so - but I would like to have selectable outputs.",
"date": "2023-11-16T19:21:43+00:00",
"quotes": [
{
"author": "Qon wrote: Wed Nov 15, 2023 6:09 pm",
"content": ""
},
{
"author": "Qon wrote: Wed Nov 15, 2023 6:09 pm",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "Currently with 1.1, selecting/filtering works with the EACH operator, both at input and output. The input EACH operator specifies the condition and the output EACH tells to output each signal where the condition was true. \n \nWith the new decider, it may be your intended filtering is already working with a single decider. Look at the condition: You can specify which input (red or green) is used to check the condition. If you have your signal values on red and your selector value on green, you would check G for the EACH operator as condition to filter on the selector value. This creates true for every signal that's matching the condition, depending on the selector value. \n \nNow, the EACH operator at the output is also having this red and green check. If you check R at the output EACH operator, it is outputting all values from R, i. e. the real values, where the condition (checked with G) was true, and this the perfect filtering. I hope the condition matching is working this way. I don't see why not, as long as the condition storage within the combinator loses the knowledge from which input the condition was checked and just stores true or false for each signal.",
"date": "2023-11-16T20:35:54+00:00",
"quotes": [
{
"author": "dorthak wrote: Thu Nov 16, 2023 6:13 pm",
"content": ""
}
]
},
{
"author": "epr",
"content": "I didn't say it's impossible, just too time intensive to bother, as is evidenced by only a handful of people ever making a self building factory over the years. \nThe toolset is powerful but not really efficient enough for what was at least at some point the end goal, full automation.",
"date": "2023-11-16T20:37:14+00:00",
"quotes": [
{
"author": "computeraddict wrote: Wed Nov 15, 2023 8:31 pm",
"content": ""
}
]
},
{
"author": "dorthak",
"content": "Huh. You may well be right. We'll have to see if it works the way you are describe it.",
"date": "2023-11-16T23:38:09+00:00",
"quotes": [
{
"author": "Tertius wrote: Thu Nov 16, 2023 8:35 pm",
"content": ""
},
{
"author": "dorthak wrote: Thu Nov 16, 2023 6:13 pm",
"content": ""
}
]
},
{
"author": "JohnyDL",
"content": "The quote from #382 is \n \n\nTo me the rounding refers to rounding up the number of items in the rocket, not the weight, you might be right that they rounded up to a whole number not one that's 1 sig fig and all 0s, so there might be 73 items in a rocket >_< \n \n\nI'm with Qon you're asking for a combinator to perform two completely different bits of logic and have two completely different outputs on each wire this causes a number of problems with teaching people how combinators work, it could make some combinator logic more compact in some ways but it also causes an explosion of issues. \n \nSince you cannot see the difference between what is being proposed and what you're suggesting I'm going to go through every variation I can think of and build up to why I believe Qon is arguing against this idea. \n \nIn the simplest case if you're asking Green to output something when the logic is true and Red to output something else when the logic is false this is doable several ways, you can copy and invert the logic to a second combinator, something necessary if the timing is critical or output an extraneous control signal and then invert it with the desired outputs with a second combinator. I would actually be okay with having both a True and a False set of outputs within a decider combinator but they shouldn't go to different wires. All outputs go out on all connected output wires in my opinion and I know that's what you're proposing to change, there are good reasons for that rule. \n \nHowever, it feels like what you're asking for is different results on each wire with different logic leading to each wire not simply inverted logic, an example might be (if x > y then green x = x) + (if y > z then red z = 1) + (if x > y AND y > x then y both = y) within the same combinator, the bits of logic (especially x and z outputs) might have nothing to do with each other, I'm going to call these dual combinators \n \nThe biggest issue I see comes when you're copying and pasting the value of a dual combinator from one build into another (because we're lazy people and copy-paste is easier than setting up a huge complex array of logic a second time) you run into problems, maybe because of something else going on in the new circuit you have/need the red and green output wires swapped compared to the donating circuit. A newbie might copy and paste expecting the same functionality from a dual combinator but might get something broken half the time... with the proposed decider combinators having dozens or hundreds of conditions with AND and OR logic between them (if not other operators like XOR and NAND as requested on the thread) a newbie or even an experienced person might not be able to tell at a glance if the 'broken circuit' is because some set of signals in among the 100s of settings that were copied and pasted is doing things not quite intended or if the two outputs of a dual combinator were relatively swapped, and most people are going to look at the logic first not to check if the outputs are in the right places. \n \n\"It's broken I must have wrong logic\" is always going to be an easier thought than \"it's broken I must have connected the colours backwards\" because one is \"I didn't understand something when I started the process\" [excitement to learn] and the other is \"I'm a complete moron and need to go back to preschool and learn my colours\" [frustration borne exclusively of dual combinators] \n \nIt's less of a problem if you play single-player all the time and you're the only person who has had any input in how the combinators in your world(s) work and you have a perfect memory for how each combinator is set up... but if you use community blueprints, or work on multiplayer or follow tutorials on youtube or are just plain forgetful you may not fully understand every nuance about what you're copying any more than most people understand how some minecraft redstone builds work, so when you copy parts of it you will expect it to act the same as a component as when it's in it's the original location. You might be able to understand it with a little work but it might not be entirely intuitive. But Dual Combinators have 2 sets of logic so if you're copying one because you've tracked down and are expecting it to contain Function A and you get Function B instead that's going to be annoying and a barrier to you learning how things actually work, yes you're getting exactly what you copied but if you don't understand it enough to know that's what you copied that's just going to stop you trying to learn more... if you're trying to filter liquids for example and the decider puts all Liquids on Green and all Items on Red... you've only ever connected the Red side by chance cause it's something you've taken from other places but this time you need it on green that's going to severely annoy and confuse you.... And it might not be trivial to swap the behaviour either. If each input is checked individually and sent to an output separately that could be 100s of operations to change or hundreds of signals to reassign from Red to Green and/or Green to Red (or use an extra combinator to invert the signal but that's the thing your suggestion is trying to avoid) \n \nI agree with you that the FFF is suggesting compressing the logic of several combinators into one and compressing several combinators doing the exact same logic into one. This is not really equivalent to what you're asking for. \n \nWhy you and I think this (and Qon doesn't) might be the way we are looking at it.... The current proposed solution can pretty much be spread out into two arrays of combinators (as well as red each*-1 => green and green each*-1 => red, and other delays/filters), one array of decider combinators to come up with a single true/false signal (you can do every comparison between any values on red/green with each other or with constants) and a second array of arithmetic combinators (that multiplies each desired output signal(s) by the true/false value). This would do everything that the FFF384 Decider combinator can do, it might take a lot more time to set up and more ticks to process but it would give you the same outputs (even isolating Red/Green inputs/outputs in 99% of cases) \n \nAnd what you're asking for might seem kind of related, I actually think you're asking for the ability to reuse the intermediate logic steps, so if Block of logic A then X on Red and if Block A and/or Block B then Y on Green, you could do this relatively easily with the current combinators so it almost feels like you're losing that option. In fact, with the full layout, you can do a lot more and wouldn't be limited to just 2 wire outputs from intermediate steps so it might feel like the new logic is more restrictive. But as you point out yourself with \n \nthe expanded ways of doing things will still exist, there's nothing I see in the new implementation that stops people from building as though using current/legacy combinators. But what Qon is arguing I believe (and what I'm saying for certain) is that by implementing your suggestion you make them a more powerful tool but also a much more complicated one to learn and use. You're adding 1 more setting that feels small and only impacts how the combinator behaves in a tiny way but you're in effect multiplying the possible problems each combinator can cause within any system by at minimum 4, for every \"is my logic wrong\" step you also have to ask \"am I outputting the right things onto the correct wire(s)\" which has 4 answers (for each output in the combinator -> Red, Green, Both, Neither [which you can use for internal debugging]). Right now all the outputs of all places that have outputs are 'tied together' whatever is being output is being put onto all connected wires, this is true on belts, boxes, inserters as well as combinators. \n \nHaving two separate combinators doing similar very complex logic might be annoying given how powerful the new combinators appear to be, but it's also easier to understand and debug especially as you get into playing with more complicated combinator systems... Yes, you're still going to have to debug but you won't have to debug both the logic and the outputs in concert with one another... And you can always separate out those common logic blocks so you don't have to recreate them, even though that comes with a slight processing delay. \n \nAnd this comes from someone who has asked for Arithmetic combinators to do \"multiple things\" in this thread. I'd like for Arithmetic combinators to do the logic \nA*X => Q, A*Y => P, A*Z => R... I could set up several combinators to do them separately I totally agree, but the combinator is providing the same logic on the left side (in my opinion) and the right side outputs are put onto all wires.... why do I say A*X the same logic as A*Y? well if we say A is blue science signal and X, Y, and Z are constants for how many red circuits, Engines and Sulphur are in each blue science, the logic is \"calculate the components necessary to make the inputs\", and while I would like this (and it has many other applications) I don't necessarily need it, and while it is 'more complex logic' and 'combining combinators' when anyone copies these setting from one place to another it's still going to work exactly the same in the new location regardless of which wires any player chooses to connect, the logic might still be wrong but it's all going to be wrong in the same place(s) as if it were expanded. My suggestion has limitations too as whatever A and the operator are they must always be the same things for all equations in that arithmetic combinator, you can't do 2 completely different operations like A * X and B + Y, I think this is right in line with how the proposed Decider works, after all from the expanded way I explained above it does that same math of True * {selected outputs} which is so close to A * {selected Variables} \n \nI really don't see it that way. It starts black, you put in all your code it updates green/black letting you know if it's behaving correctly you move on. The colour makes practically no difference to what you're inputting unless you find white on green a difficult set of colours to read.... though all the interactive elements, numbers, checkmarks and signal variables seem to be on a black background anyway.\n \n THAT'S NOT WHAT'S HAPPENING WITH THE COLOURING IT'S MORE LIKE THIS WHERE I'M TELLING YOU I'M SHOUTING BY USING ALL CAPS AND RED TEXT AT THE SAME TIME AS TELLING YOU MY POINT, IT'S ADDITIONAL INFORMATION THAT GIVES CONTEXT TO THE SENTENCE NOT TWO SEPARATE SENTENCES GOING ON AT THE SAME TIME. \n \n not that I'm mad really \n \nWhat you're arguing for by moving/getting rid of the green is more like getting rid of/changing the grammar. You still want the information available to you but not in quite that location... you can get used to new grammar I promise \n \nYou want every statement to go \"TRUE: X * Y = Z\" or \"FALSE: X * Y = Z\" when what's being shown is X * Y = Z is true cause all caps and x * y = z is false because no caps. Except it's not even modifying the letters maybe 'X' * 'Y' = 'Z' vs ,X, * ,Y, = ,Z, is actually a better analogy. Not that it matters because after you use it a little bit you can get used to either one.\n \nThat's fair, but the way I see it is that they have to make both look the same... and having done that it actually makes the train station settings a tutorial for combinators. They have to change both or change neither and I think they'll have a whole lot of pushback changing the trains again and very few people actually have a problem with actually using that UI, there may be conceptional/intellectual reasons to dislike it, but it's entirely usable and functional, even people who had issues with it to begin with got used to it.\n \nI've asked for more colours in this thread and while I see it might be easy enough to change the symbols for 2 colours it might not be so easy with more, and that only solves the issue with the icons, it doesn't solve the issue with Red/Green Wires in the overview, yes it lets you easily identify Red vs Green symbols but if you can't tell if the signal wire carrying the signal in the first place is Red or Green knowing which symbol isn't as useful.... And I know mods which do fix it but it shouldn't be down to mods to make a game accessible IMO\n \nThis is true but it's the same thing, the less obvious the change the more it feels like a style choice, having it be a black to green dot in some ways might look like the configuration is not filled in vs is filled in as much as the current configuration is true vs false... or the black might not be obvious on the black background\n \nWhile I agree in principle, it works that way on Windows, Linux and Mac, I disagree in Factorio, they don't use the ... model anywhere else in the game the add description I'd assume opens up a text box modal so I don't see it as necessary to indicate how the button does what it does especially given it's not a complex menus of options, menus have One Click Actions (nothing), Multi Click Actions (often ...), and Display Sub Menu ( > ) knowing how the items behave before you click them is super important because navigating to the same point in the menu tree might not be straight forward, the Multi Click Actions ... I often see it as telling you \"this is too complicated to do within the structure\" rather than 'this opens another modal' which is why it can be used on mobile phones to indicate the location of a menu",
"date": "2023-11-17T09:05:01+00:00",
"quotes": [
{
"author": "mmmPI wrote: Tue Nov 14, 2023 11:34 pm",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "TheRaph wrote: Thu Nov 16, 2023 7:21 pm",
"content": ""
},
{
"author": "TheRaph wrote: Thu Nov 16, 2023 7:21 pm",
"content": ""
},
{
"author": "Henry Loenwind wrote: Tue Nov 14, 2023 7:31 pm",
"content": ""
},
{
"author": "Henry Loenwind wrote: Tue Nov 14, 2023 7:31 pm",
"content": ""
},
{
"author": "Henry Loenwind wrote: Tue Nov 14, 2023 7:31 pm",
"content": ""
},
{
"author": "Henry Loenwind wrote: Tue Nov 14, 2023 7:31 pm",
"content": ""
},
{
"author": "Henry Loenwind wrote: Tue Nov 14, 2023 7:31 pm",
"content": ""
},
{
"author": "Henry Loenwind wrote: Tue Nov 14, 2023 7:31 pm",
"content": ""
}
]
}
] | 19 | 2023-11-10T06:00:02-06:00 |
forum-topic-103014 | 103014 | Event for entities set on fire | Already exists | https://forums.factorio.com/viewtopic.php?t=103014 | SilentStorm | I would like to ask about the possibility to detect (via an event) entities that are set on fire.
This could be a generic event with filters or an extension to an existing event with an added filter that allows to get entities that are set on fire.
Should have filters for entity type and the burn stage (e.g. trees have tree_stage which appears to only be affected by trees burning?).
It would allow to trigger actions when things are set on fire and in case of trees also only trigger the action when the tree has burnt for long enough to change to the next stage. Without having to manually scan all trees in an area, which eats all the UPS.
If there is an event already that is fired in these cases I would like to know which. | [
{
"author": "",
"content": "Entity damaged.",
"date": "2022-07-30T02:04:52+00:00",
"quotes": []
},
{
"author": "SilentStorm",
"content": "Trees don't actually get damaged (as far as 'damaged' is concerned for events or health points) when burning. They merely progress through the progress variable and then (based on an internal random chance I guess) either remain as completely burnt tree with progress 3, or are deleted from the game. Their health remains the original value throughout and no events are raised afaik.",
"date": "2024-07-10T13:27:59+00:00",
"quotes": []
}
] | 2 | 2022-07-29T19:36:28-05:00 |
forum-topic-107828 | 107828 | search ppl in spanish | Multiplayer | https://forums.factorio.com/viewtopic.php?t=107828 | MetraYa | have more 3k hours in this game, need any in spanish for play with Ds.. etc | [
{
"author": "Dauch",
"content": "Yo te agrego",
"date": "2023-12-12T00:10:23+00:00",
"quotes": []
},
{
"author": "Dauch",
"content": "Dime tú id de Steam y te agrego",
"date": "2024-01-03T16:23:53+00:00",
"quotes": []
},
{
"author": "Dauch",
"content": "44252474 \n \n \nEste es el mio",
"date": "2024-01-03T16:25:50+00:00",
"quotes": []
}
] | 3 | 2023-07-18T12:12:10-05:00 |
forum-topic-122341 | 122341 | Is there a way to have a value always, even when logistics = 0? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=122341 | mooklepticon | For example, I'm requesting carbon from my space platform over Gleba. When there's no carbon in the logistic system, all the graphic displays are blank. When there is carbon, the roboport sends a signal of how many carbon are there. If there's 0 carbon, no signal is sent. (it's also connected to an inventory bar graph, but that's not necessary for this question.)
Roboport -> decider (* in, carbon out) -> display (*>=0, show*)
When carbon = 0, that display is blank. When carbon >0, then it shows carbon. I always want it to show carbon.
I could put a constant combinator in there, but then I'd have to set both it and the decider, but it seems inelegant.
Roboport, constant(carbon @ 1) -> decider (* in, carbon out) -> display (*>=0, show*)
That would work, because carbon will always be 1, but again it seems inelegant, and this game is all about elegant solutions.
Another example is when requesting things from the space platform. I have the roboport tell me how much carbon I have, multiply by negative 1, add that to the limit I want and then request that from the space platform. If I have 1000 carbon, *-1 is -1000, +5000=4000, so it's requesting 4000 carbon from the platform. When that is 0, it doesn't request anything. Since I'm using * to pass the carbon value thru the decider, when the value is 0, there's no signal sent.
Roboport -> decider (* in, carbon out) -> mult -1 -> add 5000 -> request that from platform.
Again, I can put a constant at 1 carbon and it works, but again, inelegant.
Is there a better way to pass the identity of carbon thru with a value of 0? (Because value 0 defaults to essentially "null" or "none" and doesn't pass the carbon item thru. | [
{
"author": "Stin",
"content": "Use this combinator \n \nit gives a 1 signal if the Red signal line has values with this signal and no value on the green signal line. \n \nYou can use a constant combinator with a signal list or the pre calculation values for the red input. \n \n \n \n \n grafik.png (78.38 KiB) Viewed 268 times",
"date": "2024-11-21T05:02:21+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "Thanks! I couldn't quite understand it (combinators are hard for me) but I tried this and it works. \n \n Constant combo has 1 of whatever (1 steel, here). This makes the TV show the steel, too. \n math combo multiplies by each, so everything is 0, but the 1 from the const combo, so 1 steel * ## steel = ## steel \n The next 2 math combos convert to a percent (1-100, bc factorio doesn't do decimals. 2nd math is just *100 and the 3rd math divides by my target amount.) \n This feeds into the display. \n \n \n \n Factorio combinator example.png (199.65 KiB) Viewed 188 times",
"date": "2024-11-22T19:19:32+00:00",
"quotes": []
}
] | 2 | 2024-11-20T22:00:31-06:00 |
forum-topic-122295 | 122295 | Upgrading and copy/pasting doesn't update map search | Not a bug | https://forums.factorio.com/viewtopic.php?t=122295 | AndrolGenhald | I searched for some assemblers because I wanted to upgrade them, but when I upgraded them from the map view they unexpectedly disappeared from the search. This happens for copy/pasting as well.
upgrade-copy-search-bug.gif (4.97 MiB) Viewed 194 times | [
{
"author": "",
"content": "Thanks for the report. This is an intended simplification: once the search is \"done\" the results do not update except to remove invalid entries until you search again.",
"date": "2025-01-26T19:11:58+00:00",
"quotes": []
}
] | 1 | 2024-11-20T13:12:19-06:00 |
forum-topic-70273 | 70273 | 17.35 crash | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=70273 | T-Blade | I also posted this on the Mod page discussion (it did not have a link to this forum)
So feel free to remove the post where needed. | [
{
"author": "syrebyrd",
"content": "Ditto.",
"date": "2019-05-03T04:47:03+00:00",
"quotes": []
},
{
"author": "Xenophore",
"content": "The 0.17.35 release changes the mod API: \n viewtopic.php?t=43759&start=1180",
"date": "2019-05-03T05:11:01+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "i have uploaded a update (thanks to Baedel) that fix the problem.",
"date": "2019-05-04T14:29:29+00:00",
"quotes": []
}
] | 3 | 2019-05-02T15:42:50-05:00 |
forum-topic-126779 | 126779 | [2.0.32] Rockets full of an item requested in orbit not launching automatically | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126779 | RyanW1019 | In my save (attached), I have four rocket silos on Aquilo that are full on rocket parts (2x 100/100) and each have 1000 cryo science aboard. They have the automatic request box unchecked and are being supplied the science and rocket parts by inserters. The space platform "Aquilo Export" is in orbit requesting 16,000 cryo science, but none of the rockets are launching despite the request not being filled. I have dozens of empty inventory slots in the space platform, so it is not an inventory limitation.
Once I manually clicked the "Deliver Cargo" button in each silo and selected "Aquilo Export" as the target destination, the rocket launched as normal, and then proceeded to launch automatically as expected for subsequent science launches. This behavior was identical for all four silos. The save file attached is from when they were all still stuck. | [
{
"author": "Muche",
"content": "Welcome to the forum, and thank you for the report. \n \nIt seems to be caused by the rocket silos containing some science packs in their inventory 5. \n defines.inventory does not have an official designation for it. \n \nCan be reproduced by an inserter dropping its hand into next rocket's inventory during early phases of launch and the rocket silo freezing in that moment. \n \nSteps to reproduce: \n1. Load attached save. \n2. Place a heat pipe next to the rocket silo to unfreeze it and start the launching sequence. \n3. When the inserter drops its hand into the silo, immediately remove the just placed heat pipe. \nRocket silo immediately freezes, its inventory 9 (containing 12 packs) moves to inventory 5, blocking further automatic launches.",
"date": "2025-02-12T22:35:19+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-03-11T17:18:07+00:00",
"quotes": []
}
] | 2 | 2025-02-11T19:15:00-06:00 |
forum-topic-18714 | 18714 | [.13-1.1.109] Aircraft (1.8.9) - Page 8 | Mods | https://forums.factorio.com/viewtopic.php?t=18714&start=140 | Optera | Could you change when afterburners kick in?
The responsiveness at low speeds is so terrible that I rather park anywhere, pick it up and place the plane in it's parking spot in front of a smart loader. | [
{
"author": "Thomasnotused",
"content": "I'm not sure if you can change that without scripting, I just used the exoskeleton prototype for it.",
"date": "2017-05-14T11:28:24+00:00",
"quotes": [
{
"author": "Optera wrote:",
"content": ""
}
]
},
{
"author": "iivmok@gmail.com",
"content": "Hey. Are the trees supposed to be draw on top of the ships?",
"date": "2017-05-16T13:41:02+00:00",
"quotes": []
},
{
"author": "Thomasnotused",
"content": "Not really, but I'm not sure how to fix that without breaking other stuff, for now it's not really a big deal.",
"date": "2017-05-16T23:29:53+00:00",
"quotes": [
{
"author": "iivmok@gmail.com wrote:",
"content": ""
}
]
},
{
"author": "Thomasnotused",
"content": "1.3.6 is released! \n \n This is largely a testing release because I wanted to see how well the mod settings menu worked, and I'm fairly happy with it. \n \n - Added a setting to disable aircraft sounds and revert to car engine, maybe now the vocal minority can get off my back about the sounds \n - Added 'hardmode'. Basically it just halves all damage resistances on Aircraft, making them a bit easier for the biters to blow up. Watch yourself out there, and use the shields! \n - Updated info.json to look a bit more appealing from the mod portal.",
"date": "2017-05-22T03:17:48+00:00",
"quotes": []
},
{
"author": "thereaverofdarkness",
"content": "Aren't the aircraft a little small?",
"date": "2017-05-28T05:32:14+00:00",
"quotes": []
},
{
"author": "Thomasnotused",
"content": "1.3.8 has been released! \n \n- Added settings for Helicopters and Raven mod users to gate their respective researches behind Advanced Aerodynamics. \n \n- Added Rocketry to the list of prerequisites for Gunships, since the recipe requires rocket launchers anyways.",
"date": "2017-10-12T01:36:11+00:00",
"quotes": []
},
{
"author": "Wildejackson",
"content": "Is each aircraft meant to have 2 versions with separate weapons? I don't know if its intended behavior because theirs no local for the other versions.",
"date": "2017-10-22T03:42:08+00:00",
"quotes": []
},
{
"author": "Thomasnotused",
"content": "1.4.0 has been released, allowing for 0.16 play. I have done no playtesting as of yet, so be warned. \n \n- Compatibility settings temporarily disabled until compatible mods are updated. \n \n 1.4.1 has been released, re-enabling Helicopters compatibility setting. \n \n 1.4.2 is released, re-enabling Raven compatibility setting. Researches now only require 1 each of pack, e.g. 1 red 1 green 1 blue, instead of 3 red 2 green 1 blue, etc. Total packs required mildly increased to compensate. \n \n 1.4.3 is released, re-enabling Bob's mods compatibility. Updated Bob's mods version prerequisites.",
"date": "2017-12-15T00:39:22+00:00",
"quotes": []
},
{
"author": "Sojoez",
"content": "Hey SuicidalKid, \n \nLove your mod, nothing better than fast exploration and killing biters from the air. But uhm... It takes a while to get there. Have you thought about early game flying? Maybe an autogyro with no inventory that only fits the player? \n \nSomething like this:",
"date": "2017-12-20T14:49:55+00:00",
"quotes": []
},
{
"author": "Thomasnotused",
"content": "1.4.4 is released. Updated German translation. \n \n 1.4.5 is released. \n \n - Significantly increased crafting times for nearly all items. \n - Significantly reduced damage of High-Explosive Cannon Shell to bring it more in-line to fit inbetween Explosive Cannon Shells and Explosive Uranium Cannon Shells. (AoE still larger than EUCS) \n - Moderately increased the number of batteries used in the Aircraft Energy Shield recipe. \n - Added minimum range to High-Explosive Cannon Shells. \n - Reduced range of High-Explosive Cannon Shells to match other cannon shells. \n - Doubled stack size of High-Explosive Cannon Shells to match other cannon shells. \n - Re-ordered High-Explosive Cannon Shells to be in-between Explosive and Uranium Cannon Shells. \n - Re-ordered all Aircraft to be in Logistics tab along with other vehicles. \n \n 1.4.6 is released. \n \n - New Aircraft Energy Shield graphics, thanks to ST-DDT. \n \n 1.4.7 is released. \n \n Changes: \n - Gave all Aircraft belt immunity. \n - Updated High-Explosive Cannon Shell graphics, thanks to ST-DDT. \n Compatibility: \n - Added Helicopters Equipment Grid setting. \n \n 1.4.8 is released. \n Changes: \n - Considerably simplified some internal workings, thanks to Yousei9 and ST-DDT. \n - Re-orders some of the settings, thanks to Yousei9 and ST-DDT. \n - Made belt immunity a setting, instead of forced, thanks to Yousei9 and ST-DDT. \n Locale: \n - Minor German translation tweaks.",
"date": "2017-12-28T20:30:47+00:00",
"quotes": []
},
{
"author": "bNarFProfCrazy",
"content": "Nice. New graphics ftw.^^ \n \nThe belt immunity is also a good thing, I try to avoid belts/inserters though as they tend to unload my planes, is there something I can do against that? \nand that just after I build a express highway for my planes",
"date": "2018-01-07T23:02:26+00:00",
"quotes": []
},
{
"author": "Thomasnotused",
"content": "As for inserters, I'm not sure if you can stop it from doing that without some fairly heavy scripting. I try to stay away from that, since if it breaks I would have no clue how to fix it.",
"date": "2018-01-08T01:24:41+00:00",
"quotes": [
{
"author": "bNarFProfCrazy wrote:",
"content": ""
}
]
},
{
"author": "Thomasnotused",
"content": "1.4.9 is released. \n \n Locale: \n - Minor Russian translation tweaks, thanks to IgorLutiy. \n Bugfixes: \n - Fixed that toggling a compatibility setting for a non-installed mod would crash the game on startup. \n \nAs usual, if you find any bugs, report them here, on Github or on the Mod Portal .",
"date": "2018-01-30T20:03:52+00:00",
"quotes": []
},
{
"author": "keentom",
"content": "Afterburner? \nSettings? Where do I find those? Would be nice to get a bit of documentation. Or maybe I'm just blind. \n \nIs there any way to toggle a certain take off-speed like the \"raven\" mod has? I really like it since it adds a small challange and feels more like a plane. There used to be this mod but it doesnt work anymore.",
"date": "2018-02-19T13:10:38+00:00",
"quotes": [
{
"author": "SuicidalKid wrote:",
"content": ""
},
{
"author": "Optera wrote:",
"content": ""
},
{
"author": "SuicidalKid wrote:",
"content": ""
}
]
},
{
"author": "Thomasnotused",
"content": "You research it after Advanced Aerodynamics and you can slot it into the aircraft equipment grid for a speed boost. \n \nYou can find settings for all mods from the main menu -> options -> mods \n \nYou can use this one and just change the \"factorio_version\" in the info.json from 0.15 to 0.16. I don't maintain it because if the script breaks, idk how to fix it.",
"date": "2018-02-19T14:07:13+00:00",
"quotes": [
{
"author": "keentom wrote:",
"content": ""
},
{
"author": "keentom wrote:",
"content": ""
},
{
"author": "keentom wrote:",
"content": ""
}
]
},
{
"author": "keentom",
"content": "Alright, thanks, no I feel dumb \n \n \n\nIt doesn't work, I'm getting a script error.\n Code: Select all Error while running event LiftoffEnhanced::on_player_driving_changed_state (ID 26)\nLuaEntity doesn't contain key passenger.\nstack traceback:\n__LiftoffEnhanced__/control.lua:156: in function <__LiftoffEnhanced__/control.lua:149> \n\nThanks anyway!",
"date": "2018-02-19T14:42:53+00:00",
"quotes": [
{
"author": "SuicidalKid wrote:",
"content": ""
},
{
"author": "keentom wrote:",
"content": ""
},
{
"author": "keentom wrote:",
"content": ""
},
{
"author": "SuicidalKid wrote:",
"content": ""
}
]
},
{
"author": "Thomasnotused",
"content": "1.4.10 is out. \n \n Aircraft show up on mini-map again.",
"date": "2018-03-20T04:32:39+00:00",
"quotes": []
},
{
"author": "Thomasnotused",
"content": "1.4.11 is out. \n \n New graphics for aircraft Afterburner, thanks to ST-DDT. \n \n Grid sizes for Jet and Gunship widened by 1 to accommodate.",
"date": "2018-03-31T03:24:51+00:00",
"quotes": []
},
{
"author": "bNarFProfCrazy",
"content": "Nice",
"date": "2018-03-31T07:14:01+00:00",
"quotes": []
}
] | 19 | 2015-12-25T22:29:28-06:00 |
forum-topic-41435 | 41435 | Clever FARL | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=41435 | Mengmoshu | Pawick over on Discord shared this picture with the caption "When you let FARL do the turns."
After I told him to check his setup he discovered that his horizontal and vertical blueprints had different drive side setups. I found it kinda cool that FARL still produced a drive-able layout and matched the rails up. | [
{
"author": "Nexela",
"content": "Ignoring the obvious throughput issues, those curves look a lot better then the curves created by the \"correct\" layout",
"date": "2017-02-18T01:40:13+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "That's an unintended \"feature\" \nI guess FARL could check for same side setups before starting.",
"date": "2017-04-22T09:15:17+00:00",
"quotes": [
{
"author": "Mengmoshu wrote:",
"content": ""
}
]
},
{
"author": "Mengmoshu",
"content": "That does make sense to do.",
"date": "2017-04-22T09:25:04+00:00",
"quotes": []
}
] | 3 | 2017-02-17T18:52:31-06:00 |
forum-topic-93527 | 93527 | Locked technology, can't progress | PyMods | https://forums.factorio.com/viewtopic.php?t=93527 | dzbanek | I'm playing with
coal processing
fusion energy
industry
I'm trying to make a chemical science pack, which needs nexelit plate wich is hiding behind Coal processing 3 which is chemical science technology. I can't progress, any help? | [
{
"author": "Squelch",
"content": "Nexelit can be obtained from Tailings dust. \n \nLogistics science will bring the required technologies \n \nThese are merely hints without spoiling things too much. If you need more details please ask?",
"date": "2020-12-24T15:39:43+00:00",
"quotes": []
},
{
"author": "dzbanek",
"content": "I can only make nexelit from raw, limestone, sand casting and petroleum. I don't see a way to get it from tailings dust. Mind you, I play with just three of py mods. \n \nAlso, I've researched all the automation, logistic and military based technologies. I have to make a chemical science to progress. \n \nAny help?",
"date": "2020-12-24T17:59:47+00:00",
"quotes": []
},
{
"author": "Squelch",
"content": "Hmm, yes, Raw Nexelit can be obtained from tailings dust using an evaporator. I misunderstood and overlooked that turning raw into plates wasn't available to you. \n \nThis appears to be a bug in the technology matrix and the three Py mods you are using. It looks like pyrawores mod will remove the requirement for coal processing 3 (which doesn't exist in what you have) I'm not sure how much adverse impact the other changes that mod brings to an existing game however.",
"date": "2020-12-24T20:58:35+00:00",
"quotes": []
}
] | 3 | 2020-12-24T08:22:21-06:00 |
forum-topic-127207 | 127207 | Factorio headless server is not responding to clients trying to direct connect to the server by IP and port | Technical Help | https://forums.factorio.com/viewtopic.php?t=127207 | schwaffen | Hello Factorian fellows!
As the subject says, I, as a client, can't connect to my headless server which is running on my VPS.
Better to put both server and client logs to help troubleshooting the problem.
Both server and client version is 2.0.32 and default port 34197 on UDP transmission is open on server firewall.
Server IP address been swapped with "X.X.X.X" in logs for security purpose.
Based on my experiments, I could easily join a server created by Factorio Zone hosting website with no headaches, so the trouble must be on server side! Something is blocking packets traffic on server, but I don't know what!
Any help is appreciated.
Server Logs: https://pastebin.com/aVyxg3dF
Client Logs: https://pastebin.com/ATqW11MH | [
{
"author": "pioruns",
"content": "Probably it's the firewall on server side blocking the communication? \nTry opening that port via SSH tunnel to the client. \nOnce the open tunnel is established, connect to localhost:34197 on the client.",
"date": "2025-03-02T10:07:24+00:00",
"quotes": []
},
{
"author": "schwaffen",
"content": "Nothing's wrong with the firewall configuration as I have already set it up to default port on UDP transmission.",
"date": "2025-03-02T19:15:48+00:00",
"quotes": []
},
{
"author": "pioruns",
"content": "Good to hear you are sure it's not the server's firewall. \nWell then, what's the result of ssh tunelling?",
"date": "2025-03-02T22:08:18+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Agreeing with pioruns about trying another TCP listener like SSH. Also you might check ufw status or iptables -L -v -n \n \nNot sure if you can get a client on the same subnet, but it would be helpful to see if local clients can connect.",
"date": "2025-03-03T20:03:52+00:00",
"quotes": []
}
] | 4 | 2025-03-01T14:50:27-06:00 |
forum-topic-32594 | 32594 | manually craft large amounts of items one at a time? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=32594 | Mendel | not sure if this is a help request or a suggestion
ok, lets say I want to manually craft 5 belts. this is pretty easy to do by clicking 5 times on the belt icon and it will create 5 belts one by one.
Now lets say I want to manually craft 200 belts and I only have iron plates, no intermediates.
I ctrl click to create all those belts. but now I have to wait for intermediates (iron gear wheels) to finish crafting before I can place any belts.
I dont want to click many many times on the belt icon to craft them one by one. lets say I want to place something like 40 of them asap and the rest later when need be.
is there another way to do this (lets assume I dont have automation researched yet.)?
same kind of situations apply to other kinds of crafting too but early game belts are the least possible to automate nicely right away. (no electricity, I want belts from coal to iron and copper) | [
{
"author": "mooklepticon",
"content": "Right clicking on something makes 5 at a time. So, to make 40, you'd have to right click 8 times.",
"date": "2016-09-13T15:51:06+00:00",
"quotes": []
},
{
"author": "Mendel",
"content": "somehow I didnt know that either so that will make my problem 5 times less bad \n \nI think shift clicking or alt clicking would be more logical. I would associate right clicking with cancelling rather than building 5 at a time. \n \nAnyways, thanks!",
"date": "2016-09-13T15:56:03+00:00",
"quotes": []
},
{
"author": "dragontamer5788",
"content": "Shift-click creates a stack. \n \nSo shift-click creates 50 belts. Right-click always creates 5-items (in this case, 5 belts).",
"date": "2016-09-13T15:58:26+00:00",
"quotes": [
{
"author": "Mendel wrote:",
"content": ""
}
]
},
{
"author": "Deadly-Bagel",
"content": "I know what you mean, you need to lay some belts so you craft a few stacks because if you don't use them now you will later, but you can't even lay the 5-10 you need now because you've got to wait for 200 iron gear wheels to finish. On one hand the crafting queue is a LOT tidier and you really should have some assemblers doing this work for you, but on the other it is a pain sometimes having to wait. \n \nI usually craft a few just to get me going, then do the stacks.",
"date": "2016-09-13T20:21:20+00:00",
"quotes": []
},
{
"author": "xyzyxx",
"content": "You are right about right-click creating 5 items, but shift-click creates the maximum amount that you have the material for. \n \nSo if you're currently holding 200 iron plates and 200 gears, shift-click would create 400 belts (8 stacks).",
"date": "2016-09-14T13:24:24+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Deadly-Bagel",
"content": "I think Ctrl+Click does one stack, all these are configurable though so it's possible he's changed his keybindings.",
"date": "2016-09-14T13:26:28+00:00",
"quotes": []
}
] | 6 | 2016-09-13T10:13:19-05:00 |
forum-topic-88100 | 88100 | [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=88100 | Therax | Observed behavior:
1. Add event handler for on_player_setup_blueprint.
2. Create a blueprint of an entity.
3. In the event handler, observe the following:
player.blueprint_to_setup.valid_for_read is true
player.cursor_stack.valid_for_read is false
player.blueprint_to_setup.is_blueprint is true
player.blueprint_to_setup.is_blueprint_setup() returns true
player.blueprint_to_setup.get_blueprint_entities() returns a table of 1 LuaEntity
4. In the BP GUI, click the "Select new contents for this blueprint" button, and select the same (or different) entity.
5. In the handler for on_player_setup_blueprint, observe the following are true:
player.blueprint_to_setup.valid_for_read is false
player.cursor_stack.valid_for_read is true
player.cursor_stack.is_blueprint is true
player.cursor_stack.is_blueprint_setup() returns false
player.cursor_stack.get_blueprint_entities() returns nil
Expected behavior:
In general, selecting new contents for a blueprint should have the same behavior during event handlers as when creating a brand-new blueprint.
In specific, there should be a way during the event handler to query the entities & tiles in the blueprint, and modify them.
Motivating use case:
https://github.com/mspielberg/factorio- ... #L299-L364 | [
{
"author": "Honktown",
"content": "Unless I'm mistaken, you should be using on_player_configured_blueprint. I might call it a bug that creating a new blueprint immediately sets the blueprint (the player did not confirm anything)*. Following behavior from an event like on_entity_died where the entity is (should be) valid while the event is raised, during on_player_setup_blueprint, I'd expect nothing would be stored about the new blueprint setup, while on_player_configured_blueprint is the event which lets one modify the blueprint data stored somewhere, which is about to be put into the blueprint. \n \nWhen on_player_configured_blueprint is raised, the blueprint has stuff in it. Related to your code, direction and bar exist as values among bp.get_blueprint_entities() \n \nFor an unset blueprint, if you really wanted to set things yourself before the player configures anything (which sounds unsafe), use event.mapping.get() instead. No need to find entities. Tiles aren't as easily accessible during setup. \n \n*The cursor immediately being set seems like it should be restricted to copying... the player never confirms but a blueprint is created and filled. It is a bit conflicting behavior versus setting up a blueprint, but it is what it is. \n testing stuff Code: Select all local function dump_blueprint(event)\n\tlocal player = game.players[event.player_index]\n\tlocal mapping = (event.mapping and event.mapping.get()) or {}\n\tlocal bp = player.blueprint_to_setup\n\tif bp.valid_for_read == false then\n\t\tlog(\"player.blueprint_to_setup valid for read = false\")\n\t\tlocal cursor = player.cursor_stack\n\t\t--if cursor and cursor.valid_for_read and cursor.name == \"blueprint\" then\n\t\tif cursor and cursor.valid_for_read then\n\t\t\tlog(\"using blueprint in cursor\")\n\t\t\tbp = cursor\n\t\telse\n\t\t\tlog(\"cursor stack was not valid for reading\")\n\t\tend\n\telse\n\t\tlog(\"player.blueprint_to_setup is valid\")\n\tend\n--[[\n\tif bp == nil or bp.valid_for_read == false then\n\t\treturn\n\tend\n--]]\n\n\tif bp ~= nil and bp.valid_for_read == true then\n\t\tlog(\"serpent of blueprint:\"..serpent.block(bp.get_blueprint_entities()))\n\telse\n\t\tlog(\"could not check blueprint entities\")\n\tend\n\n\tfor index, entity in pairs(mapping) do\n\t\tif entity.valid then\n\t\t\tlog(\"mapping entity: \"..entity.name)\n\t\telse\n\t\t\tlog(\"mapping entity invalid\")\n\t\tend\n\tend\nend\n\nlocal function on_setup(event)\n log(\"on_setup\")\n dump_blueprint(event)\nend\n\nlocal function on_configure(event)\n log(\"on_configure\")\n dump_blueprint(event)\nend\n\nscript.on_event(defines.events.on_player_setup_blueprint, on_setup)\nscript.on_event(defines.events.on_player_configured_blueprint, on_configure)",
"date": "2020-09-26T20:27:20+00:00",
"quotes": []
},
{
"author": "Therax",
"content": "I believe you are mistaken. on_player_configured_blueprint fires when the player selects Confirm in the blueprint dialog. There are many use cases where the blueprint dialog never appears, such as when using the built-in cut/copy tools. \n \nFor my use case, compound entities, it is quite frequent that there are half a dozen entities in the same map tile that are conceptually to the user a single entity, and built with a single entity. It is valuable to be able to maintain that illusion in the blueprint confirmation dialog, which means having some way to affect what is seen in that dialog between the time the user selects an area with a blueprinting tool and the dialog appearing. This is exactly what on_player_setup_blueprint does. The conceptual model is: \n \na) player selects area with a blank blueprint tool \nb) Factorio creates a blueprint of the selected area (on_player_setup_blueprint) \nc) Factorio immediately opens the configuration dialog for that brand new blueprint \nd) player adjusts blueprint settings (on_player_configured_blueprint) \ne) Factorio places the blueprint in the player inventory",
"date": "2020-09-27T19:44:40+00:00",
"quotes": [
{
"author": "Honktown wrote: Sat Sep 26, 2020 8:27 pm",
"content": ""
}
]
},
{
"author": "Honktown",
"content": "I think I better understand now, however, if an entity is not blueprintable (player-creation flag is not set), it won't be transferred for any blueprint or copy. In this example, what the player sees in a dialog is the real entity, but then we should be able to manipulate the data afterwards for the proxy placement. \n \nTesting: \nOn setup: \nCase 1. Copy produces false for player.blueprint_to_setup.valid_for_read, and the cursor is populated. \nCase 2. An empty blueprint area selection produces true for player.blueprint_to_setup.valid_for_read. \nCase 3. Select new contents produces false for player.blueprint_to_setup.valid for read and the cursor blueprint is empty, but exists. \n \nOn config: \nCase 1. Copy raises no event. \nCase 2. blueprint_to_setup is invalid for read. Cursor is immediately filled, and can be edited. \nCase 3. blueprint_to_setup is invalid for read. Cursor has no blueprint. \n \nThis produces three weird cases, but each logically distinguishable. In addition, on setup has event.item = \"blueprint\", which doesn't exist on configuration (implying a single function could handle different cases). \n \nIn the bug sense, Case 3 should be the same as Case 2, for consistency sake. In Case 1 (copy) the blueprint can be edited in cursor on setup. In Case 2 we can have blueprint_to_setup edited on setup, or in cursor on configuration. In Case 3 the data can be manually assigned on setup, but we could expect the information to be overwritten once the blueprint is confirmed... there is no way to cause any desired changes during on setup to survive on configuration, nor is there a mapping of which blueprint was the source of selecting new contents. Crux of the bug yes/no? A problem is the blueprint for which we want to add new contents could have been one from the library, and as far as I am aware, there isn't a way to access nor modify a blueprint stored there. That is a significant difference from Case 1 and 2. \n \nEdit: we want to add new contents -> we want to select new contents",
"date": "2020-09-27T23:54:03+00:00",
"quotes": [
{
"author": "Therax wrote: Sun Sep 27, 2020 7:44 pm",
"content": ""
},
{
"author": "Honktown wrote: Sat Sep 26, 2020 8:27 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Ok; I looked into this and figured out what's happening. \n \nThe blueprint in the cursor is a red-herring. It's purely used to do rendering and is just temporary garbage. The actual blueprint that gets re-assigned is somewhere in the players inventory. \n \nThe re-assign process requires you open the blueprint GUI which means it has to have already been created fully and put into your inventory. \n \nI don't have any nice answer beyond that. The way it was implemented is kind of a giant hack in my opinion and I don't see it getting re-worked any time soon.",
"date": "2020-10-21T20:11:45+00:00",
"quotes": []
},
{
"author": "Muppet9010",
"content": "This may be a silly question, but why doesn't the player.blueprint_to_setup object get reset to a readable state on the reselection of an area? \nAs an area of the map has been selected to load the blueprint from, is it not just some blueprint data like name, icons, includes(?) are pre-populated compared to a new blueprint?",
"date": "2020-10-24T15:28:16+00:00",
"quotes": []
},
{
"author": "",
"content": "The original blueprint that had the \"select new contents\" button clicked has the new contents.",
"date": "2020-10-24T20:47:12+00:00",
"quotes": [
{
"author": "Muppet9010 wrote: Sat Oct 24, 2020 3:28 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I looked in the code, and I believe that you should use the BlueprintSelectArea event.",
"date": "2020-10-25T21:28:16+00:00",
"quotes": []
},
{
"author": "Muppet9010",
"content": "The issue is the difference between a new BP being made and an existing BP having its contents re-selected. \n \nOn a new BP being selected the on_player_setup_blueprint event can be traced through to the player.blueprint_to_setup.get_blueprint_entities() correctly. With player.blueprint_to_setup.valid_for_read being true. \n \nHowever, when the an existing BP has its contents reselected the on_player_setup_blueprint event can't be followed through as the player.blueprint_to_setup.valid_for_read is false. Also reading the player cursor stack doesn't work as Therax listed in his original post. \n \nTherax's original post has the full breakdown of states for the 2 scenarios when the event is triggered.",
"date": "2020-10-25T22:18:55+00:00",
"quotes": []
},
{
"author": "Therax",
"content": "This is exactly the event we are talking about. BlueprintSelectArea on the C++ side is translated to on_player_setup_blueprint. During the processing of this event, there is no reliable way to get access to the blueprint that is actually getting updated. As Rseding described above, the blueprint in the cursor stack is a dummy, and the blueprint being updated is in some inventory slot somewhere, and might possibly even be in the blueprint library. This actual blueprint that is being modified should be accessible somehow, preferably by putting it in LuaPlayer::blueprint_to_setup.",
"date": "2020-11-21T17:04:31+00:00",
"quotes": [
{
"author": "kovarex wrote: Sun Oct 25, 2020 9:28 pm",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "This would leave the user with this blueprint dialog where the proxy entity isn't shown in the blueprint dialog but after the on_player_configured_blueprint it would suddenly be there: viewtopic.php?f=29&t=88793 \n \nWould also be problematic with the user removing parts of a compound entity while leaving others. The on_player_configured_blueprint might then not have all the data to create the proxy object properly.",
"date": "2021-09-11T01:27:05+00:00",
"quotes": [
{
"author": "Honktown wrote: Sat Sep 26, 2020 8:27 pm",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "So what is the solution or work around for this then? Any ideas? \n \nShould mods leave all hidden entities blueprintable and included in the blueprint and not have any proxy objects at all? There seems to be no way to convert placed entities into proxy objects and preserve their data when updating a blueprint. Only when making a new one.",
"date": "2021-10-21T14:15:31+00:00",
"quotes": []
},
{
"author": "Honktown",
"content": "There is one workaround... disabling the permission to update blueprint contents, lol: viewtopic.php?p=553118#p553118",
"date": "2021-10-21T15:47:46+00:00",
"quotes": [
{
"author": "mrvn wrote: Thu Oct 21, 2021 2:15 pm",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "But that looses me functionality. I've been creating new blueprints instead of updating now for a while and it's tedious. You loose the name and icons and setting them again over and over is a pain. \n \nWhy can updating the blueprint call the same function as creating a new one. Copy over the name and icons before the confirm dialog and event. Then after confirm replace the original blueprint with the new one. That can't be that hard. \n \nWhat's the point of modifying the original blueprint object instead of replacing it code wise?",
"date": "2021-10-21T16:22:50+00:00",
"quotes": []
},
{
"author": "Sopel",
"content": "This appears to be the best possible solution to this bug right now.\n \n \n \n tmp.PNG (591.81 KiB) Viewed 8729 times",
"date": "2022-06-24T00:19:13+00:00",
"quotes": []
},
{
"author": "Janzert",
"content": "To make it clear, as therax discovered since I got this from his mod, you can work around this when the blueprint being updated is stored in the player's inventory. The on_gui_closed event that is fired then has a type of gui_type.item and the blueprint is in event.item. Unfortunately the event fired if the blueprint is stored in the blueprint library, an event of type gui_type.blueprint_library, doesn't give any way to get at the blueprint. \n \nSo while it would be really nice to get the player.blueprint_to_setup field filled in all cases before firing the on_setup_blueprint event, just filling in event.item with the blueprint for gui_type.blueprint_library on_gui_closed events would also allow a workaround.",
"date": "2022-08-28T03:20:28+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "I've just now run into this issue myself. As others have stated above, when a blueprint has its contents overwritten by using the \"Select new contents\" button, player.blueprint_to_setup has no contents and returns false for is_blueprint_setup(), and you can't get the blueprint from the player's cursor stack either. Functionally this should behave exactly as if you had area-selected with a fresh blueprint, but it doesn't, so things break.",
"date": "2023-09-07T23:10:00+00:00",
"quotes": []
},
{
"author": "",
"content": "In 2.0 there's a new parameter \"stack\" which is the blueprint that was re-configured. I believe Raiguard is planning additional improvements but if that doesn't happen this parameter will at least always be the item stack containing the blueprint in this event. \n \nThe issue was/is: the stack that contains the blueprint that was re-assigned is not in the cursor and not in the blueprint-to-be-setup. It is wherever it happened to be at the time the player actually re-selected the contents. It could be the players inventory - it could be in the trash slots - it could be in a robot - a chest - on the ground - on a belt - anywhere.",
"date": "2023-09-07T23:59:23+00:00",
"quotes": []
},
{
"author": "Kuxynator",
"content": "struggling over the same bug. I have to assign tags to the bluprint entities. i do this on_player_setup_blueprint. but this works only if this is a new blueprint. on update a cannot add tags because the blueprint_to_setup can't be read (why?). \nso how to resolve the problem?",
"date": "2023-10-25T10:27:20+00:00",
"quotes": []
},
{
"author": "Plop and run",
"content": "I think this is still not fixed in [2.0.10]. \nThe stack is valid if the blueprint in an inventory or in a book, but it is nil if the blueprint is in a player's or game's library.",
"date": "2024-10-24T20:19:39+00:00",
"quotes": []
}
] | 19 | 2020-08-16T10:33:02-05:00 |
forum-topic-8189 | 8189 | [0.11.11+] FARL 0.2.8 (Rail Layer) - Page 6 | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=8189&start=100 | Choumiko | Nope, its lowercase, in the beginning of the mod i used console commands quite often and was too lazy to press shift
@ Airat: FARL does not work with Factorio 0.11.6 no matter what version of FARL you are using. The old Automatic Rail Layer should work though (link in first post)
Thanks Cheata for sharing. I quickly looked over your changes and i couldn't see any obvious things that would break FARL. Might be able to integrate it in the next days.
Since the changes are in places where i more or less would have put them too, i assume my code is understandable to a certain degree | [
{
"author": "Cheata",
"content": "Certinaly more understandable than a lot of the code I usually reverse engineer. I also found it to be fairly logicly laid out, i particularly like the way uv got the removetrees function designed so it can be used with every object placed by the FARL",
"date": "2015-03-09T12:22:42+00:00",
"quotes": [
{
"author": "Choumiko wrote:",
"content": ""
}
]
},
{
"author": "Airat9000",
"content": "I installed version 2.2 but did not see it in the new in the old game.",
"date": "2015-03-09T12:48:46+00:00",
"quotes": [
{
"author": "Choumiko wrote:",
"content": ""
},
{
"author": "Cheata wrote:",
"content": ""
}
]
},
{
"author": "waduk",
"content": "@Choumiko: \nThe dude probably didn't understand english very well.. \n \n@Airat: \nThis mod ONLY work in Factorio 0.11.11 or above \nYour version is 11.6, therefore it WON'T work. \n \nIf you want automatic rail, you can use ANOTHER MOD that SIMILAR with FARL.",
"date": "2015-03-09T13:26:44+00:00",
"quotes": []
},
{
"author": "n9103",
"content": "Contrary to popular opinion, being louder doesn't make words translate better. \n \nKZ: \nFactorio осы түрлендіру пайдалануға нұсқасы 11.11 немесе одан жоғары болуы тиіс. \nСіз нұсқасын 11,6 пайдаланып отырсыз. Бұл жұмыс істемейді. \nRU: \nFactorio должен быть версии 11.11 или выше, чтобы использовать эту модификацию. \nВы используете версию 11.6. Это не будет работать.",
"date": "2015-03-09T17:22:21+00:00",
"quotes": []
},
{
"author": "waduk",
"content": "I'm not yelling, just making some words bigger to grab his attention. \nOriginally i post that with a footnote, that literally said i'm not yelling. \nBut i deleted the original words, since the dude probably getting more confused. I try to keep it simple. \nSorry if i seems to offend someone.",
"date": "2015-03-09T17:37:12+00:00",
"quotes": [
{
"author": "n9103 wrote:",
"content": ""
}
]
},
{
"author": "StoneLegion",
"content": "Sadly will not start in 18 update. \n \n \n Code: Select all Moved the player hit tint color into the player prototype.",
"date": "2015-03-12T19:42:26+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "New Version: FARL 0.2.3 \nChanges \n Fix for Factorio 0.11.18 \nadded support for Landfill mod \nLandfill support: \nThe checkbox only shows when you have landfill installed. Landfill is used for rails, poles, signals, lamps. \nUsed all the changes kindly provided by Cheata with a few tweaks. For curved rails it uses too much, will change that once i have the time. \n \n@Kane: that was a quick report, according to the forums the report came before the release",
"date": "2015-03-12T20:23:33+00:00",
"quotes": []
},
{
"author": "StoneLegion",
"content": "Thanks for the quick update",
"date": "2015-03-12T20:42:27+00:00",
"quotes": [
{
"author": "Choumiko wrote:",
"content": ""
}
]
},
{
"author": "Cheata",
"content": "Hi all, \nso its the weekend and i got board as i result i decided to play with the FARL mod again. \n \nWhen i play factorio i like to play death-world like maps. This causes problems with large rail networks as the biters tend to go after the rails and power poles, or even the trains themselves. \n \nmy normal solution to this is to place some laser turrets and wall around each pole... so iv tweaked the blueprint system in FARL to allow this. Code changes as follows for those who are interested. \n \n \nusing FARL 0.2.3 \n \nfirst lets modify the default pole placement blueprints to allow for some changes made later in the code \nControl.lua\n Code: Select all --poleDistance = 1, side = right\n defaultsDiagonal = {\n direction = 3,\n-- add label for position values and a name for the item placed repeat for other 3 blueprints below start ~line 76\n lamps = {{pos = {x = -1.5, y = 1.5},name = \"small-lamp\"}},\n--end mod\n pole = {name = \"big-electric-pole\", position = {x = 2.5, y = 2.5}}\n }\n \n defaultsStraight = {\n direction = 0,\n--mod\n lamps = {{pos = {x = -0.5, y = 1.5},name = \"small-lamp\"}},\n--end mod\n pole = {name = \"big-electric-pole\", position = {x = 3, y = 0}}\n }\n \n defaultsMediumDiagonal = { \n direction = 7,\n--mod\n lamps = {{pos = {x = -1, y = 1},name = \"small-lamp\"}},\n--end mod\n pole = {name = \"medium-electric-pole\", position = {x = 2, y = 1}}\n }\n \n defaultsMediumStraight = {\n direction = 0,\n--mod\n lamps = {{pos = {x = 0,y = 1},name = \"small-lamp\"}},\n--end mod\n pole = {name = \"medium-electric-pole\", position = {x = 2.5,y = -0.5}}\n }\n \n\nLots of small changes in the next file most notably is the modification of the \"lamps\" table passed to the global blueprints variable, lamps now has 2 properties instead of just being the position, lamps.pos now contains the position and lamps.name contains the name of the item to be placed \n \nFARL.lua\n Code: Select all -- add stone-wall and laser-turret to the cargo manifest update function ~line 439\nupdateCargo = function(self)\n local types = { \"straight-rail\", \"curved-rail\",\"rail-signal\",\n \"big-electric-pole\", \"medium-electric-pole\", \"small-lamp\",\n \"green-wire\", \"red-wire\",\"laser-turret\",\"stone-wall\"\n }\n-- end mod\n\n*************\n\n self.lastCheckPole = addPos(lastrail.position, offset)\n-----------------------><-------------------------------\n end\n--~line 763\n-- remove if godmod or self:[\"small-lamp\"] which would limit the placement to work only if lamps were in the cargo manifest, this well be added elsewhere to allow for items other than lamps\n self:placeLamp(traveldir, tmp)\n-- remove end for above if\n--end mod\n self:removeItemFromCargo(name, 1)\n\n**********************************\n\n-- tweak blueprint parsing to read lasers and walls as well as small lamps\n parseBlueprints = function(self, bp)\n for j=1,#bp do\n local e = bp[j].getblueprintentities()\n local offsets = {pole=false, lamps={}}\n local rail\n\n for i=1,#e do\n if not rail and e[i].name == \"straight-rail\" then\n rail = {direction = e[i].direction, name = e[i].name, position = e[i].position}\n end\n if e[i].name == \"big-electric-pole\" or e[i].name == \"medium-electric-pole\" then\n offsets.pole = {name = e[i].name, direction = e[i].direction, position = e[i].position}\n end\n-- add checks for \"laser-turret\" and \"stone-wall\"\n if e[i].name == \"small-lamp\" or e[i].name == \"laser-turret\" or e[i].name == \"stone-wall\" then\n-- end mod\n table.insert(offsets.lamps, {name = e[i].name, direction = e[i].direction, position = e[i].position})\n end\n end\n if rail and offsets.pole then\n local type = rail.direction == 0 and \"straight\" or \"diagonal\"\n local lamps = {}\n for _, l in ipairs(offsets.lamps) do\n-- change the passed out lamps table to include the name of the item placed\n table.insert(lamps, {pos=subPos(l.position, offsets.pole.position),name=l.name})\n-- end mod\n end\n\n********************************\n\n-- modify the place lamp function to allow for other entitys ~line 662\n placeLamp = function(self,traveldir,pole)\n local lamps = traveldir % 2 == 0 and glob.activeBP.straight.lamps or glob.activeBP.diagonal.lamps\n local diff = traveldir % 2 == 0 and traveldir or traveldir-1\n local rad = diff * (math.pi/4)\n for i=1,#lamps do\n-- add the if statement we removed from self.checklastpole modified to check multiple entity's\n if godmode or self[lamps[i].name] > 0 then\n-- add the .pos to lamps to allow for extra variables stored in the blueprint\n local offset = rotate(lamps[i].pos, rad)\n local pos = addPos(pole, offset)\n --debugDump(pos, true)\n-- added a remove trees here to allow for landfill mod and in-case new blueprint is larger than normally checked area\n self:removeTrees(pos)\n-- change the hard coded canplace for \"small-lamps\" with variable name of new entity\n local canplace = game.canplaceentity{name = lamps[i].name, position = pos}\n-- remove and (self[\"small-lamp\"] > 1 as we already checked for this at the start of the loop and would need to modify with variable name of new entity besides (lamps[i].name)\n if canplace or godmode) then\n-- change \"small-lamp\" to varaible name of new entity\n game.createentity{name = lamps[i].name, position = pos, direction=0,force = game.forces.player}\n-- change \"small-lamp\" to varaible name of new entity\n self:removeItemFromCargo(lamps[i].name, 1)\n end\n end\n end\n end,\n\n \n\nThats all for now but ill probably have something else tweaked before the end of the day. \n \nTBC \n \nps forgot to mention, because of the way I have modified the blueprint varaible you will either need to clear or re read your blueprints when loading a save where farl was alrwady active. otherwise you will get an error at the first powerpole it places",
"date": "2015-03-14T02:10:58+00:00",
"quotes": []
},
{
"author": "Cheata",
"content": "Part 2 \n \nI also like to use the Dytec Warfare mod, this adds 11 new laser turrets and 3 new wall types \n \nthats a lot of additions to a couple of already large if statements, in addition we only want them active when the dytech warfare mod is .. so in addition to my last post here is the code iv used to integrate Dytech Warfare into the previous tweak. It should also be expandable to just about any entity or mod people want to integrate to the FARL blueprint system. \n \nusing FARL version 0.2.3 \ncontrol.lua\n Code: Select all glob.cruiseSpeed = glob.cruiseSpeed or 0.4\n\n--create a global variable (table) for all entity to be recognized in blueprints ~line 200\n glob.bpentitys = {\"small-lamp\",\"laser-turret\",\"stone-wall\"}\n-- add to the above table the additional entity's to be recognized from dytech using laserturret2 because dytech no longer has a warfare interface and the dytech-core to make sure its dytech installed and not another mod\n if game.interfaces[\"DyTech-Core\"] and game.entityprototypes[\"laser-turret-2\"] then\n table.insert(glob.bpentitys, \"laser-turret-2\")\n table.insert(glob.bpentitys, \"laser-turret-3\")\n table.insert(glob.bpentitys, \"laser-turret-4\")\n table.insert(glob.bpentitys, \"laser-turret-5\")\n table.insert(glob.bpentitys, \"laser-turret-6\")\n table.insert(glob.bpentitys, \"laser-turret-7\")\n table.insert(glob.bpentitys, \"laser-turret-8\")\n table.insert(glob.bpentitys, \"laser-turret-9\")\n table.insert(glob.bpentitys, \"laser-turret-sniper-1\")\n table.insert(glob.bpentitys, \"laser-turret-sniper-2\")\n table.insert(glob.bpentitys, \"laser-turret-sniper-3\")\n table.insert(glob.bpentitys, \"tungsten-wall\")\n table.insert(glob.bpentitys, \"chitin-wall\")\n table.insert(glob.bpentitys, \"sandwall\")\n end\n-- end mod\n for i,farl in ipairs(glob.farl) do\n \n\nperhaps some of the above should be extracted to the config.lua file for ease of adjustment ... not sure \n \nFARL.lua\n Code: Select all --change cargo manifest update to add the pre-approved entity's from the blueprints ~line 436\nupdateCargo = function(self)\n-- removed all blueprint related entity's from the existing list\n local types = { \"straight-rail\", \"curved-rail\",\"rail-signal\",\n \"big-electric-pole\", \"medium-electric-pole\", \"green-wire\", \"red-wire\"\n }\n-- create loop to add entity's from global blueprint list to types table\n for _,bpentity in pairs(glob.bpentitys) do\n table.insert(types, bpentity)\n end\n-- end mod\n\n****************\n\n-- added new function just before the parseBlueprints function to check entity names against the preset list ~line 488\ncheckbpentity = function(self,entity)\n for _,ventity in ipairs(glob.bpentitys) do\n if entity == ventity then\n return true\n end\n end\n return false\n end,\n-- end mod\n\n**************************\n-- change if statement from multiple and's to a call to the previously created function, if the name of the entity is on the pre-approved list then the entity will be inserted into the lamps table as per original design\n-- ~line 510\nif self:checkbpentity(e[i].name) == true then\n -- end mod\n table.insert(offsets.lamps, {name = e[i].name, direction = e[i].direction, position = e[i].position})\nend\n\n \n\nIm fairly sure some of this code could be neater but it works. If someone (or Choumiko) wants to take it further feel free.",
"date": "2015-03-14T05:42:15+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "New Version: FARL 0.2.4 \n \nChanges option to disable collecting/droping wood \nplace any entity stored in blueprints \n\nI got annoyed by FARL leaving behind hundreds of wood logs when plowing through a forest, so you can now disable it. \n \nI did Instead of whitelisting items i simply ignored poles/rails and saved every other blueprintentity. Should now work with every mod-item, though i only tested it with vanilla laser turrets, walls, chests, inserters and radars \nFARL now saves every entity of a blueprint, and tries to place it whenever it places a pole. \nEdit: Doesn't work properly for 2x1 entities (gun turrets, splitters) and rail-signals. But at least using splitters at every pole seems silly",
"date": "2015-03-14T23:07:20+00:00",
"quotes": [
{
"author": "Cheata wrote:",
"content": ""
}
]
},
{
"author": "Cheata",
"content": "not silly if you setup normal gun turrets and and auto ammo feed......... XD",
"date": "2015-03-15T05:21:09+00:00",
"quotes": [
{
"author": "Choumiko wrote:",
"content": ""
}
]
},
{
"author": "n9103",
"content": "Which isn't a problem since you can't setup turrets anyway",
"date": "2015-03-15T05:38:43+00:00",
"quotes": []
},
{
"author": "StoneLegion",
"content": "Found a new little cute crash. I thought at first this resulted in saving and then loading while in the train and starting up. The old annoying bug where you gotta get in and out I assume the way it enables the script was now causing the crash. But when I got out without starting moved back then forward and then started I was still getting this crash. I wonder if it's a range issue something going derpy because of the amount of signals in the general area. \n \n Screenshot: \n http://i.imgur.com/I2hY3LD.jpg \n \nI went ahead and placed more track down the line assuming it would stop crashing and that it did. \n \nThanks",
"date": "2015-03-15T20:13:56+00:00",
"quotes": []
},
{
"author": "n9103",
"content": "If it's that exact spot only, then I would guess it had something to do with the pathfinding, since the direction you're building (south) is against the allowed traffic direction, and one of your engines isn't past that one-way signal yet.",
"date": "2015-03-15T20:22:18+00:00",
"quotes": []
},
{
"author": "StoneLegion",
"content": "You say against traffic direction. This is a Canadian designed Rail system",
"date": "2015-03-15T20:58:55+00:00",
"quotes": [
{
"author": "n9103 wrote:",
"content": ""
}
]
},
{
"author": "Cheata",
"content": "That error is usually caused by trying to do arithmetic on a non numerical value. \n \nLast time i saw it i was trying to divide a table by 4 (strangely enough that was while i was playing with the FARL mod the other day, not related to this instance though) \n \nIf possible see if you can replicate the error and upload a save where it still occurs so someone can try and debug it.",
"date": "2015-03-15T21:28:48+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "It looks like the issue could be the curved rail connecting to the straight ones under the FARL. Though FARL ignores curved rails when trying to find a start (or at least it should..). \nSignals or pathfinding isn't the reason, signals are ignored, pathfinding is not implemented (yet) \nI'll look into it",
"date": "2015-03-15T22:26:33+00:00",
"quotes": []
},
{
"author": "n9103",
"content": "So... Trains in Canada are signaled after they pass, instead of before? You lost me there.",
"date": "2015-03-15T22:29:52+00:00",
"quotes": [
{
"author": "Kane wrote:",
"content": ""
},
{
"author": "n9103 wrote:",
"content": ""
}
]
}
] | 19 | 2015-01-22T10:18:44-06:00 |
forum-topic-126469 | 126469 | Request: On attack triggered event | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126469 | Jamesamrundle | As I understand it, units released from spawners will either join an existing unitgroup (if close enough) or start a new one. Still not exactly clear how this interacts with "on_unit_group_finished_gathering" event, but adding an "on_attack triggered" event, when the group leaves their rallying location, would be super helpful, and book-end modders access to the attacking cycle. | [
{
"author": "curiosity",
"content": "\"Called when a unit group finishes gathering and starts executing its command.\" \nSeems pretty clear to me. So just check if its command is to attack.",
"date": "2025-01-30T19:26:34+00:00",
"quotes": [
{
"author": "Jamesamrundle wrote: Thu Jan 30, 2025 4:25 pm",
"content": ""
}
]
}
] | 1 | 2025-01-30T10:25:33-06:00 |
forum-topic-26053 | 26053 | [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods) - Page 4 | Bob's mods | https://forums.factorio.com/viewtopic.php?t=26053&start=60 | CMH | @bobingabout: Thanks. I suspected you might have made some changes.
@Coppermine: I don't mind making my mod more compatible with other mods, as long as the issues are pointed out to me, as you have done. I'll have a look at what Angel's mod does to the recipe. | [
{
"author": "npuldon",
"content": "any estimates on when the end game mod might come out? this month? next month?",
"date": "2017-05-11T21:22:47+00:00",
"quotes": []
},
{
"author": "CMH",
"content": "Good news everybody. \n \nI've just uploaded a loadable version of my mod. \n \n https://mods.factorio.com/api/downloads ... 0.15.0.zip \n \n \nNow, I'm expecting issues, and I will have to also play through it to see if everything is balanced. I'll also be checking here to see if there's any issues people have come up with, so post here with any issues. \n \nThanks for being so patient!",
"date": "2017-05-12T05:21:02+00:00",
"quotes": []
},
{
"author": "CMH",
"content": "@coppermine \n \nI tried to try to fix it (its a mouthful I know) but I can't get angel's mods and bob's mods to work together. Seems like some issue with the steel/titanium/etc pipes. \n \nI have installed the dependencies (the minimal dependencies) and have everything updated. \n \nTell me if you have this same issue. Or the other alternative is that I incorporate your little mod into this mod.",
"date": "2017-05-12T05:48:58+00:00",
"quotes": []
},
{
"author": "npuldon",
"content": "@Coppermine Just give CMH the small mod you made to overwrite the nitric acid in angels and he can incorporate those lines of code into his mod. problem solved.",
"date": "2017-05-12T06:21:44+00:00",
"quotes": []
},
{
"author": "Coppermine",
"content": "Thanks for trying. Angel's mods are still in something of a state of flux post-0.15 so I guess you got unlucky with whatever combination of versions you were trying. \n \nMod portal is down right now so I can't test your new version yet. Will let you know when I do. \n \nThe code I was using to resolve the issue was just one line in data-updates.lua: \n Code: Select all angelsmods.functions.OV.remove_input(\"rocket-fuel\", \"liquid-nitric-acid\") \nYou would probably want to use the bobsmods version of the recipe altering function, not Angel's, which I believe is \n Code: Select all bobmods.lib.recipe.remove_ingredient(\"rocket-fuel\", \"liquid-nitric-acid\") \n(I checked the implementation and it should silently do nothing if nitric acid is not an ingredient, which is what we want)",
"date": "2017-05-12T20:56:10+00:00",
"quotes": [
{
"author": "CMH wrote:",
"content": ""
}
]
},
{
"author": "CMH",
"content": "Thanks. It was exactly what I wrote into my code already, but couldn't get Angels and Bob's to even run together. \n \nI'll post it up now as v 15.1 for everyone's convenience. Let me know if this fixes it.",
"date": "2017-05-12T23:09:23+00:00",
"quotes": []
},
{
"author": "CMH",
"content": "Alright, its posted. \n \nAlso updated the rocket changes only mod for 0.15. Same Angel's changes are added to that, so let me know if there's issues.",
"date": "2017-05-12T23:25:07+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "And then I'll go and break it all by releasing my own take on it, eventually~",
"date": "2017-05-12T23:33:44+00:00",
"quotes": []
},
{
"author": "nagapito",
"content": "I will just wait for the third mod made by someone else, that is a 'merge' of both Bob's and CMH changes",
"date": "2017-05-13T00:18:44+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
}
]
},
{
"author": "Coppermine",
"content": "(I'm using CMHMod Bob's End Game 0.15.0 right now, which is what these comments are based on) \n \nYou're close, but there are a few things that need to be tweaked. \n \nIn info.json you need an optional dependency on angelspetrochem to ensure that you load after it.\n Code: Select all \"dependencies\": [\"base >= 0.15.0\", \"bobplates >= 0.15.0\", \"bobelectronics >= 0.15.0\", \"bobpower >= 0.15.0\", \"bobores >= 0.15.0\", \"boblibrary >= 0.15.0\", \"? bobmodules >= 0.15.0\", \"? bobtech >= 0.15.0\", \"? bobwarfare >= 0.15.0\", \"? angelspetrochem\"]\n \nIn technology-updates.lua you are checking for an item nitric acid, but it's a fluid, not an item. Should be\n Code: Select all if data.raw.fluid[\"liquid-nitric-acid\"] then \nLastly, that technology-updates.lua is being loaded from data.lua, but it needs to be data-updates.lua so that it takes effect after Angel's changes. \n \nThanks for working on this .",
"date": "2017-05-13T09:35:57+00:00",
"quotes": [
{
"author": "CMH wrote:",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "I don't know if Angel changes it, but in bob's mods it is data.raw.fluid[\"nitric-acid\"] \n \nI don't know if the modding community made up their own standard or the like, but from what I can tell from the base game, there is no prefix or suffix for liquids, just state it's name \n \nYou could argue that a -gas suffix could exist, because the only gas in the game (before steam) was petroleum-gas. now is also steam, with no -gas suffix.",
"date": "2017-05-13T12:27:45+00:00",
"quotes": [
{
"author": "Coppermine wrote:",
"content": ""
}
]
},
{
"author": "Coppermine",
"content": "Yes, Angel changes it. He adds 'liquid-' or 'gas-' prefix to all fluids.",
"date": "2017-05-13T13:07:05+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
},
{
"author": "Coppermine wrote:",
"content": ""
}
]
},
{
"author": "CMH",
"content": "Its 1:30am and I just spent the weekend moving, so I'll fix it up tomorrow. \n \nedit: Had slight issue with mods update, but its up now.",
"date": "2017-05-14T15:25:09+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "Yeah, I spent quite a while last night trying to upload my mods, the service wasn't very responsive.",
"date": "2017-05-14T16:43:25+00:00",
"quotes": [
{
"author": "CMH wrote:",
"content": ""
}
]
},
{
"author": "nagapito",
"content": "I notice that rocket fuel now is only solid fuel and nitroglycerin. \nSince you now add a dependency to petrochem, you recipe overwrites any change Angel did before. \n \nInstead of setting an hardcoded recipe, you should use bob's functions to add/remove/replace the ingredients so, the more sadistic of us, can have your changes together with angels, that is, also keep the dimethylhydrazine and hydrazine. \n \nThat is, I would expect on a bob only run to have solid fuel and Nitroglycerin but on a Bob/Petrochem Nitroglycerin, dimethylhydrazine and hydrazine and maybe, if its supported, the solid fuel. If the 4th (solid) ingredient is not supported, drop the solid fuel then. \n \nJust my opinion, if you think its too much, I will just add the change to my customized changes mod \n(yes, I am being very sadistic and changing my game to have so hard recipes and hard rules that it will give me hundreds of hours of gameplay or just rage and never finish it ).",
"date": "2017-05-14T21:24:27+00:00",
"quotes": []
},
{
"author": "CMH",
"content": "Hm... That's an issue I didn't foresee. I couldn't test run it with Angel's because for some reason I can't run both bob's and angel's together (and I'm guessing its just me). \n \nI'll try and see if I can resolve the problem, otherwise we'll be going back and forth with this issue, since I can't check for bugs. \n \nedit: I really can't figure it out. I've got angel's infinite ores, refining and petrochem together with bob's suite, but I can't get it to load. \n \nI get this, before I even add in my mod.",
"date": "2017-05-15T01:18:52+00:00",
"quotes": []
},
{
"author": "Coppermine",
"content": "I posted in the Angel's bugs thread about your loading problem. (Just in case anyone else comes here with the same problem: I think you just need to add boblogistics). \n \nThe reason my tests didn't give the same results as your new version is that you moved recipe-updates.lua to data-updates.lua as well as technology-updates.lua (I only moved the latter). This does make sense, given the name of the file, but, as nagapito points out, the way you're changing the rocket fuel recipe there is overwriting Angel's changes. If you're just setting a recipe outright rather than tweaking it then that code probably belongs in (something used by) data.lua \n \nSo, in short I suggest you either move the rocket fuel ingredients change from recipe-updates.lua to recipes.lua or use the bob's functions as nagapito suggests. \n \nHope the move went well at the weekend. We all appreciate your modding work, but don't let it interfere with your Real Life if you're busy .",
"date": "2017-05-15T06:17:00+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "steel-pipe should be added by my logistics mod. I can't speak for the latest versions, but I know 0.14 versions of angels mods didn't actually check if anything exists, and just assumes everything it needs exists, which could cause this error. \n \nBut, oil-refinery-2 is also added by my assembly mod, so I'm not sure what's going on here.",
"date": "2017-05-15T07:05:53+00:00",
"quotes": []
},
{
"author": "nagapito",
"content": "Well... its kinda weird the client wants to disable petrochem twice.... but ok \n \nSadly, Petrochem has no hard dependency for bob's logistic mods, so it doesnt give a proper error when you try to load it. \n \nWhen you point it to Angel, he says that its on the site, full bob's suit required.... Yeah... Not the most correct way of doing it!",
"date": "2017-05-15T09:21:07+00:00",
"quotes": []
}
] | 19 | 2016-06-03T01:12:30-05:00 |
forum-topic-63830 | 63830 | Friday Facts #272 - Mod GUI | News | https://forums.factorio.com/viewtopic.php?t=63830 | https://www.factorio.com/blog/post/fff-272 | [
{
"author": "mexmer",
"content": "Do i understand correctly from mockup, that dependcies are clickable links, which will take me to dependency mod? \n \ni still miss option to download dependencies automatically, tho'. \n \nbut i like new interface, not sure how it look on small display tho'. (like those hdready notebook displays wtih 1300x700 or how much is it)",
"date": "2018-12-07T12:22:23+00:00",
"quotes": []
},
{
"author": "IronCartographer",
"content": "The UI should probably be called \"Mod selection\" or something since there's another (presumably still separate?) UI for mod \"settings\" and variables. \n \nLooks good though.",
"date": "2018-12-07T12:22:42+00:00",
"quotes": []
},
{
"author": "Bajter",
"content": "I love it that you made a typo in this sentence",
"date": "2018-12-07T12:23:42+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "lovely_santa",
"content": "Hi, \n \nAs I was looking at the new GUI graphics, I saw the use of the links on the right side, displaying the info.lua information. \nI think a nice addition would be a bug report link (or button). \nThat way mod makers will receive bug reports in the right places AND will receive more bug reports as some people are lazy to report bugs by goiing through the mod portal/forum/... . (Wasn't this the reason why the base game implemented automaticly sending bug reports to the devs?) \n \nGreat interface! \nlovely_santa",
"date": "2018-12-07T12:24:53+00:00",
"quotes": []
},
{
"author": "Leopard1800",
"content": "Will the new mods GUI support modpacks? \nCurrently I use the \"--mod-directory\" parameter in a shortcut but it's a hassle to manage and uses more space when the same mod is duplicated in multiple modpacks.",
"date": "2018-12-07T12:28:13+00:00",
"quotes": []
},
{
"author": "Nova",
"content": "That's an early FFF. \n \nI like event based programming. It just feels \"natural\" to fire off an event and say \"Here, please do $stuff for me.\". It's the same with object oriented programming. Your invariants fulfill (as far as I can tell) exactly this natural feeling.",
"date": "2018-12-07T12:32:38+00:00",
"quotes": []
},
{
"author": "psihius",
"content": "I don't think you even should add reading comments, or god forbid, writing them. Handling web peculiarities in-game is always a problem and that part tends to be neglected a lot (numerous games I have played that had that possibility are a testament to that despite good intentions on developer's side). Unless some type of Markdown is used and is parsed client-side for the game - then MAYBE, just MAYBE it can work out fine \n \nI'd say a web link that is clickable to be open in a browser for extended usage should be used. You can also use token login so the user is logged in immediately into the mod portal.",
"date": "2018-12-07T12:44:37+00:00",
"quotes": []
},
{
"author": "tinocasino",
"content": "How about download automatically the required mods from a gameserver to join easy and dont search all the mods manually? \nis it planned or already implemented in 0.17? \n \n \nsorry 4 this english, german is still my motherlanguage",
"date": "2018-12-07T12:55:55+00:00",
"quotes": []
},
{
"author": "Helldragger",
"content": "I agree with the above sentimebt, the major problem with the modding gui is not the way we can activate or deactivate them, it's the fact we need to manually create separate mods directories to keep a specific version of the same mods in separate modpacks. \n \nThe mockup is sexy though, but auto dependency download, multiple local versions and profiles are the big game changer to aim for functionnality wise",
"date": "2018-12-07T12:58:43+00:00",
"quotes": []
},
{
"author": "",
"content": "Yes, it is done, \nAs long as that mod is on the mod portal, you will automatically sync with the server",
"date": "2018-12-07T13:23:40+00:00",
"quotes": [
{
"author": "tinocasino wrote: Fri Dec 07, 2018 12:55 pm",
"content": ""
}
]
},
{
"author": "Lizzy",
"content": "The invariants discussion feels truncated. What case it did vary?",
"date": "2018-12-07T13:26:00+00:00",
"quotes": []
},
{
"author": "SuperSandro2000",
"content": "Can we finally install, update, remove and toggle mods without restarting 4 times?",
"date": "2018-12-07T13:27:07+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "Small typo... \n \n \n \n fff-272-mod-gui-update.png (5.49 KiB) Viewed 15391 times \n \n \n\nI like the new gui a lot, can't wait until january. Also the update only selected is a great feature. \nHopefully some pics from GDS next fff?",
"date": "2018-12-07T13:28:59+00:00",
"quotes": []
},
{
"author": "Leopard1800",
"content": "Even if the game automatically syncs mods with the server, as soon as you play on two or more servers regularly you have to start the game, select the server and then restart again to sync the mods, every time you switch server / modpack. (And modded loading times can be looooong) \n \nIdeally you would get to the main menu before content is loaded, then once you select a server or save the appropriate mods get loaded. \n \nI use a bunch of special shortcuts with the \"--mods-directory\" and \"--mp-connect\" parameters to connect to servers but it's a hassle to manage. \nNot to mention that you end up with duplicated mods as mentioned before. \n \nIf the new mods GUI could solve that, would be nice.",
"date": "2018-12-07T13:30:59+00:00",
"quotes": []
},
{
"author": "ledow",
"content": "Surely, the latter problem is just a question of changing how inventories are modified. \n \ni.e. you CANNOT modify the inventory without triggering that code. \n \ne.g. private data in a class, with only a limited public interface, so you can't tinker things out of inventories without using a stated function, which itself triggers any hooks that are necessary. \n \nIt does make me wonder about the state of the programming and API if you're able to tinker with things outside of an API like that (even if that's just a case of \"there is a function that'll do this without calling the hooks and it's called \"remove_item_without_triggering_hooks\"). At worst it should then be a case of using the right function, and warning when you see new users of such a function in the source code management and checking whether they are in fact a valid use case that needs to bypass the hooks. \n \nI find that \"invariants\" is really the wrong use of such a term here, or at least a misuse. Someone's sat in a programming class and been told about invariants. Your solution needs to be \"don't make it possible to play with inventories without triggering required inventory managing code\", not waffle about invariants.",
"date": "2018-12-07T13:32:37+00:00",
"quotes": []
},
{
"author": "Nexarius",
"content": "Can we get automated mod dependency download?",
"date": "2018-12-07T13:55:05+00:00",
"quotes": []
},
{
"author": "",
"content": "Solved. The images uploaded weren't the last version by mistake (humans). Now it's up to date.",
"date": "2018-12-07T13:58:55+00:00",
"quotes": [
{
"author": "fishycat wrote: Fri Dec 07, 2018 1:28 pm",
"content": ""
}
]
},
{
"author": "bbgun06",
"content": "That would be so nice to have!",
"date": "2018-12-07T14:06:15+00:00",
"quotes": [
{
"author": "SuperSandro2000 wrote: Fri Dec 07, 2018 1:27 pm",
"content": ""
}
]
},
{
"author": "Spharv2",
"content": "Would it be possible to get another tab on the mod UI specifically for out of date mods? When it's been a while between updates, I can forget what I've got loaded, it would be nice to be able to see everything in there, up to date or not. Perhaps with the functionality to delete old ones you no longer want?",
"date": "2018-12-07T14:07:43+00:00",
"quotes": []
}
] | 19 | 2018-12-07T06:14:54-06:00 | |
forum-topic-85372 | 85372 | screen.element.force_render_above() please? - Page 2 | Won't implement | https://forums.factorio.com/viewtopic.php?t=85372&start=20 | ownlyme | im worse because i refuse working for free and wasting my time on something that doesnt make fun anymore?
how about you spending 2000 hours modding this game and getting offended by some kiddo when you quit
you know nothing about me and this is my f***ing decision. | [
{
"author": "『 』",
"content": "Please make the mod great again! This is a very nice mod so please revive it!",
"date": "2020-09-05T10:41:02+00:00",
"quotes": []
},
{
"author": "Saiph300",
"content": "FYI, Ownlyme has linked this topic as (part of) explanation of why he's stopping modding, and I have to say: without knowing the context, this topic as-is looks like a big embarassment for the dev team. Small mod developer makes a totally sensible request, then a dev tells \"We don't care\" then list of guys basically telling him he's a crybaby. What did I miss that justifies such hostile response ?",
"date": "2021-01-24T20:47:34+00:00",
"quotes": []
},
{
"author": "",
"content": "Rseding said that because ownlyme was requesting this feature to use it for a usecase that was completely unsupported. That is what he said he \"doesn't care\" about. ownlyme took it personally and escalated it. \n \nRegardless, LuaGuiElement::brint_to_front() was actually implemented for 1.1, as well as a new \"relative GUI\" feature that would solve ownlyme's problems if they were to come back to modding.",
"date": "2021-01-25T01:57:44+00:00",
"quotes": [
{
"author": "Saiph300 wrote: Sun Jan 24, 2021 8:47 pm",
"content": ""
}
]
},
{
"author": "Saiph300",
"content": "He took it personally because he wasted 100 hours making a mod that isn't supported anymore and got an objectively hostile reply. That the feature was unsupported is a sketchy argument because let's be honest if it was a more popular mod affected by this (eg. Krastorio) the dev team would try to find a workaround not just blame it entirely on the modder. \n \nI don't think the broken feature is the fundamental problem here, rather that he worked hundreds of hours for free making honestly very good mods and no one recognized that. Doesn't help when he gets treated like this.",
"date": "2021-01-26T02:52:06+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "NotRexButCaesar",
"content": "The argument you present is “a little sketchy”, to put it in your terms. You have no idea what would happen if the mod was more popular, and even if you did, that is an unequal comparison. \n Even if that is the case, the devs would not be in the wrong. They have no obligation to be as nice as they are. The fact that they would look for a workaround is not evidence that what they did here was wrong.",
"date": "2021-01-26T04:17:44+00:00",
"quotes": [
{
"author": "Saiph300 wrote: Tue Jan 26, 2021 2:52 am",
"content": ""
}
]
},
{
"author": "Stargateur",
"content": "Must say I don't like the form of Rseding91 answer BUT I as a dev totally agree with the argument, if you rely on a behavior that is not documented, and worst it's explicitly say to not rely on this behavior you can't comply it's doesn't work anymore. \n \n \n \nThis can't be acceptable, limit much be set. \n \nI think the answer should have been something like \"Sorry, the behavior changed, the behavior you rely on was never guaranty and I explicitly say it was something to not rely on. We will see if we can offer GUI feature in the future but this API is not for that\". That way more diplomatic \n \n\nNice",
"date": "2022-09-14T00:29:11+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "ownlyme",
"content": "so it has been added, even though it was moved to \"won't implement\" ... (happens a lot on the forums tbh, just like claiming stuff is not a bug (fixed by now)) \n \ni appreciate that this is possible again now and maybe i sound greedy but i'd love if relative elements could be brought to front too \nmaybe i'm just a bit burned out by the ridiculous calculating of the controller inventory gui dimensions (for my amazing market mod), but i also think the ability of easier modding of vanilla guis would be a huge gain for factorio modding",
"date": "2024-12-13T20:50:16+00:00",
"quotes": []
}
] | 7 | 2020-05-28T01:29:19-05:00 |
forum-topic-125744 | 125744 | Add "Read fuel" to burner inserters | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=125744&p=658093 | Hares | TL;DR
Burner inserters should support "Read fuel" circuitry option similar to reactors & assemblers.
Why?
Out of all burner entities, only two can't read fuel: one being furnaces (ref: [1]), and second being inserter. I don't see actual game need for that except for alerting when critical burner inserter ran out of fuel, but I see other purposes for implementing this:
Consistency: All (currently-in-game) entities with burner energy source will be able to report such information, instead of just some of them
Research-ability: (ref: [2], at 1:29) Will simplify circuitry to determine the power usage of inserter and explicitly tell when it ran out of fuel
See Also:
118645: Allow connecting wires to furnaces -- FR for adding other mentioned feature
YouTube: Inserter Power Draw is WEIRD (and Burner Inserters SUCK) -Factorio: Space Age | Infer A Good Time -- research about inserters power usage
125651: Enable burner inserter fuel leech -- Related #balancing topic | [
{
"author": "Panzerknacker",
"content": "They are a simple mechanic machine, it doesn't make sense. \n \nInstead I vote for removing the filtering capability instead since it does not make sense either.",
"date": "2025-01-08T20:58:14+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "I disagree. Or, technically, not me, but a YT commenter.\n \n \n \n 01-09-2025, 00-06-55.png (46.26 KiB) Viewed 385 times",
"date": "2025-01-08T21:07:30+00:00",
"quotes": [
{
"author": "Panzerknacker wrote: Wed Jan 08, 2025 8:58 pm",
"content": ""
}
]
},
{
"author": "waterBear",
"content": "There is definitely some missing sub-text here. A yellow inserter requires 1 green circuit to make and a combinator takes 5. Just build a yellow inserter. \n \nYou seem to have something in mind having to do with power consumption, but inserters use very little power to being with. You'd have to be doing a challenge run or have mods, unusual map settings, etc. I don't understand the reference to spoilage, either. This is all very obscure.",
"date": "2025-01-08T22:17:36+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Check my original post (see underline part):\n \n\nI don't have something in mind. I just want consistency.",
"date": "2025-01-08T22:31:52+00:00",
"quotes": [
{
"author": "waterBear wrote: Wed Jan 08, 2025 10:17 pm",
"content": ""
},
{
"author": "Hares wrote: Wed Jan 08, 2025 7:59 pm",
"content": ""
}
]
}
] | 4 | 2025-01-08T13:59:10-06:00 |
forum-topic-127499 | 127499 | Better Quality / Circuit Tools | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127499 | brucemalt | TL;DR
The current quality circuit tools are limited and require a lot of clicking and many parts for a setup to do anything useful. I'm sure there is "design space" that can be explored, that doesn't make it too easy, but makes it a little easier to handle quality on the circuit network.
What?
"WHAT do you suggest? What is your idea that should be changed?"
I'm not really sure what the solution should look like. After writing the post, maybe the thing I want is a "each quality" meta logic signal, similar to "each", "every" and "any".
Or maybe I just want the quality symbols that already exist to be functional meta symbols, that function "intuitively"? e.g. "x number of uncommon items == uncommon quality == True"?
Maybe I want a "items" x "qualities" => "list of all each item and at each quality" multiplication? Not like this, but you get what I mean?
03-14-2025, 22-04-52.png (50.21 KiB) Viewed 258 times
Why?
I think the quality system really enhances the game and offers a lot of interesting choices! But dealing with it is really hard. Even with "programming". The circuit system feels dis-proportionally weak when dealing with quality, compared to other aspects of the game.
Dealing with quality and items usually result in a matrix of [items] x [quality tiers]. The tools don't really fit this problem well. We can separate decently with filters, but it's very very hard to combine them or do something holistic.
For example, I would like to set up a requester chest, to request the highest available tier of science pack first, so they get used first, before I have to resort to using lower tier science. This requires a lot of manual clicking and one quality transfer combinator for each science pack.
03-14-2025, 21-52-59.png (522.98 KiB) Viewed 258 times
0eNrNWduOmzAQ/Rc/k1XMnUj9ktUqcoiTtQqGGrNttOLfO4ZA2HZIgYKEeJkYz/FwZnw8kE9ySkqeKyE1OXwSEWeyIIfXT1KIq2SJGZMs5eRACp7wWGdqF2fpSUgGJqksIuSZ/yIHWr1ZhEsttOANQP3jdpRleuIKJlgtkFlCM6n7QBbJswJ8M2lWBLydHb54FrmRg+14Lx4sBG5aZcnxxN/ZhwAfmFhARKKOuG/D4m1UFrmIRHP15+g9FFbqLGXGbVfEgsuY73IWf4dwfpQsgfBhjsxUCkSYANKcqTrcA/lWD5SGNVpZHbTdQSfZVRRaxAsBOx1wKsCfqdtCwO4jL+88FTFLFgL2OuBcZecyXpBlv4MutWFjKS6CDrcAIL4QavhIHdcsSUp1XawsokcpX5WIy0SXarEM0n2HXu99BXvlKvlyRU17oqBu2ZXL5aDtfvkB8e+iTP8LG/SNQRF/AOSFJQX/uuvXlxkflZkx0KUEzBSkdRjc3qNaMwad5yJ+ghyiWrOwOnprqaO/ljoG66ljuJI6RivqWE9qlpTensCsoY/22vrorKeP7tL62MP2JuzzEeIU9MWJ+mMrRTHFn6B6++oNrspg/9Gr2r1KPxtemvTCY+RZwrFmNfjSrCKQj0xifTSC6H9pfs9CNe1tLaJYK5zlXLFmRsvBTismiws3+M2qx/ud4wVyfmxbfK1K3hF3LLJSxfz4V/8/dBZUD9czh1zLes4Ef4wudypdzuboGtSb0YQNI2CUeZOLlv6raP25RRtsJQt4OzA2AwPeGFXBXKr8rVCFS/VYqga8MarCuXt7M1U1cBiP5WrIHSMrmkvWZurqaWs0lrLnIBhxvY5y+iEe4XrYaycn7vJoK9kYetsYm4hBf5Qvey5f4Wa2OvraN3qn494oV87cnR5uqLbQF4kJtYX7o3y5M2vLpVvhC3l/GUsV5oqy5M1lab8VltCPGGN5wp1Rpvz5/XNdUhjm3K7QtTfTQA996hndQw8CVOaT6k94RPPV9JVatuVY9pv1alueue4W5MWYcMsK6tsOTAssBywXxqJ6zIWxqB4zrnD0Gxe/czEWnEWN2XobCwaNGXZAxqLO3WwxjQWDxjTQbUiUPmAb22vtDrmxvcY2z0CbiAycwaGd3QRF3R6O25vv9nDcdj7wJzRPgeXHn3gW+eCqqCvC8+3IjSLPp/vQDsOq+g1IBY9g Copy blueprint
I can't set up e.g. a constant combinator, select all science types at basic quality, "matrix multiply" it with quality and cross reference that with my logistics network data.
I can currently also not do something like this to select things from [base list] and compare it against [rarity]:
03-14-2025, 21-54-21.png (70.06 KiB) Viewed 258 times
I wanted to set up an auto mall to automatically put unwanted "not top quality" material into science, like uncommon material. I put a lot of effort into building said automall with belts, (here is a BP in case you're curious)
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 Copy blueprint
but what I didn't expect before starting, was that filtering what I have, to detect which outputs I should be setting is actually way harder than setting up that mall. The setup below isn't even complete, I could output the missing ingredients with another decider, but the main point is that the part on the right does very little, but requires a lot of space and clicking to build.
03-14-2025, 21-53-54.png (1.06 MiB) Viewed 258 times
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 Copy blueprint
Can the current tools do what I want? Probably, yes.
Maybe I am misunderstanding how the tools that already exist are supposed to be used, but it feels like an unreasonable amount of effort, to achieve relatively simple results.
If I am wrong and what I'm asking for already exists but I missed it, please share some hints. | [] | 0 | 2025-03-14T16:09:08-05:00 |
forum-topic-121863 | 121863 | Allow interrupts for space ships to trigger only at a planet | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121863 | mrvn | TL;DR
The trains have an interrupt condition "At specified station", add that for space ships too.
What?
Interrupts for spaceships should have a contion "At specified planet" and "Not at specified planet".
Why?
I have a spaceship at Nauvis with 3 interrupts to go to Vulcanus, Fulgora or Gleba to fetch science packs. To travel safely the ship must return to Nauvis to refresh it's ammonition stores and in case of Gleba the contents spoil and need to be delivered quickly. So what I want is for the interrupts to only trigger when the space ship is at Nauvis. It should then go to the targeted planet and return before the next interrupt fires. | [] | 0 | 2024-11-17T11:03:46-06:00 |
forum-topic-127331 | 127331 | Please remove/split struct or array[struct] definitions | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=127331 | PennyJim | There's times I want to annotate a function to only take/return the struct, not the array possibility. The definition for the type being tied to it, is annoying.
I'd much rather the places that use it hold the responsibility to do the type or array[struct] definition.
On the other hand, you can make a whole different type for it like StatelessVisualisations .
As I understand how the json format works, this would also optimize its size. While not that important, it's still a positive :]
(though the solution for size would be a special complex type) | [] | 0 | 2025-03-07T19:26:58-06:00 |
forum-topic-126811 | 126811 | Can not add a temp stop to a train schedule without losing the train group | Modding help | https://forums.factorio.com/viewtopic.php?t=126811 | hgschmie | according to FFF-389, it is possible to modify the schedule of a train within a train group by adding a temp stop without affecting the train group as a whole:
So any changes to the schedule of one member of the group will update the whole group. Importantly, this ignores the temporary stops, as they are part of the state of the individual trains (so hijacking a train to chauffeur you somewhere won't break anything).
In code, there is the TrainSchedule object which is part of the LuaTrain. It contains an array of ScheduleRecord elements (records). But this does not work:
Code: Select all table.insert(train.schedule.records, train.schedule.current + 1, my_fancy_temp_record)
The record array is not modified. Probably because it is some fancy interface into the engine. The only thing that works is creating a copy of train.schedule, modify the schedule and re-assign it to the train.schedule attribute. But now the train group is gone (because the train has a new schedule so it is no longer part of the train group).
This seems to be a bug/limitation. I would have expected to be able to insert temporary stop records into a train schedule without losing the train group. Alternatively, assign a new schedule and as long as it contains only temp stop differences, the train would still be in the train group. | [
{
"author": "robot256",
"content": "The FFF is referring to player-added temp stops, not API functions. The train schedule API is currently incomplete since it was not updated to handle interrupts at all. \n \nAs for why you are seeing no effect at all, that is normal and expected. The train.schedule table cannot be modified in place like that. You must store the entire table into a Lua variable, modify the table, then write the whole table back to train.schedule. \n \nCurrent behavior means that any write to train.schedule will delete any train interrupts that are configured. It might also erase the train group. You can restore the train group (and any associated interrupts) by writing to train.group, but this replaces the entire schedule with the group's schedule and erases any changes you made.",
"date": "2025-02-13T13:59:03+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "Version 2.0.36 just dropped with a whole new class, LuaSchedule. It has accessor functions to modify schedule records AND INTERRUPTS. So now we can directly modify the schedule structure without have to write a whole new table. Enjoy!",
"date": "2025-02-26T15:38:06+00:00",
"quotes": []
}
] | 2 | 2025-02-12T20:50:01-06:00 |
forum-topic-116138 | 116138 | k2 and se in sa | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=116138 | wannes37 | Does anyone know if krastorio 2 and/ar space exploration will be compatible with both or either factorio 2.0 or space age ? | [
{
"author": "Xorimuth",
"content": "Both K2 and SE will be compatible with 2.0 within a few weeks at most. \n \nK2 is not planned to ever be compatible with SA. SE 0.8 (which is likely to still be a year or so away) is expected to utilise SA features, but probably will not keep any of the SA progression/items/buildings/planets.",
"date": "2024-10-20T14:36:36+00:00",
"quotes": [
{
"author": "wannes37 wrote: Sun Oct 20, 2024 1:02 pm",
"content": ""
}
]
},
{
"author": "moenbase",
"content": "Now already 2025. And still none of the (most popular) overhauls are actually updated for 2.0. :s",
"date": "2025-01-10T14:33:56+00:00",
"quotes": [
{
"author": "Xorimuth wrote: Sun Oct 20, 2024 2:36 pm",
"content": ""
},
{
"author": "wannes37 wrote: Sun Oct 20, 2024 1:02 pm",
"content": ""
}
]
},
{
"author": "Brathahn",
"content": "only 3 months after release. give the mod authors some time to play the expansion. \ni have some small mods of my own, but i have not updated them yet, because even with a small mod it is a lot of work to update it. i can only imagine the monumental work that has to be done to update a major mod like krastorio or space exploration.",
"date": "2025-01-10T14:39:12+00:00",
"quotes": [
{
"author": "moenbase wrote: Fri Jan 10, 2025 2:33 pm",
"content": ""
}
]
},
{
"author": "Stringweasel",
"content": "The bigger the overhaul the harder it is to update to 2.0. And remember many of the mod developers are also playing Space Age or on holidays",
"date": "2025-01-10T15:15:43+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "Space Age compatible with Space Exploration? How do you see that working? Two different types of rockets, going to two different kinds of orbiting places? I can't even make that make any sense in my head.",
"date": "2025-01-10T15:20:52+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "There's Factorio 2.0 and then there's a expansion called Space Age. The question was about both, not just Space Age. \n \nFor example, Space Exploration will be compatible with Factorio 2.0, but likely never with the Space Age expansion.",
"date": "2025-01-10T15:46:30+00:00",
"quotes": [
{
"author": "NineNine wrote: Fri Jan 10, 2025 3:20 pm",
"content": ""
}
]
},
{
"author": "factorio_player",
"content": "This is the only thing I'm looking forward to right now, is SpaceX support for 2.0 \n \nI might go back in and finish up SA, but not feeling it atm. SpaceX with quality and the new trains sounds like lots of fun though. \n \nI'll be honest, factorio should have just started with SpaceX and reworked it. Would have got the dlc a long time ago and I think it would have been a lot more fun. \n \nSpaceX support for the new planets could be cool though. Not the flying factory however. Pretty silly, tbh.",
"date": "2025-01-13T04:25:39+00:00",
"quotes": []
}
] | 7 | 2024-10-20T08:02:08-05:00 |
forum-topic-125358 | 125358 | [2.0] AutoplaceControl.size | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=125358 | i142857 | Proposal: add an optional size parameter to AutoplaceControl defaulting to true. When set to false, the "Size" slider in the map settings UI is removed (similar to how richness is optional).
Rationale: resources that are supposed to always spawn as a single node -- in that case would reduce user confusion as the Size slider does nothing. I'm working on a mod that has a few, but, for example, Pyanodon has plenty of them that could benefit from this.
Sounds cheap, most of the code doesn't have to know or care about this, just a small change in the map gen UI (I hope)
Thank you for your consideration! | [
{
"author": "braxbro",
"content": "Wouldn't you want the frequency to be disable-able then? Not the size?",
"date": "2024-12-30T18:43:35+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "But frequency makes sense, it would make the singular nodes more frequent. \n \nAlthough if this is added, a way to disable frequency should probably be added as well, for completeness's sake.",
"date": "2024-12-30T20:39:43+00:00",
"quotes": [
{
"author": "braxbro wrote: Mon Dec 30, 2024 6:43 pm",
"content": ""
}
]
}
] | 2 | 2024-12-30T11:43:51-06:00 |
forum-topic-9422 | 9422 | [MOD 1.1] Oxygen | Mods | https://forums.factorio.com/viewtopic.php?t=9422 | Natha | https://mods.factorio.com/mods/Natha/Oxygen | [
{
"author": "darkshadow1809",
"content": "I would love to add this mod to my hardcore pack if i may. However before i do i have a suggestion. Its just another pile of tasks to keep up with in the hardcore pack. Could you have a machine which automaticly sprays oxygen around your base? like a robo station does with the range but then for the oxygen! If thats made i will definetly add this mod to my hardcore pack if i may It looks promising! \n \nGoodluck!",
"date": "2015-04-04T13:21:31+00:00",
"quotes": []
},
{
"author": "Natha",
"content": "Thanks for your suggestion! \n \ni added your suggestion to the ToDo list. \n \nAnd yes, you can add the mod to your pack, I like to see it in a hardcore pack",
"date": "2015-04-04T13:25:51+00:00",
"quotes": [
{
"author": "darkshadow1809 wrote:",
"content": ""
}
]
},
{
"author": "Natha",
"content": "A new version is out! I have thought for hours how to implement the machine that sprays the oxygen into the atmosphere. First i had an assembling machine and a recipe, but now it works with a storage tank. And i hope the game wil be now multiplayer ready!",
"date": "2015-04-04T18:03:28+00:00",
"quotes": []
},
{
"author": "darkshadow1809",
"content": "Awesome! Count this mod as ADDED in the hardcore modpack ! Thanks for the fast work keep it up! This mod could grow WAY better...! \n \nI have some more suggestions: \nHow about making the aliens get damage from the oxygen you dispense? Since they have a whole other way of consuming another sort of oxygen. If they stay in the oxygen area to long they die And if a nests gets consumed in oxygen it will die of slowly. Dmg per tick? Could be really nice to just have your main base rid of those bugs! Overtime that is! Not to be too overpowered but since alot of people use Dytech or some other form that makes monsters ALOT harder this would definetly help!",
"date": "2015-04-04T20:54:09+00:00",
"quotes": [
{
"author": "Natha wrote:",
"content": ""
}
]
},
{
"author": "darkshadow1809",
"content": "alsoooo.. its a rar archive:p so it needs to be unzipped. Could you make it a zip archive? Just for convenience sakes!",
"date": "2015-04-04T22:47:51+00:00",
"quotes": []
},
{
"author": "Natha",
"content": "Thanks for further suggestions. I've added them into the ToDo list \n \nI'm sorry for an uncomfortable archive type, i've changed it into a zip file \n \nEdit: New version out!",
"date": "2015-04-05T05:00:53+00:00",
"quotes": []
},
{
"author": "darkshadow1809",
"content": "Awesome to see the changes man:) You seem to be really fast at making the mod progress Love to see what else you can do with it \n \nGood luck progressing !",
"date": "2015-04-05T16:05:08+00:00",
"quotes": []
},
{
"author": "Natha",
"content": "Thanks a lot ;D \nThat's the result of many vacations, and your suggestions were not tooooo difficult to implement",
"date": "2015-04-05T16:23:14+00:00",
"quotes": [
{
"author": "darkshadow1809 wrote:",
"content": ""
}
]
},
{
"author": "darkshadow1809",
"content": "Hi there I made a small change to your info file. Just to let you know since some modders do not like this. Reason i did this is because i needed a dependency since it didnt gave me oxygen tanks on startup:) Which basicly let me die within 5 - 10 minutes within the game This is for the hardcore pack. Don't mind changing it yourself ! its just something with the pack. Just wanted to let you know if you are okay with the small change i made! If not ill revert it. and try another way",
"date": "2015-04-06T22:33:28+00:00",
"quotes": []
},
{
"author": "Natha",
"content": "Little changes are ok. And I allow changes in the mod, if a modpack necessearily needs the changes",
"date": "2015-04-07T12:45:43+00:00",
"quotes": [
{
"author": "darkshadow1809 wrote:",
"content": ""
}
]
},
{
"author": "SvenDee",
"content": "we got a bug / error message in Multiplayer when a player died by any reason __Oxygen__/control.lua:64: ghost-controller doesnt have an inventory with index(2) \n \nhost spawning works, respawn clients end into a a crash to windows.",
"date": "2015-04-07T15:48:27+00:00",
"quotes": []
},
{
"author": "Natha",
"content": "Fix'd",
"date": "2015-04-07T16:22:30+00:00",
"quotes": [
{
"author": "SvenDee wrote:",
"content": ""
}
]
},
{
"author": "SvenDee",
"content": "guess there is a new one. oxygen stays on 100% during the whole game \n \njust to let you know. Our next testing session is on sunday.",
"date": "2015-04-10T12:09:18+00:00",
"quotes": []
},
{
"author": "Natha",
"content": "Sorry for the troubles, why I have commented out the code that handles the players oxygen content? \nNew version is out",
"date": "2015-04-10T13:35:56+00:00",
"quotes": [
{
"author": "SvenDee wrote:",
"content": ""
}
]
},
{
"author": "Natha",
"content": "New Version is out! \n \nWhats new: \n- Gas mask as armor equipment, but it doesn't work yet because i'm still looking for a possibility to get armor equipment content \n- Recipe to get oxygen from water and atmosphere (only the last one is new ) \n- Oxygen dispensers show a cloud animation if they dispense oxygen \n \nHave fun with this version, please let me know about bugs or more suggestions",
"date": "2015-04-11T21:05:48+00:00",
"quotes": []
},
{
"author": "darkshadow1809",
"content": "Lol you sure developing this mod quickly.. jeez xD must ... reupload... 190mb.. of modpack... every... dayyyy!!! xD \n \nBut thanks for the updates ;D loving to see this mod grow!",
"date": "2015-04-12T00:36:06+00:00",
"quotes": []
},
{
"author": "Natha",
"content": "New Version (1.3.3)! \n \n- Added functionality to gas masks, they reduce oxygen decreasing rate by 50% (since Version 1.3.1). \n- Oxygen bottles are now filled up if the player keeps near an oxygen dispenser. \n \n- New graphics for oxygen dispenser \n \n- The changelog is now better formatted and structured, it has the style like the Factorio's changelog",
"date": "2015-04-18T11:35:14+00:00",
"quotes": []
},
{
"author": "darkshadow1809",
"content": "Workin on a new modpack and erhh \n \nSeems Dystopia + Cursed Don't like your mod \n \n http://prntscr.com/6vfoxh \n \nSeems the item grid is missing an equipment grid hope it helps This seems to happen when cursed tries implementing its own armor then dystopia tries and forces an armor slot into it. And gets the upper hand. Then your mod returns this error. Mod works without either of these mods Might be wrong tho! dont judge :# i suck at lua lol I am only good at throwing stuff at it and make it work on some magical reason \n Code: Select all function hasgasmask(player)\n\tif player.getinventory(defines.inventory.playerarmor)[1] == nil then return false end\n\tlocal grid = player.getinventory(defines.inventory.playerarmor)[1].grid\n\tif grid == nil then return false end\n\tfor _,equip in pairs(grid.equipment) do\n\t\tif equip.name == \"gas-mask\" then return true end\n\tend\n\treturn false\nend",
"date": "2015-04-18T23:17:05+00:00",
"quotes": []
},
{
"author": "Natha",
"content": "I've added a check with the ItemStack.hasgrid() method, it should work now",
"date": "2015-04-19T04:55:54+00:00",
"quotes": [
{
"author": "darkshadow1809 wrote:",
"content": ""
}
]
}
] | 19 | 2015-04-04T06:50:03-05:00 |
forum-topic-114794 | 114794 | [raiguard][1.1.109] Crash with whitespace save names on linux | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=114794 | PennyJim | I presume the save names are ran through a trim function to remove leading and trailing whitespace. This means you have to be careful about names getting trimmed into empty strings.
This works on Mac and displays an in-game error:
(and windows, but the screenshot is mac)
08-13-2024, 12-22-49.png (23.21 KiB) Viewed 1319 times
The problem is that on Linux the error resolves to the general crash handler and displays in a popup that then closes the game when closed:
Screenshot from 2024-08-13 12-12-50.png (4.1 KiB) Viewed 1319 times | [
{
"author": "",
"content": "This only occurs when using non-blocking saving.",
"date": "2024-08-13T20:25:26+00:00",
"quotes": []
},
{
"author": "PennyJim",
"content": "So this kind of save-name validation is done after the thread is forked off to do the saving? \nI would've expected it to happen before. \n \nI would then dismiss the severity of the issue due to it being a hidden experimental feature, but I feel like I remember hearing about it becoming a regular setting in 2.0 or something..?",
"date": "2024-08-13T20:32:28+00:00",
"quotes": []
},
{
"author": "",
"content": "I had intended to promote the feature to non-hidden in 2.0, but I haven't been able to fix all of the issues yet, so it will likely remain hidden after all. I have too much to do before the release.",
"date": "2024-08-13T21:34:58+00:00",
"quotes": []
},
{
"author": "PennyJim",
"content": "Ah that sucks. Good luck with your 2.0 workload <3",
"date": "2024-08-13T21:36:30+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report, this has been fixed for 2.0.33.",
"date": "2025-01-23T17:21:54+00:00",
"quotes": []
}
] | 5 | 2024-08-13T13:34:07-05:00 |
forum-topic-96147 | 96147 | [#3] Factorio Death World Race Reloaded - AntiElitz vs. Nefrums | Videos | https://forums.factorio.com/viewtopic.php?t=96147 | AntiElitz | Next 21:9 direct comparison of one of the races is out now
https://youtu.be/AFOGWgNPwzk | [] | 0 | 2021-02-14T09:12:20-06:00 |
forum-topic-125676 | 125676 | Is it possible to have localized screenshots in the tips and tricks section? | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=125676 | dodther | Can you tell me if there is a mechanism for substituting localized screenshots depending on the locale in the tips and hints section? | [
{
"author": "IsaacOscar",
"content": "What? I didn't know you could have screenshots in tips and tricks. \nThey're supposed to be simulations (Bassically a mini factorio game that runs, and so should use whatever local happens to be active). \n \nIf all you want is some text to be different for different languages that should be easy with custom locale ksys.",
"date": "2025-01-07T05:35:08+00:00",
"quotes": []
},
{
"author": "dodther",
"content": "In addition to the simulation, there are just .png images. Of course, the text is translated without any issues. But the image remains in English. So I'm wondering if it's possible to replace the image depending on the locale.",
"date": "2025-01-07T10:41:30+00:00",
"quotes": []
},
{
"author": "IsaacOscar",
"content": "You mean the icon? https://lua-api.factorio.com/latest/pro ... html#icons \nOr are you using a different field? \n \nI'm pretty sure icon's cannot be localised. You can make a modding interface request for that, but I doubt Wube will do it (as it would be a lot of work, and icons probably shouldn't have text on them anyway, as they're very small).",
"date": "2025-01-07T10:49:54+00:00",
"quotes": [
{
"author": "dodther wrote: Tue Jan 07, 2025 10:41 am",
"content": ""
}
]
},
{
"author": "dodther",
"content": "2025-01-07_20-48-54.png (245.14 KiB) Viewed 427 times",
"date": "2025-01-07T12:08:52+00:00",
"quotes": []
},
{
"author": "IsaacOscar",
"content": "You should not be using a screenshot for that. \nI assume this GUI exists in factorio already? \nYou should be creating the GUI at runtime:\n Code: Select all data:extend{{\n\ttype = \"tips-and-tricks-item\",\n\tsimulation = {\n\t\t...\n\t\tinit = [[\n\t\t\tplayer = game.simulation.create_test_player{name = \"Some Name\"}\n\t\t\tlocal frame = player.gui.screen.add{type = \"frame\", caption = {\"locale.key\"}}\n\t\t\t.... ]] \n \nSee https://lua-api.factorio.com/latest/classes/LuaGui.html and https://lua-api.factorio.com/latest/cla ... ement.html \n \nLook at the in game tips and tricks for examples of stuff you can do! (E.g., the first one in this file creates a nice little table https://github.com/wube/factorio-data/b ... ations.lua ).",
"date": "2025-01-07T12:23:04+00:00",
"quotes": [
{
"author": "dodther wrote: Tue Jan 07, 2025 12:08 pm",
"content": ""
}
]
}
] | 5 | 2025-01-06T19:54:49-06:00 |
forum-topic-127374 | 127374 | Agricultural Science Packs used up too fast | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127374 | lindsayforum | Agricultural science packs are being used 2 times or more faster than other science packs researching in bio labs. I've attach a short video of a biolab using science packs. You can see it goes through a few agricultural packs per science cycle while the other packs are using less than one pack per research cycle.
This is on space age version 2.0.32 with no extra mods. Happy to upload the save too if that helps.
Love the game! | [
{
"author": "",
"content": "This is working as intended since your agricultural science packs are almost fully spoiled. \"Spoilables and research\" tip explains this shortly: \n \n \n \n \n 03-10-2025, 15-42-39.png (6.84 KiB) Viewed 164 times",
"date": "2025-03-10T14:43:07+00:00",
"quotes": []
},
{
"author": "lindsayforum",
"content": "Ahh, ok, missed that. Thanks for the fast reply!",
"date": "2025-03-10T14:46:13+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "To ensure good freshness of the agricultural science pack, revisit your science pack production line. \n \nKeep buffering as small as possible. Don't store spoiling items with the intention to use them later, only store them if they have no use any more and wait for final spoiling. Instead, do produce continuously without ever stopping production, even if you don't need all the products. Continuously burn surplus instead of not producing surplus. \n \nIf you limit the pentapod egg insertion into the biochamber so there is never more than 1-2 pentapod eggs in the input slot, the eggs used for the science pack are much fresher than if you let the input slot accumulate 4 or 5 eggs all the time. The egg freshness is inherited by the science pack. The same with bioflux. Connect the output of your bioflux production directly to the science production. No intermediate storage between them. If you want to store bioflux, do it with the leftover bioflux left after science production. \n \nFinally the fruit farm production: deactivate your agricultural towers while you have enough fruit in storage. Don't harvest everything you can harvest. Instead, activate the towers only if a small intermediate buffer runs empty, and stop them again as soon as that buffer began to fill. \n \nIt's possible for agricultural science packs to have about 94-95% freshness when they leave their production biochamber.",
"date": "2025-03-10T16:02:16+00:00",
"quotes": []
}
] | 3 | 2025-03-10T09:37:44-05:00 |
forum-topic-121486 | 121486 | [boskid] [2.0.18] Crash using quality shortcut (QualitySelector::onQualityCycle) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=121486 | jemand2001 | Steps to reproduce:
press e to open the inventory
hover the mouse cursor over an item
alt-scroll to change the quality
The game receives a SIGSEGV and crashes.
I would expect there to not be a crash.
This is consistent. It happens both in the Map Editor and in Freeplay. It happens both with quality researched and without it. | [
{
"author": "",
"content": "Thanks for the report. This issue is fixed for 2.0.19. I already fixed it based on 11 automatically uploaded crash reports but it looks like they are all from you so i will attach this topic under the changelog.",
"date": "2024-11-14T21:49:34+00:00",
"quotes": []
},
{
"author": "catpig",
"content": "42 minutes response time. And without paying an arm, a leg, a kidney and a lung for a support contract. \nThis sort of thing is why I love wube ^^",
"date": "2024-11-16T01:20:55+00:00",
"quotes": [
{
"author": "boskid wrote: Thu Nov 14, 2024 9:49 pm",
"content": ""
}
]
}
] | 2 | 2024-11-14T15:07:35-06:00 |
forum-topic-117763 | 117763 | [kovarex] Damaged bots reparing each other stuck in loop (chase/robots/repair) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=117763 | throwaway-254 | This was on version 2.0.11.
I reproduced this quite easily while fighting worms on Vulcanus. This happened with several drones as well, all of which were damaaged. Both times, I was moving fairly fast inside of a tank.
Steps to reproduce: generate two drones, each connected to a (personal?) roboport, each of which have a repair pack, each of which are attempting to repair each other.
Expected result: my drones would just repair each other without fuss
Actual result: my drones got caught in a loop of 2 or more drones
Ref.: 119029 | [
{
"author": "",
"content": "Thanks for the report, it is now fixed for the next version.",
"date": "2024-11-18T06:02:05+00:00",
"quotes": []
},
{
"author": "Sun Serega",
"content": "It does seem a lot better in 2.0.20, but I've still got it happening from time to time. \nProbably because 1 drone is from a spidertron, while the other is personal? \nHere is a recording: https://youtu.be/nm0J27_Q1xI",
"date": "2024-11-21T18:23:10+00:00",
"quotes": []
}
] | 2 | 2024-10-26T16:11:54-05:00 |
forum-topic-59089 | 59089 | [Rseding91] [for 0.17][0.16.35] Inserting Uranium fuel cell in non reactor fuel slot wrong error | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=59089 | PantherX | A very minor issue but one I noticed recently when explaining the game to a new player... If you try to insert a Uranium fuel cell into a locomotive you get a warning message to say "The Locomotive can't use Nuclear fuel," however this is technically incorrect as since from 0.16 when the Nuclear fuel item was added, the locomotive can use Nuclear fuel. Therefore, to avoid confusing the player the message really should warn that it is the Uranium fuel cell that it cannot use. | [
{
"author": "bobingabout",
"content": "Yes, I've had issues trying to explain the differences between nuclear fuel (the item named this) and nuclear fuel (the nuclear power's item fuel category).",
"date": "2018-03-27T08:00:06+00:00",
"quotes": []
},
{
"author": "Aeternus",
"content": "Yea, the reactor fuel should really be renamed to \"Nuclear Fuel Rod\" and the waste material \"Spent Nuclear Fuel Rod\" \nThat should clarify it.",
"date": "2018-03-27T08:24:28+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. We may change the name of the items but not at this stage of 0.16. stabilization.",
"date": "2018-03-27T14:26:03+00:00",
"quotes": []
},
{
"author": "",
"content": "After talking about it more we decided we aren't going to change the names. \n \nThe error shows the fuel category name which happens to be chemical for uranium fuel and the error shows the fuel category name not the fuel name. \n \nIf we made it show the fuel name you'd get the same error when trying to put uranium fuel into the reactor.",
"date": "2018-05-01T01:39:05+00:00",
"quotes": []
},
{
"author": "betrok",
"content": "You could change the fuel category name in this case.",
"date": "2018-05-01T04:10:19+00:00",
"quotes": [
{
"author": "Rseding91 wrote:",
"content": ""
}
]
}
] | 5 | 2018-03-26T18:13:52-05:00 |
forum-topic-117444 | 117444 | cannot save game | Technical Help | https://forums.factorio.com/viewtopic.php?t=117444 | muaykak | here's the log
2 things happened to crash factorio on my macbook
first
1. I pressed 'esc'
2. I clicked save
3. it crashed
second
1. I stared the game.
2. clicked the Single Player, then Load Game.
3. selected the save i want to play.
4. clicked load.
5. It crashed.
On Windows, my saves works fine, playable.
On macOS(mine is macbook pro 16" (2019)), only way to play is click the 'continue' button. And just click 'exit'(red button) to quit the game without crash)
happen to all of my saves.
Thanks in advance.
https://pastebin.com/2sQhB4TE | [
{
"author": "",
"content": "Hello, can you please test the freshly released version 2.0.11? We just pushed out some fixes for mac crashes. If you are using Steam you can switch by clicking the gear, choosing Properties, then Betas.",
"date": "2024-10-25T16:33:56+00:00",
"quotes": []
}
] | 1 | 2024-10-25T11:25:01-05:00 |
forum-topic-126457 | 126457 | Some tricks w/ new logi groups | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=126457 | adam_bise | You can click a BP on the "New Section" logistics group in a requestor chest, personal logistics, or even a constant combinator. Doing so copies the items needed in the BP to a new logi group.
It's tricky for the constant combinator, you can't use BP item it must be a BP shortcut on your quickbar to work.
You can also shift right-click on an assembler and shift left-click on a requestor to set all the ingredients as requests in the requestor. | [] | 0 | 2025-01-29T17:05:25-06:00 |
forum-topic-121046 | 121046 | [2.0.15] Repair Pack not registered in logistic network when in use | Not a bug | https://forums.factorio.com/viewtopic.php?t=121046 | JackTheSpades | (This might be a feature request instead of a bug depending on the whether this is intentional or not)
When a Roboport is connected with a wire to read the logistic network content it correctly detects the Repair Pack sitting in its inventory.
But when a Construction Bot uses the Pack it temporarily disappears from the network.
I assume this is intentional for most items since Construction Bots usually place something but in this case it is rather annoying.
For example, I have an outpost with logic to request resupplies if resources (like Repair Packs) run out. Any time my walls are attacked the train is called to resupply Repair Packs only to not deliver anything because the Packs are back in the system by the time the train gets there.
repair.gif (6.16 MiB) Viewed 284 times
Roboport Content.JPG (49.07 KiB) Viewed 284 times | [
{
"author": "robot256",
"content": "Not a bug, items in robot transport are never counted by the network except for as satisfying the request they are bound for. \n \nThe very simple solution to your setup is to request the train when there are less than 100 repair packs, and enable the unloading inserters while there are less than 200 repair packs. That way there is a buffer of 100 packs at the wall that must be used before the next train is called.",
"date": "2024-11-11T22:17:44+00:00",
"quotes": []
}
] | 1 | 2024-11-11T16:11:58-06:00 |
forum-topic-43360 | 43360 | [MOD/LIB 0.14+] Larger screenshots | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=43360 | aaargha | Info
Name: Larger screenshots
Version: 0.1.3
Factorio-Version: 0.14.22, 0.15.1, 0.16.1, 0.16.51
Description: Adds an interface usable by the player or another mod that takes screenshots of large areas
Multiplayer: untested, will at best not crash when running headless
License: http://unlicense.org/
Release: 2017-03-27
Download-Url: https://mods.factorio.com/mods/aaargha/ ... creenshots
Website: viewtopic.php?f=96&t=43360
Source: GitHub
Category: Convenience
Tags: console, lib, screenshot
Warning
Taking high detail screenshots of large areas will generate lots of data, use a ton of RAM and probably freeze the game for some time. Example on an i7 950 and 16GB of ram: taking a 1024x1024 tile screenshot at zoom 1 generated 1.6GB of data, indreased RAM usage by 5GB, and froze the game for about 30 sec.
Start small and remember that a 1024x1024 is 4x as much data as a 512x512 shot, plan accordingly.
Details and interface description Allows taking screenshots of large areas using the take_screenshot command by taking multiple pictures that can then be stitched together if desired. I tried to follow the current interface of take_screenshot so as to make it easy to use one or the other. The biggest change is that instead of resolution I use tiles to define the area, the resulting resolution depends on the zoom. This mod can be used as a stand-alone from the console or by other mods through the remote interface. If you want the functionality but don't want to add a dependency to your mod feel free to include parts/all of what is provided here, I'm using the Unlicense after all.
The size of each picture can be changed in the config. Do note that increasing it further may reduce performance and significantly increase RAM usage, for the same shot.
Interface:
Code: Select all WARNING: The resulting screenshots may be very large: a 1024x1024 (explored) tiles shot at zoom 1 is about 1.6GB
WARNING: Taking large screenshots may take a long time: a 1024x1024 tiles shot at zoom 1 froze the game for about 30 sec, and it took another 30 or so before all the pictures were finished being written to disk. Larger shots may take minutes
Warning: Taking large screenshots will cause RAM usage to spike heavily: a 1024x1024 tiles shot at zoom 1 peaked at about 5GB of additional ram usage while processing
To call from a mod:
remote.call("LargerScreenshots","screenshot", {player=…, by_player=…, surface=…, position=…, size=…, zoom=…, path_prefix=…, show_gui=…, show_entity_info=…, anti_alias=…})
To call from console as a player:
/c remote.call("LargerScreenshots","screenshot", {player=…, by_player=…, surface=…, position=…, size=…, zoom=…, path_prefix=…, show_gui=…, show_entity_info=…, anti_alias=…})
If called from the console only the person typing will get the screenshot, this is to prevent filling other players haddrives.
Take a screenshot and save it to file, multiple files will be created if needed. Size limit of each piece is 8192 (4096 with aa) to reduce memory usage (it's still a few GB extra while working)(can be changed in mod options)
Parameters
Table with the following fields:
player :: string or LuaPlayer or uint (optional) : Center of screenshot (unless position is supplied) and who to print info to. Defaults to the one using the console or, if called by a mod, player 1
by_player :: string or LuaPlayer or uint (optional): If defined, the screenshot will only be taken for this player.
surface :: SurfaceSpecification (optional): IF defined, the screenshot will be take on this surface unless player is also given.
position :: Position (optional): Coordinates to center of screenshot, defaults to player position
size :: Position (optional): size of screenshot in __TILES__, defaults to visible area at selected zoom
zoom :: double (optional): Default 1
path_prefix :: string (optional): Path to save the screenshot in, should not include file type. Suffix will be added as necessary ex: if 4 pictures are required for a square shot they will get the endings: _1_1.png, _1_2.png, _2_1.png and _2_2.png
show_gui :: boolean (optional): Include game GUI in the screenshot? false
show_entity_info :: boolean (optional): Include entity info (alt-mode)? false
anti_alias :: boolean (optional): Render in double resolution and scale down (including GUI)? false
Changelog 0.1.0 Initial release
0.1.1 Updated for 0.15
0.1.2 Updated for 0.16, added surface support
0.1.3 Resolved a crash when called without player
If anyone has a chance to test multiplayer please let me know if it works.
Should also be usable in earlier versions of Factorio.
Feedback, suggestions and bug reports welcome. | [
{
"author": "foodfactorio",
"content": "Hi, i might be taking some screenshots of my current game, and was looking around for some camera/screenshot mods, and found yours \n \nanother user made a mod here that might be handy to use with yours too: \n https://mods.factorio.com/mods/Rseding91/Tape%20Measure \n \ni havent tried them yet, but it looks like Rsedings could be used to work out how large my base is (if i estimate its visual boundaries since its not really a perfect square base) but can i check with you what you think would be a good value to use? \n \nfor example i only have 4GB ram, and usually play at about 60% zoomed in. (or from zooming right in, im at about 10 mouse scrollwheel's zoomed out, of about almost 30 possible scrolls of zooming out) \n \ni want to try and make a video at some point, as it will probably be easier to do a voice over while playing and walking around, but i need more time to sort that out so thought to take some screenshots \n \nhere are a few examples below just to show my normal level of zoom, and probably the max zoomed out level, as if there is too much on screen and too much zoomed out, it will be harder to explain the various areas, or annotate etc. \n \nbtw these were taken with print screen but hopefully with the mod it can map out my whole base boundaries with several images. \n \nthanks for any advice \n(apart from making spaghetti jokes at my spaghetti designs)",
"date": "2017-07-02T04:47:32+00:00",
"quotes": []
},
{
"author": "aaargha",
"content": "I've not tried tape measure but from the description it sounds like it could be helpful, especially to try to figure out how much data will be generated. If you also need to get the coordinates for some point there is a debug option (F4) that will show the coordinates for the cursor called show_detailed_info, or something like that. \n \nAs this mod is only made to bypass the size limitation of the default take_screenshot command you may want to take a look at one of my other mods, Screenshot camera , that is made to make taking screenshots easier, works like blueprints, it is also compatible with this one if you want to shoot really large areas. \n \nAs for what zoom level to use you'll have to test which is good for you, you can use Code: Select all /c game.player.zoom = 1 in the console to set the zoom using the same scale the mods will, 1 is default 1:1 scale rendering. \n \nIf anything is unclear I'll be able to answer further questions today or in about 3 weeks when I get back to civilisation. \n \nThat said I hope it works out, from the pictures you've posted so far your base looks positively yummy",
"date": "2017-07-02T08:14:43+00:00",
"quotes": [
{
"author": "foodfactorio wrote:",
"content": ""
}
]
},
{
"author": "foodfactorio",
"content": "thanks aaargha, i will check out your other mods too and give it a go \nenjoy your holiday and hopefully i wont say aaargha when i get stuck \n \n(btw yeah the buildings are all made from alien candy) like the fairytale stories",
"date": "2017-07-03T23:15:32+00:00",
"quotes": []
},
{
"author": "foodfactorio",
"content": "btw i just posted a few images using the camera, to the Bees mod by NP here: \n viewtopic.php?f=97&t=34176&start=20#p294780 \n \n(as some were quite large at 10-15MB i'm not sure if there is a limit to how much we can attach here, so just linking for now?)",
"date": "2017-07-07T04:03:36+00:00",
"quotes": []
},
{
"author": "aaargha",
"content": "Glad to hear that you got it working. Yeah, the screenshots tend to get pretty large, you may want to try zooming out a bit (see mod options, 0.5 is pretty reasonable) or you can try converting them to JPEG if you don't mind the quality loss.",
"date": "2017-07-22T14:52:37+00:00",
"quotes": [
{
"author": "foodfactorio wrote:",
"content": ""
}
]
},
{
"author": "foodfactorio",
"content": "ok thanks for the info - once i get as much of my current campain (and new mods) into v0.15 i will try taking lots more screens for a walkthrough but will probably do that on a new map as this one has lots of Snakes and Ladders",
"date": "2017-08-05T04:15:00+00:00",
"quotes": []
}
] | 6 | 2017-03-27T08:12:06-05:00 |
forum-topic-127502 | 127502 | [2.0.41] Wrong fluid output when producing electrolyte | Duplicates | https://forums.factorio.com/viewtopic.php?t=127502 | jailbird | When building a pipe connecting to the electromagnetic plant it says that the output is mixed and the plant doesnt produce any electrolyte since the output" is full"
Screenshot (14).png (2.11 MiB) Viewed 64 times | [
{
"author": "",
"content": "See 118507 \n \nAt some point before you set the recipe you had the wrong fluid connected to the machine and it now needs to be cleared manually using the delete-fluid button.",
"date": "2025-03-14T22:40:11+00:00",
"quotes": []
}
] | 1 | 2025-03-14T17:24:05-05:00 |
forum-topic-114777 | 114777 | [SOLVED] Combinator signal off by one tick? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=114777 | DarkShadow44 | Hello,
I'm ran into weird behavior while trying to build a vanilla LTN-like system with combinators, I hoped that someone knows why it behaves the way it does.
I attached a save, it's paused and can be ticked manually. After 4 ticks, the combinator (marked in the screenshot) should lose its "rocket fuel" signal, but it does not. If you check the power pole to its left, that doesn't have a "rocket fuel" signal anymore. Why does the combinator still have it as input? I thought that once the powerpole doesn't show it anymore, the combinator shouldn't have it either.
What's really weird, when you disconnect the red wire from the combinator it works as expected. I mean the logic breaks, but the combinator loses the "rocket fuel" signal at the same time as the power pole.
Sorry if it's a bit hard to understand, I tried my best explaining.
To be it seems like a bug, but maybe my understanding is simply wrong.
Screenshot.png (1.68 MiB) Viewed 517 times
Save file to reproduce:
VanillaTrainLogistics.zip
(1.29 MiB) Downloaded 46 times | [
{
"author": "Tertius",
"content": "The signal from the green wire is gone, but the red wire connected to the output of the top left \"+\" arithmetic combinator below the locomotive supplies the offending signal.",
"date": "2024-08-12T22:04:32+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Ugh, of course it's me overlooking something obvious... Thank you!",
"date": "2024-08-12T22:31:32+00:00",
"quotes": []
}
] | 2 | 2024-08-12T13:02:13-05:00 |
forum-topic-113702 | 113702 | Friday Facts #413 - Gleba | News | https://forums.factorio.com/viewtopic.php?t=113702 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-413 | [
{
"author": "Gergely",
"content": "It's interesting to see how the planet artwork has evolved since initial Space Age FFF. \n \nSo which of the three initially available planets shall we visit first? (To be fair we have yet to see what business will the engineer have on Gleba, and we also do not know if it is the final planet or not.)",
"date": "2024-05-31T11:11:48+00:00",
"quotes": []
},
{
"author": "Justderpingalong",
"content": "Biological planet, huh. \n \nGet the flamer. THE HEAVY FLAMER.",
"date": "2024-05-31T11:11:57+00:00",
"quotes": []
},
{
"author": "SnowZyDe",
"content": "You guys are doing some kind of nonsense. It was a game about automation, but it turns into flora and fauna, it will still be filled with concrete",
"date": "2024-05-31T11:18:36+00:00",
"quotes": []
},
{
"author": "Ghoulish",
"content": "Gleba seems so much more alive that Nauvis (already) Love it!",
"date": "2024-05-31T11:20:00+00:00",
"quotes": []
},
{
"author": "pleegwat",
"content": "Somehow, this feels like it needs its own building appearances. Anything you put down would be covered by something alive in no time.",
"date": "2024-05-31T11:20:58+00:00",
"quotes": []
},
{
"author": "Hopscotch1337",
"content": "Looks lovely! \nIts getting August quite soon, hope there will be some more details about release plan/date. \nI would not mind to get no information on the last planet. Would be also cool to explore it by myself",
"date": "2024-05-31T11:22:10+00:00",
"quotes": []
},
{
"author": "Tooster",
"content": "I love the alien aesthetic, this is something I always felt was lacking on nauvis. Will the flora and fauna animate? Like a small particle for a \"lizard like\"creature here and there, yellow eyes on the tree hiding inside when the night comes or the tentacles wriggling here and there?",
"date": "2024-05-31T11:22:40+00:00",
"quotes": []
},
{
"author": "Upserter",
"content": "WAR ELEPHANTS! \n \nThose tentacle roots look chunky, as does everything else. Perhaps clearing space to build on is part of the challenge?",
"date": "2024-05-31T11:25:14+00:00",
"quotes": []
},
{
"author": "husnikadam",
"content": "Oh my God, can't wait for all the animations, life and sounds! I wish the ghostly biome was glowing in the night with many small sharp light sources, somewhat like fireflies leaves. Similarly like in the Avatar movie. When the planet is full of life, you might also show it during the night! <3",
"date": "2024-05-31T11:28:12+00:00",
"quotes": []
},
{
"author": "MEOWMI",
"content": "Would definitely be interesting if you could see the occasional creature. I remember you added bird sounds in an earlier post, maybe you could, once in a while, see a bird too? The same, and more, goes for Gleba. It's definitely optional, but it would make every place seem so much more alive. \n \nAlso best of luck with finishing the tileset for Gleba! It looks and feels like a big challenge to get it right.",
"date": "2024-05-31T11:31:20+00:00",
"quotes": []
},
{
"author": "husnikadam",
"content": "There is no doubt that the planet's science pack will require some chemicals processing. I would guess planet's special building will improve oil refining base productivity",
"date": "2024-05-31T11:33:03+00:00",
"quotes": []
},
{
"author": "Melerion",
"content": "I am looking forward to seeing how intense pollution will affect and kill the indiginous fauna and flora. \n \nWill you have to wade through a layer of decomposing slimy plant matter? \n \nAnd can you even build stuff on the ground as is if the natural foundation is rotting away beneath your feet?",
"date": "2024-05-31T11:36:10+00:00",
"quotes": []
},
{
"author": "malecord",
"content": "I see stone fields. -> Concrete science packs confirmed.",
"date": "2024-05-31T11:36:28+00:00",
"quotes": []
},
{
"author": "Tomplus",
"content": "If you want to revitalize the planets, why not introduce some less harmful animals. \nSmall flying birds-like creatures, resembling lizards, small mammals (tree-hopping squirrels) or very small insects. Or some like in the Will-o-the-wisps mod.",
"date": "2024-05-31T11:43:28+00:00",
"quotes": []
},
{
"author": "Horatio",
"content": "Perhaps red tiles will attack our base? Infect buildings with bio-material, stop them? How will pollution affect the planet? I believe we will need to reduce pollution as much as possible or this planet will punish us! The creature at the end is that flying brain with tentacles. I'm betting on him. Or was it a boar that took a mud bath? 50\\50. \nSlime mold was mentioned here. Will he be the red tile? Which will grow from pollution? Can a flamethrower help us? The question is, will we have enough fuel to make a chop out of it?",
"date": "2024-05-31T11:44:43+00:00",
"quotes": []
},
{
"author": "Usul",
"content": "OMG how awesome looking! Truly psychedelic!",
"date": "2024-05-31T11:50:12+00:00",
"quotes": []
},
{
"author": "Wyrrrd",
"content": "My very mild trypophobia kicks in and I like it \n \nAre you planning on implementing graphics with less holes as an anti-trypophobia mode, to enable people with severe instances to still play on Gleba? \n \n https://en.wikipedia.org/wiki/Trypophobia",
"date": "2024-05-31T12:04:25+00:00",
"quotes": []
},
{
"author": "JackTheSpades",
"content": "If we're getting a \"jungle\" planet please give us a way to process wood already. The only way to automatically get rid of wood is to burn it in a furnace but at late game most of my furnaces are electric so I still have to keep one stone array (not even steel because I want the fuel inefficiency) just to burn the wood. \n \nJust let me \"smelt\" wood into (char)coal please.",
"date": "2024-05-31T12:07:42+00:00",
"quotes": []
},
{
"author": "Zarnoo",
"content": "Wouldn't it be great if the rain actually did something, rather than just looked nice. Like filling up lakes so you have to contend with flooding (unless you pump it out), or water collectors which only fill when it's raining. Or even hazards like acid rain which damage things if you don't protect it (or you). \nZ",
"date": "2024-05-31T12:08:42+00:00",
"quotes": []
}
] | 19 | 2024-05-31T06:00:03-05:00 | |
forum-topic-65704 | 65704 | [0.17.2] FPS issues with akkumulator animation | Pending | https://forums.factorio.com/viewtopic.php?t=65704 | Gummiente27 | Vanilla game, Windows, singleplayer
Log: https://pastebin.com/n6NY61cY
Screenshot:
The lag is dependant on the zoom. The screenshot is taken in zoom level with maximum lag (15-17 fps). When I zoom out one step further fps get from 15-17 back up to 48-54. Zooming out further, fps drop down to 36-40. (Still nearly whole screen full of akkumulators)
When akkumulators don't (dis-)charge, aka animate, fps go back up to 60 like usual. VRAM usage is around 1400MB (msi afterburner), gpu in task mananger: 3D: 99-100%, Compute_0: 60-70%
(Both animations behave the same)
I think there is space left for optimisation, especially because when further zooming out fps are getting better again at one step. My trivial idea would be to have more akkumulator animation sprite sizes precomputed.
I think it should'nt be hard to get fps to stay above 30, even better if you can achieve more.
This issue was not introduced in 0.17.x, but its still present in 0.17.x, thats why I'm reporting it now. | [
{
"author": "",
"content": "You have disabled texture compression. Your graphics card is not good enough to handle uncompressed high-res sprites. \nPlease set texture compression graphics option to high quality and see if the problem persists.",
"date": "2019-02-27T23:56:30+00:00",
"quotes": []
},
{
"author": "Gummiente27",
"content": "Sorry for consuming your time. No uncompressed textures for me then.",
"date": "2019-02-28T11:44:53+00:00",
"quotes": []
},
{
"author": "",
"content": "I appreciate you posted the log in the first post, so it took me just 10 seconds to see what is probably the culprit of the problem. I would prefer if even people with 1080 Tis wouldn't disable compression, but at the moment we still have to make it an option.",
"date": "2019-02-28T12:48:02+00:00",
"quotes": [
{
"author": "Gummiente27 wrote: Thu Feb 28, 2019 11:44 am",
"content": ""
}
]
}
] | 3 | 2019-02-27T17:45:37-06:00 |
forum-topic-53434 | 53434 | Newb question about FARL? | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=53434 | Rylant | Hey all,
not sure if this is the right forum for this question or not. So I recently discovered FARL. I imagine that it will help a lot with track building. I can't seem to change the distance between my rail signals though. In the "Setting" there is a text box which says "Distance between signals" and it is set to 15. Changing this number doesn't seem to increase the signal distance, though. What am I doing wrong here?
Thanks,
Rylant | [
{
"author": "Choumiko",
"content": "Did you click on \"Save settings\" ? Just tried it and it works fine for me",
"date": "2017-10-23T08:34:39+00:00",
"quotes": []
}
] | 1 | 2017-10-16T15:51:08-05:00 |
forum-topic-76679 | 76679 | Offer to update before/after loading mods / Update on restart/startup/shutdown - Page 2 | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=76679&start=20 | ptx0 | what an edgy way to hijack a thread! just never close the game down and it'll never bug you. | [
{
"author": "",
"content": "I admit I like it on startup. I know my experience is biased by the fact that I don't like playing modded, so things are quite fast. Usually, when I'm playing and I quit is when I'm turning the computer off (go/get back to work or to bed). I wouldn't like the update to take place at that moment. It's different for the OS, where I can tell it to update and shutdown, but for the game, I'd have to wait for it to update before actually shutting down the computer. And I wouldn't want that.",
"date": "2022-01-14T07:30:49+00:00",
"quotes": [
{
"author": "Boardy wrote: Sun Jan 02, 2022 6:14 pm",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "This is generally implemented : \n- Either by the OS update manager (if it has one) and if the program can be trusted to be updated in the background \n (Not the case for Factorio for me - I always copy the whole folder before updating, *especially* for modded factorio games.) \n- Or by using a launcher that phones home to check - and most of these (including Steam, which has lotsss of other bloat too like a whole OS-independent game updating system !) have a bad reputation because of all those companies that made them non-optional ! \n \nAlternatively, you could also sacrifice some disk space to cache Factorio startup to make it faster (on subsequent starts, if there are no game or mod changes) : \n \n Some people report it speeds up startup 6-7 times on heavily modded games ! \n Why can't data/atlas caching not be turned on from the GUI? (It can.) \n viewtopic.php?f=49&t=100473 \n (I personally don't use that because I don't restart that often and I would forget erasing the cache on factorio game folders I no longer play.)",
"date": "2022-01-14T14:08:46+00:00",
"quotes": []
},
{
"author": "",
"content": "After rethinking, I could imagine a “splittend” close button. E.g. the close button in the main menu looks like 2 buttons: a left big part which takes 9/10 and does what it is doing yet and the small 1/10 on the right has an arrow down. \n \nWhen clicking on it it has two options: \n- update game & installed mods, don’t close game \n- update game & installed mods, then close game \n \nIn both cases it shows for some seconds,what it will do yet. \n“Update game: lookup new version” \n“Downloading new version” or “no new version available” \n“Rebooting” \n“List of mods for update” \n“Download mod …” \n“Rebooting”",
"date": "2022-01-15T04:46:46+00:00",
"quotes": []
},
{
"author": "ptx0",
"content": "well obviously we need a group of 30 buttons and one for every scenario",
"date": "2022-01-18T04:14:13+00:00",
"quotes": []
},
{
"author": "",
"content": "Obviously… two buttons.",
"date": "2022-01-18T06:28:25+00:00",
"quotes": []
},
{
"author": "Sworn",
"content": "Auto restart or close after update mods \n What ? \nOn the update mod windows, we could have a radio button with 2 options \n - restart after finish \n - close after finish (default selection) \nand than it save whatever options you select for the next time you open the update window \n Why ? \nThere isn't anything else one can do anyways after updating the mod, why not do it automatically? \nMost people play with tons of mods, and we either gonna restart the game after updating it or close it (no much choice here). \nWhen you have a large amount of mods, updating it takes time, where one would probably alt tab out of the game or go lunch or shower. \nWould be very hand if when they got back, the game is ready, or closed. Specially if one have a tons of mods, which take time to update and open again, so having it do things automatically would just be a plus.",
"date": "2022-03-13T23:59:11+00:00",
"quotes": []
},
{
"author": "",
"content": "Merged a lot of similar threads and not so similar threads into this big topic. \nGoes now about restart options for the game and update-options for mods to make the restart kind of faster and with less interaction...",
"date": "2022-03-14T23:17:56+00:00",
"quotes": []
},
{
"author": "bNarFProfCrazy",
"content": "From what I have read so far, there are now two related issues in here. \n \n1) Update the game (non-steam-version) \n2) Update mods \n \n \n As for the base game updates: \nInstead of adding a special close button, I would rather have an option/button in the update notification itself \"apply on next restart\". \nOr maybe invert the checkbox into: \n \n[x] Apply now (requires restart/restarts Factorio) \n \nIt would still download the game (ASAP with progress bar), but it would not trigger the update procedure for now. \n \nIMO the game should not download anything after the main window closed \n(if you wish to restart the game, the invisible background process should not keep it from starting it again). \n \n \n As for the mod updates: \nI would be fine with both a separate button or a checkbox: \n \n[x] Apply now (requires restart/restarts Factorio) [Confirm >] \n \nIt would still download the mods (ASAP with progress bar), but it would not trigger the update procedure for now. \n \n \nIf such an update is queued, then the main menu should contain a button \"apply updates and restart\".",
"date": "2022-03-15T09:11:03+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Could be two command line options (one for game, one for mods). How does it currently work in the headless version ?",
"date": "2022-04-16T14:16:38+00:00",
"quotes": [
{
"author": "5thHorseman wrote: Mon Dec 21, 2020 11:07 am",
"content": ""
}
]
}
] | 9 | 2019-10-12T07:05:28-05:00 |
forum-topic-126713 | 126713 | [2.0.34] "virtual-signal=signal-ghost" is gone without migration | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126713&p=662330 | Hares | Steps to Reproduce
Make a circuit containing [virtual-signal=signal-ghost] in 2.0.33
Update to 2.0.34
Load that save
Expected:
Migration dialog pops up
Everything works as before
Recycling recipes removed
Actual:
Migration dialog pops up
Recycling recipes removed
Virtual signal: ghost not mentioned yet removed
02-09-2025, 18-34-40.png (66.51 KiB) Viewed 7454 times
See Also
Discussion in release notes topic
Attaching a savefile with mentioned problem.
Where to find the problematic circutis:
Gleba, jellynut plantation (8 hours from the spawn), train stop "[item=jellynut] Cargo / Load"
Gleba, yumako plantation (3 hours from the spawn), train stop "[item=yumako] Cargo / Load"
Workaround
This section is copied from my post below, just to be on top. Link to the original post.
This JSON migration placed within your game folder works fine (keeps achievements ON). Should be placed in data/base/migrations/ with .json extension.
Code: Select all {
"virtual-signal":
[
[ "signal-ghost", "signal-hourglass" ]
]
}
This will replace all removed signals with the new hourglass signal, so no conflicts should be there.
Automatic migration to entity-ghost , unfortunately, is not possible. Any other new may also be selected instead of hourglass.
Also note that this would only work if the savefile didn't run on 2.0.34, so you must rollback to earlier save. Didn't test if this would "restore" signals if played on 2.0.34 and not on 2.0.35, it may do so only for blueprints, or may do nothing at all - entities will be probably kept broken.
Also also note suggestion from Boskid on Discord | [
{
"author": "Hares",
"content": "Attaching minimalistic non-SA savefile with the mentioned problem (created on 2.0.32 - latest stable):\n \n Load on 2.0.32 - Works fine, no alerts \n Load on 2.0.34 - Signal is gone w/o any migration popup, alert is fired",
"date": "2025-02-09T16:17:43+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. Virtual signals do not get a popup migration message (not everything does). The \"signal-ghost\" was removed because the signal entity-ghost is identical.",
"date": "2025-02-09T16:40:28+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "However, this causes signals to disappear. Migration is required when making a breaking changes. Removal of the mentioned signal caused my Gleba base to blackout.",
"date": "2025-02-09T16:46:59+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Sun Feb 09, 2025 4:40 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I’ve forwarded this to the person who merged the PR. The PR said to specifically remove this signal because the icon was the same as the entity ghost one - and so the people working on it did. \n \nBut of course this did what you’ve served and it no longer exists in saves because the icon isn’t actually used anywhere except rendering - internally it’s all different between the signals.",
"date": "2025-02-09T19:28:36+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "For those who wonder: this JSON migration placed within your game folder works fine (keeps achievements ON) \n \nShould be placed in data/base/migrations/ \n Code: Select all {\n \"virtual-signal\":\n [\n [ \"signal-ghost\", \"signal-hourglass\" ]\n ]\n}\n \n\nThis will replace all removed signals with the new hourglass signal, so no conflicts should be there. \nAutomatic migration to entity-ghost , unfortunately, is not possible. \n \nAlso note that this would only work if the savefile didn't run on 2.0.34, so you must rollback to earlier save. \n \n Edit #1: \nAs Boskid suggested on Discord , \n \n Edit #2: \nThis post unchanged. The OP post edited to also include this workaround with minor wording changes.",
"date": "2025-02-10T15:47:49+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Muche",
"content": "As a consequence of the removed virtual ghost signal, an imported blueprint containing it will skip entities referencing it. \n 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 Copy blueprint \n(Just noting for SEO / reference.)",
"date": "2025-02-11T01:12:22+00:00",
"quotes": []
},
{
"author": "binaryDiv",
"content": "Is this going to be fixed? The bug report has been moved to \"Not a bug\" and sadly I didn't see anything about virtual signals in the 2.0.35 changelog. \n \nThe reported bug is a breaking change that causes circuit conditions in existing save files that use the removed signal to break, without any (automated) possibility to fix it afterwards. You'll have to manually find and fix every circuit condition that used the signal, as well as fixing every blueprint that used it. (Unless you already knew about the bug and manually created a migration file that you've copied from this thread to the game, before loading your save game.)",
"date": "2025-02-20T20:02:39+00:00",
"quotes": []
},
{
"author": "",
"content": "I was told: \n \n\nAlso we don't have any supported system for migrating signal types to other types so it's simply gone.",
"date": "2025-02-20T20:20:54+00:00",
"quotes": [
{
"author": "binaryDiv wrote: Thu Feb 20, 2025 8:02 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Hares",
"content": "It is possible to migrate to any signal that was added in 2.0.34. It is still not marked as \"stable\" so it won't affect the main category of players. \n \nP.S. \nThis topic is literally: https://xkcd.com/1172/",
"date": "2025-02-20T20:27:54+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Thu Feb 20, 2025 8:20 pm",
"content": ""
}
]
},
{
"author": "binaryDiv",
"content": "I'm sorry, but \"it's probably like 2 people\" who are using this virtual signal which has probably existed for years now? That's a bit hard to believe. \n \nIt's not some random \"Unsorted\" item that is misused for signals, it's a virtual signal that is intended to be used for this. If no one is using these virtual signals, why bother redesigning them at all, even adding some new icons? Unless you have actual statistics of how often which virtual signals are used by players, it's just a really odd assumption that specifically this one virtual signal is almost never used by anybody. \n \nPlease don't get me wrong, I really like the redesign of the virtual signals and appreciate a lot that even some new icon signals were added. And I don't blame anyone for accidentally removing one of the existing signals in the process - accidents happen. But isn't that why you have experimental releases? So that game-breaking bugs can be fixed before they get into a stable release? \n \n\nBut that's the thing: You don't even need any migration. If you just add the same virtual-signal back (i.e. a virtual-signal with the same name) in the next stable release, then nobody who is playing on stable versions will notice any difference (apart from the redesign). \n \nTo be clear, I'm not talking about somehow fixing the save files that have already been affected by this, because that's not possible. When you're playing on experimental versions, you have to expect issues like that. But what's the big issue of just undoing the removal of the signal before the next stable release?",
"date": "2025-02-20T23:31:09+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Thu Feb 20, 2025 8:20 pm",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "Rseding91 wrote: Thu Feb 20, 2025 8:20 pm",
"content": ""
}
]
},
{
"author": "Pluranium_Alloy",
"content": "It's worth noting that this change breaks external blueprint creation tools that work with circuits such as miditorio and giftor.io. Anything created with those tools before will simply break so this may end up affecting more people than expected.",
"date": "2025-02-21T02:37:36+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "I don't get it. Can you explain why is this a case?",
"date": "2025-02-21T08:00:20+00:00",
"quotes": [
{
"author": "Pluranium_Alloy wrote: Fri Feb 21, 2025 2:37 am",
"content": ""
}
]
},
{
"author": "Pluranium_Alloy",
"content": "Tools like miditorio and giftor.io often store their data by bit-packing a bunch of different signals, one of which being signal-ghost. These tools can be updated to stop using this signal (giftor.io already has been) but any such creations already in the world before it was removed will subsequently stop working when the world is updated past 2.0.34. Interestingly enough, a similar thing occurred between 1.0 and 2.0 with the removal of filter inserters and filter stack inserters however such breaking changes are to be expected between 1.0 and 2.0.",
"date": "2025-02-21T16:34:02+00:00",
"quotes": []
},
{
"author": "sgtyork89",
"content": "I'd like to put hat in the ring here as well, I used that signal for a platform design because I like the way it looks. I'm disappointed that the Factorio staff responses seem more focused on the behind-the-scenes implementation and software process. \n \nAs the end user, my main concern is that I expect my saves and blueprints to be compatible with future updates. I don't care (nor do I know about) the backend implementation. Based on this thread so far, my trust in that belief is slightly shaken! This is pretty shocking given that, for me, the Factorio user experience has always been stellar.",
"date": "2025-02-23T23:31:24+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "At least 6 people using experimental branch are affected. Some even have \"+1\" as their first post. Given that only a couple percent people report their problems this might be pretty breaking change if this is to be merged to stable with no migration.",
"date": "2025-02-24T00:21:04+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Thu Feb 20, 2025 8:20 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "thegroundbelowme",
"content": "Ah, I love completely unsubstantiated claims about software use cases. I'm using this signal on at least a dozen space platforms and many other places as well. It's my go-to for representing a low-power state. It's likely going to take me quite a while to hunt down and fix every setup using this. \n \nI have to say, I feel like this is an extremely out-of-character response for this company. I expect better from Wube than basically a shrug and a \"sorry.\"",
"date": "2025-02-24T01:07:20+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Thu Feb 20, 2025 8:20 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "porksmash",
"content": "I use the ghost signal in circuits for my train station blueprints. Losing it will completely break my factory and the blueprints too.",
"date": "2025-02-24T03:19:18+00:00",
"quotes": []
},
{
"author": "alkarian",
"content": "I use virtual ghost signal is several ships. It wouldn't be hard to fix the wiring, *if I knew that the signal is getting removed*. From the game, not from reading reddit/forums. \n \n\nThis is such a baffling response to a breaking change.",
"date": "2025-02-24T07:06:32+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "folk",
"content": "All my ships used this signal in the interrupts.",
"date": "2025-02-24T07:26:49+00:00",
"quotes": []
}
] | 19 | 2025-02-09T09:47:27-06:00 |
forum-topic-126708 | 126708 | is it possible to modify what the New Quality mod does? | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=126708 | ILikeMods | Hi all,
I hope this is the right place to ask—if not, apologies! I'm looking to modify the Quality mod , specifically to change how higher-quality electric miners work. Currently, they deplete resource patches slower, but I'd like to make it so that miners cover a larger area depending on their quality. I've never made a mod before, so I'm unsure if this is possible. Any help would be greatly appreciated! | [
{
"author": "Nemoricus",
"content": "It’s not possible.",
"date": "2025-02-09T17:54:45+00:00",
"quotes": []
},
{
"author": "ILikeMods",
"content": "thank you",
"date": "2025-02-09T19:28:38+00:00",
"quotes": []
}
] | 2 | 2025-02-09T06:50:06-06:00 |
forum-topic-84931 | 84931 | Factorio Lab | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=84931 | ilbJanissary | I am proud to announce the release of Factorio Lab !
Simple 1K SPM!
Factorio Lab is intended to build on the features of the Kirk McDonald Factorio calculator. While the general UI is intended to be similar to the Kirk McDonald calculator, the source code was written from the ground up using TypeScript and Angular.
Features!
Comparable item picker to in-game
Choose rates by belts, train wagons, items, or factories
Choose infinite research products to see number of labs required (and total science output as well as consumption)
Override default belt, factory, modules, or beacons for specific steps
State is zipped and persisted to URL
Modules are not applied to drills by default (but can be via settings)
Oil/Uranium calculations use different method but same result as Kirk McDonald
Most common features of Kirk McDonald calculator
Please try it out and, if there are more missing features from the Kirk McDonald calculator, check out the GitHub repository and thumbs-up the issues I've created for known missing features, planned extra features, or create new issues with your ideas! | [
{
"author": "hhrhhr",
"content": "Cool! The ability to selectively select an assembly machine class is really great. \n \nThere are a few comments:\n What about energy consumption? \n Сan you make a \"compiled\" version of the site to run locally WITHOUT NodeJS, Angular, and so on? \n How do you get the source data from the game (/src/assets/0-18.json)? I would like to be able to modify this file according to my version of the game. \n For some reason, at least in Electric mining drill and in Electric furnace I can’t use all the possible modules:\n no speed modules \n \n \n factorio_lab_bug1.jpg (59.13 KiB) Viewed 8034 times \n \n \n \n \n \n factorio_lab_bug2.jpg (18.5 KiB) Viewed 8034 times \n \n \n \n \n \n factorio_lab_bug3.jpg (13.88 KiB) Viewed 8034 times",
"date": "2020-05-14T11:00:17+00:00",
"quotes": []
},
{
"author": "ilbJanissary",
"content": "Leaving out energy consumption was a conscious decision. I did create this issue to track the request when I made the decision, but essentially, since beacons, inserters, roboports, etc. are inherently not accounted for in this kind of calculator, energy calculations would be incomplete. If people find the Kirk McDonald calculations helpful I'll consider adding it in at some point, at least it would give you a starting point. \n \nHey, something I can actually answer! The compiled source code is at https://github.com/factoriolab/factoriolab.github.io . This is the live site that is actually published and live. Any time I update the site, the compiled source code will also be updated. You can download the compiled source from that site and open index.html. \n \nFor now, this is done manually \nI wrote up this issue to build a file scraper so that it'd be simple to modify the file for mods. \n \nThis goes back to the conscious decision to leave out power consumption. Since efficiency modules only affect power calculations, there was no reason to include them in the app at this point. If/when I ever implement power calculations, adding efficiency modules back in would be the easy part.",
"date": "2020-05-14T12:19:10+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Kyralessa",
"content": "Very cool. It seems really self-explanatory and easy-to-use. \n \nOne thing: Would it be possible to indent the various levels of items?",
"date": "2020-05-14T12:55:21+00:00",
"quotes": []
},
{
"author": "ilbJanissary",
"content": "This would be complicated the way this calculator works today, since the same item could be indented different ways (e.g. gears required for red science vs gears required for space science). I did get a request on reddit to actually make those separate steps, e.g. to never combine steps and always keep them separate. If the app were structured that way, indenting would definitely be helpful, so I'll keep this in mind, I'll probably write up a full issue for this later.",
"date": "2020-05-14T14:05:23+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "salbris",
"content": "Awesome work! \n \nJust wanted to reach out and offer some help if you ever decide to try to incorporate mod data into the tool. I'm helping to develop Foreman at the moment and I could certainly help you get mod data integrated like we have!",
"date": "2020-05-14T20:13:48+00:00",
"quotes": []
},
{
"author": "hhrhhr",
"content": "Hello. I continue to work on \"file scraper\" and the first results are ready: https://github.com/factoriolab/factorio ... -633694865",
"date": "2020-05-25T19:39:45+00:00",
"quotes": []
},
{
"author": "wobbycarly",
"content": "Favourited - thanks!",
"date": "2020-05-26T09:10:36+00:00",
"quotes": []
}
] | 7 | 2020-05-13T22:21:35-05:00 |
forum-topic-116047 | 116047 | [2.0.6] new Steam achievement names and description are English although the translations are available in-game | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116047 | valneq | When comparing the new achievments between Steam and the in-game description, only the in-game version is translated.
Here I pick the arbitrary example of Rush to Space achievement.
10-18-2024, 21-29-34.png (273.59 KiB) Viewed 581 times
10-18-2024, 21-31-27.png (143.31 KiB) Viewed 581 times | [
{
"author": "gyorokpeter",
"content": "Same for Hungarian. Some of the achievement names and descriptions have sloppy translations from before I proofread all the strings.",
"date": "2024-10-18T21:52:04+00:00",
"quotes": []
},
{
"author": "",
"content": "Achievements on Steam should now have up-to-date locales.",
"date": "2024-10-19T10:26:19+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "looks good for German",
"date": "2024-10-19T10:54:37+00:00",
"quotes": []
}
] | 3 | 2024-10-18T14:32:45-05:00 |
forum-topic-124072 | 124072 | Bug? Can't see quality dlc from other mods dependencies on mod portal | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=124072 | SHADOW13 | I was looking for mods that work with Space Age's quality feature
That lead me to: https://mods.factorio.com/mod/quality/dependencies
Unfortunately, it does not work, shows 0 dependencies from other mods
Would be nice if Dependencies - "From other mods" was working (for quality, space age, elevated rails) | [] | 0 | 2024-12-08T21:30:41-06:00 |
forum-topic-63215 | 63215 | Extend pulse for S seconds | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=63215 | zOldBulldog | timedGreen.jpg (23.92 KiB) Viewed 6860 times
Complete: 0eNrNV22OmzAQvcv8bJ0KnM9FVaX91QPs7q+qQg44u5bARsZEjSIO0Hv0ZD1Jx7BLSAIsZrtV/0QBe8Yz7z3PS46wTQqeaSENBEcQkZI5BN+OkItHyRL7zhwyDgHshTYFviEgWWpf1Dtm91ASEDLmPyDwS+IQ+ag5l61oWn4nwKURRvC6iOrhEMoi3XKN6ZsMTAvzlHIjolmk0q2QzCiNB2Qqx2gl7emYcUY/LQkc8AtWBrHQPKpXKQHs1GiVhFv+xPYCozHklDbE5bhKlduFndC5Cd0wybnNYRPlhll4sXyVcc3qEuAjhqnCZIVD4gcoy7KqXdatVNX59qNGs4WaiCFY4V6ho0KY6hERxmhqt2sej9hcWkIvWKBNUTGPRMz1IAWeGwPPKd8G/20LfjfOsJOM6aqTAD5PIKjRdKSyA3ZRSBPutEpDITEPBDuW5LyPwg5O1uec+PaKdDJ9vXGA6U1vmvl1mi4NzJ00QGsFoBTONbB4Rw20iHi5f94Fv18m8Hs7ldtOtOnljSNny4sTiWM477uwi6aJFywG2Zp33tcernYiMVw7WkaLm+J5MDYGgsIUeWhPrOF0QHOkdpducMxqPMaNr0lw3LWgWLaheMOk72t+NdlCvX/qoHedDrryzi30w4QbfO9oocvBSeoP3+DR49sfR996kvd6/7n1PlxZ7++fv/7ycDa6cPFdeskHeeWnEhk14f1hfdBXBv7cVW2dItqccEtZkswSlmZ9pu2X3WJ5OacRy3tZNC4XOcdzEmXnakXjVBZrg7QOY3iK2U9/fQgkbMuxaDAi5fHXqjICe5zlVW+rzZrSjX/jrWlZ/gHZ8Iqy Copy blueprint
Constants block: 0eNq9VMtugzAQ/Jc9tqQCojzKNYd+QNJTFSEDm2QlsJFtokaR/71raBPaplFJpV4Q9u4Ms7MjjpCVDdaapIXkCJQraSB5OYKhrRSlv7OHGiGBPWnb8E0AUlT+ousYrcAFQLLAV0giFwxAbjWi7KHjQehFDzl26wBQWrKEnfz2cEhlU2WoWdgJLTTZXYWW8lGuqoyksEozea0Mo5X0X2bGUfgwCeDALzwTFKQx76pxAOyR1apMM9yJPTGaIWfalMtFS2V8YUPa2HSYmwY9hycyVvjFsHxVoxadBLhnmGps3QwgfgbnXKtddqO06iL/6PbQc40KtpR7SecN2fYYuzWjY9+usfhFs/PL/LKF+CTqY7TrO4jaDfxuARsqLeqB2V1Ca0njPZ70Urz+g1PRD8OPb45g+K8JXF5M4DT8HMG7GyK4GhjB65mLvmUuuEwTXdoPN5PFisWd/38BlCJDngQsVVg8ebLFuwOGq3vOVzv9dD6L43n0GM5i594ACafLiQ== Copy blueprint
Circuit block: 0eNrNVl1unDAQvkrlZzbCXjZJURUpykMukD5FFTIwm1oyNvLPqqsVB8g9erKcpGNodkl22QBqpL4g7Plj5vvmEzuSSw+1EcqRdEdEoZUl6eOOWPGkuAx3blsDSclGGOfxJiKKV+Gi81g8kCYiQpXwi6S0iSZEPhkA1Ytmk6LvepHL2ZFJ8yMioJxwArrG28M2U77KwWBL++gSClGCWRS6yoXiThvMXGuLoVqFsphuQS9WEdmGF6xRCgNFZ2URwdE6o2WWw0++ERiNIX9zZmgr2zw23K6FsS4b3c9t6MdCyJFNgw1bqblpW0nJN/TR3tV+Quk9hIWut9iFVy5bG11lQmEekq65tNC0dqW6WbQd0vAwUPYnLvCUoKcwhReuPdKATlfjQ0cswgayrgbTsOM0TeDSOxKwSSSIOwbEF6u3HEg+kQM9IJR1PGxz/A7fmxn43s7F9uS06dtps96kw3l5AHEM5mwArOW+iddZnEWLntzXAazWQjowExWyh40PwNCeXiIxhc1CxW6cE6Y5krvJPAGL/3P9+n6kXy/Pv/8xw53xU8SLjhWvI8foI56fWwt2fquScTRZHQZTcSkXklf1kLTR5jQbXuvs2fBZQoZmbwHrSB2WscVpLkydjIQ9dFBh9sP/UEQkzwE/mjyICsr78GVf7rpQNG5QCNoeL6+vGLumX+Mr1jR/AH80Mz8= Copy blueprint
Did you ever have a pulse, but what you need is a signal that stays on for S seconds ? For example (but not limited to) to enable a train signal and give a train enough time to pass after its state is evaluated at a Stop and determined that it "can" be allowed through. This will do it.
(It might be possible to do this more efficiently, but I could not find such a circuit so I made this)
COMPONENTS:
- Left block = constant generation.
- Right block = actual circuit.
- Top green constant combinator and lamp are for testing only.
USAGE:
- Set the S combinator to the number of seconds you need the signal to stay on.
- Replace the green constant combinator with whatever creates your pulse (right now it is looking for green > 0 to start operating).
- Replace the lamp with whatever you want to control (right now you should use green > 0 as your device condition).
- NOTE: If instead of a pulse you generate an input signal that stays on... the clock will restart at the end of the S seconds, and keep restarting until you turn the input signal off and it ends its cycle.
- If you need multiples of this circuit, you do not need to repeat the constant generation piece. You can place two circuits and feed them the constants using a red wire, and you can even daisy chain them as shown in the screenshot below.
timedGreenX2.jpg (38.31 KiB) Viewed 6860 times
Chained example: 0eNrtWFuOmzAU3Urlz5ZUsckTVZXmqwuYjFSpGiECzowlMMiYqFHEArqPrqwr6TVkCCRAbGYyaqX8RAH7Xl+fcx8n2aN1mNFEMC6Rs0fMj3mKnB97lLIn7oXqndwlFDloy4TM4I2FuBepF+WO0QrlFmI8oD+Rg3PLwPJJUMpr1sTImtQs7fzRQpRLJhktwy8edi7PojUVEFhl7QkmnyMqmT/y42jNuCdjAc6TOAXrmKuTweOIfJ5aaAdfbDgmYIL65SqxEGAkRRy6a/rsbRlYg8nRrQvLQeEqVQsbJlLpmqGZUuVDOUqlp4iB8OOECq8MAX0CsziTSWbg+AHleV7EzsurFNFh9VHyUEONBciZwV4m/IzJ4pHkj2BN1HZBA43NuSLzhAVSBRVQnwVU9FIwNmPg4PJ18N/V4DfjDG6SeKK4iYO+DCCoqgY/TnZwi4xLdyPiyGUc/CBn44Up7aKwhZN5kxOsSqSV6fONPUwvOt3Y527acsA2ygFSZgAUYzMHJlfMgRoRL/U3PuH36wB+74Zy24o2Oa04q7E8OZKow3lXwU6qS7xg0cuW3VqvHVxtWCipMBw2NW6yQ2OsRg8kJktddWIJpwGamrk7NYNjdMADa/WvQXjc17CY1rF4Ravvuv1s+Awl7zpD71tn6GzcHKIfB9TwynCITnt7Ke6vYe0GjvX4mw+bvuQfn74PZ9P3z6/fb9yfpchMRi85JcTqV0vN5aUu7xeOmXcqOJ0eeDkbW5NscYQ18sJwFHpR0jnWcd6eTC8HVcl0rSkOy1lK4ZwwVp23oHkoy10zdDmo7PBN876F5m3mMCbaLZWYiGJsdzsa69WN2mesi/FNFp/AvexvYhhfaIJYs6gxHqKMrygErySMtdN32E/7m7Yw1hba6mBp1gsvyYPTTCCXe2t7ptgGCsH+rwXCsq2XqGKUNALvxz9eLRR6awpBoxWLaPBNRfbhO4H3W2gExfVmizkhC7wcz0me/wWfCnb4 Copy blueprint
If you can think of a more efficient/compact way to achieve this, or if you find any errors that need correcting please let me know. I will evaluate the changes and update the post with improvements. | [
{
"author": "braxbro",
"content": "I know this post is old, but this can be done in 2 combinators: an arithmetic combinator set to each % N => each feeding back into itself, connected to both the input and the output of a decider combinator set to each < N => 1 each. N of course being the extender length in ticks. \n \nBonus: this extends pulses of different signals independently, and you could specify an extender length via another signal on the opposite input, if you so chose.",
"date": "2023-01-01T03:02:01+00:00",
"quotes": []
},
{
"author": "thegroundbelowme",
"content": "Could you explain what this means a little more clearly? I know what \"each < N\" means, but I'm fairly baffled by \"each < N => 1 each\"",
"date": "2023-11-16T21:48:52+00:00",
"quotes": [
{
"author": "braxbro wrote: Sun Jan 01, 2023 3:02 am",
"content": ""
}
]
},
{
"author": "Nidan",
"content": "A decider combinator with: \nCondition: each < N \n=> \nOutput: each 1",
"date": "2023-11-17T04:47:45+00:00",
"quotes": [
{
"author": "thegroundbelowme wrote: Thu Nov 16, 2023 9:48 pm",
"content": ""
}
]
}
] | 3 | 2018-11-01T14:50:03-05:00 |
forum-topic-119971 | 119971 | [raiguard] [2.0.14] Crash on Linux, no stacktrace (Nonblocking autosave related?) | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=119971 | Herrderdinge | The game died on me kinda randomly, so I can't really give steps to reproduce.
I was mucking around building a recycling loop to roll for a legendary fish, and when I was finished and wanted to walk around somewhere else the game froze and died with a segfault. From the timing the crash might have coincided with an autosave, I'm playing with the experimental nonblocking save feature enabled.
Reloading the latest autosave and letting it run for 5 minutes till the next autosave worked without crash, so I can't reproduce the crash | [
{
"author": "",
"content": "Unfortunately I am unable to reproduce anything, and the stacktrace is unhelpful, so I'm moving this to 1/0 magic. Thanks for the report.",
"date": "2025-01-22T04:14:31+00:00",
"quotes": []
}
] | 1 | 2024-11-05T13:07:31-06:00 |
forum-topic-115847 | 115847 | Criticism Prerelease Content of Space Age | Spread the Word | https://forums.factorio.com/viewtopic.php?t=115847 | merimerlock | I just heard on nilaus' stream that content creators get access one week early and are allowed to stream any and all content.
Please use this thread as a discussion if you want your opinion heard.
Because I am heavily criticising this decision. I am basically barred from consuming any content that could be slightly related to factorio if I don't want to be spoiled before release. Even just opening twitch or youtube is dangerous with all those clickbait thumbnails which are meta.
Seriously, I have no problem in giving content creators an extra week to prepare videos, guides, content schedules and whatnot.
But please developers, don't do this 2nd class citizen release with fully dropping the embargo on the 14th.
What are your opinions? | [
{
"author": "d_o_n_t_understand",
"content": "And if they start publishing videos on 21st, there will be no spoilers in clickbaits? What's the difference? \n \nI, for instance, don't care about spoilers and I'm going to watch some content before playing myself. Especially that I won't have enough free time to start a playthrough for a couple of weeks after the launch.",
"date": "2024-10-09T20:11:44+00:00",
"quotes": []
},
{
"author": "",
"content": "I don't care.",
"date": "2024-10-09T20:12:03+00:00",
"quotes": [
{
"author": "merimerlock wrote: Wed Oct 09, 2024 7:02 pm",
"content": ""
}
]
},
{
"author": "computeraddict",
"content": "They're outsourcing their marketing. It's smart. \n \nAlso I've owned Factorio since July of 2016. The amount of time the game was new to me is miniscule compared to the total time I've spent with it. I'm not worried about losing a week's worth of novelty when novelty (of the base game) isn't why I'm still around.",
"date": "2024-10-09T21:00:54+00:00",
"quotes": [
{
"author": "merimerlock wrote: Wed Oct 09, 2024 7:02 pm",
"content": ""
}
]
},
{
"author": "Panzerknacker",
"content": "At least they are not affraid to have reviews and opinions out there before release, thats a good thing. Myself am not planning to buy the DLC for a while but I am looking to read/watch reviews, preferably with as little spoilers as possible. Yeah, just don't use Youtube for a while, or use Invidious instead.",
"date": "2024-10-09T21:09:19+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "Is it that hard to just...not watch Factorio content for a week?",
"date": "2024-10-10T04:35:35+00:00",
"quotes": [
{
"author": "merimerlock wrote: Wed Oct 09, 2024 7:02 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "You must have missed the FFF when they mention the LAN party because it's much more than 1 week early access, it was explained as necessary to provide a release with the least amounts of bugs possible. \n \nI don't think it's fair blaming the devs for the clikbait titled that show up on your youtube account. It would be you in the first place for watching those clickbait stuff, they do not show up in the recommandation otherwise. Then it would be the streamers for making them. Although if people watch why stop the clickbait title ? Then finally it would be the devs who are barely responsible for what other people do to attract follower on youtube and can't really enfore rules that would stop them even if the expansion had no early access, people would still make clickbait video about their expectations or their plans or their reflexions or wishes or understanding of the FFF.",
"date": "2024-10-10T11:53:19+00:00",
"quotes": [
{
"author": "merimerlock wrote: Wed Oct 09, 2024 7:02 pm",
"content": ""
}
]
},
{
"author": "Mangledpork",
"content": "What's the difference between going \"Ooh, Factorio has X now\" when you see it in a youtube video on the 14th and \"Ooh, Factorio has X now\" when you hit T for the first time and see it in the tech tree on the 21st?",
"date": "2024-10-10T20:27:30+00:00",
"quotes": [
{
"author": "merimerlock wrote: Wed Oct 09, 2024 7:02 pm",
"content": ""
}
]
},
{
"author": "Panzerknacker",
"content": "A lot.",
"date": "2024-10-10T21:41:48+00:00",
"quotes": [
{
"author": "Mangledpork wrote: Thu Oct 10, 2024 8:27 pm",
"content": ""
},
{
"author": "merimerlock wrote: Wed Oct 09, 2024 7:02 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I don't envy you all people whose life is ruined by knowing 1 week in advance a detail they wanted to discover by themselves. \nYour life must be so hard. \n \nMy life is soooo much easier : I don't give a shit about being spoiled, and I will enjoy 2.0 and Space Age when I will play them. \nYou should definitely try not giving a f*ck about being spoiled, you might get a liking to it .",
"date": "2024-10-11T08:50:36+00:00",
"quotes": []
},
{
"author": "HunD34TH",
"content": "I am happy that they can create content. Everybody can decide if they want to take a look at them or not. I just kinda wish we got the 2.0 update (without the dlc content) so we can start our bases as well",
"date": "2024-10-11T09:33:30+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "There is none that's why so many players watch videos of games before deciding to buy or not , there's so many \"meta crap\" sold nowadays. It always makes me think it's much easier when i read people willingly choosing to stay ignorant and arguing for other people to also be deprived of information x).",
"date": "2024-10-11T13:21:24+00:00",
"quotes": [
{
"author": "Mangledpork wrote: Thu Oct 10, 2024 8:27 pm",
"content": ""
}
]
},
{
"author": "merimerlock",
"content": "I would rate it about as hard as being constructive instead of condescending when answering in forums.",
"date": "2024-10-14T12:40:08+00:00",
"quotes": [
{
"author": "Kyralessa wrote: Thu Oct 10, 2024 4:35 am",
"content": ""
},
{
"author": "merimerlock wrote: Wed Oct 09, 2024 7:02 pm",
"content": ""
}
]
},
{
"author": "merimerlock",
"content": "Difference being is that I can't play myself during that week, so when I want to consume vanilla factorio content or any other content on sites like twitch and yt, I have to either refrain completely from it by filtering out any factorio content or carefully navigate around possible spoilers in thumbnails or titles",
"date": "2024-10-14T12:42:26+00:00",
"quotes": [
{
"author": "Mangledpork wrote: Thu Oct 10, 2024 8:27 pm",
"content": ""
},
{
"author": "merimerlock wrote: Wed Oct 09, 2024 7:02 pm",
"content": ""
}
]
},
{
"author": "merimerlock",
"content": "x) x) x) \n \nI don't want you to be deprived of information. Non-live content like reviews and tutorials have been a thing for ages and are not what I am referring to. \nIt's more that there are no separate realms of vanilla factorio and early space age content during that week. So people who don't want to be spoiled and only want to consume vanilla content are basically forced to filter out all factorio content for a full week if they don't want to get spoiled. \nAnd since we all know how the algorithm-meta works, it's unavoidable that there will be a high probability of potentially critical spoilers being shown in thumbnails and titles.",
"date": "2024-10-14T12:48:13+00:00",
"quotes": [
{
"author": "mmmPI wrote: Fri Oct 11, 2024 1:21 pm",
"content": ""
},
{
"author": "Mangledpork wrote: Thu Oct 10, 2024 8:27 pm",
"content": ""
}
]
},
{
"author": "merimerlock",
"content": "I can fully understand why the overall reaction on this forum was quite different in opinion and constructiveness compared to reddit when even a global mod is just condescending and belittling. \n \nI sincerely hope that nobody will ever treat you like that.",
"date": "2024-10-14T12:53:16+00:00",
"quotes": [
{
"author": "Koub wrote: Fri Oct 11, 2024 8:50 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "That's why i said it was not fair for blaming the devs, it's on you first, then maybe on the steamers, very little to blame on the devs here, especially if you agree that review and critics are a thing for ages. Some people don't want to watch reviews and manage to do so just fine despite them being out there for many games.",
"date": "2024-10-14T13:09:24+00:00",
"quotes": [
{
"author": "merimerlock wrote: Mon Oct 14, 2024 12:48 pm",
"content": ""
},
{
"author": "mmmPI wrote: Thu Oct 10, 2024 11:53 am",
"content": ""
}
]
},
{
"author": "merimerlock",
"content": "Yeah, I didn't opposed that comment because it was an actual constructive opinion. \nTo add to it nonetheless: \nOf course devs are the only ones to blame because they hold the power of NDA. I understand their perspective but I also have my perspective and if you open twitch right now, you can see how vanilla content is totally drowning.",
"date": "2024-10-14T13:51:41+00:00",
"quotes": [
{
"author": "mmmPI wrote: Mon Oct 14, 2024 1:09 pm",
"content": ""
},
{
"author": "merimerlock wrote: Mon Oct 14, 2024 12:48 pm",
"content": ""
},
{
"author": "mmmPI wrote: Thu Oct 10, 2024 11:53 am",
"content": ""
}
]
},
{
"author": "",
"content": "My answer was half a joke, but the other half was actually serious. My life did get better the day I realised it was better without some things I historically thought I needed, like social networks, scrolling through memes endlessly, \"regular\" TV, Steam achievements, ... . It did take some time, but my life is tremendously better without them. I'm pretty sure needing a pristine \"no spoil\" expansion playing experience enters the same category. Let's be honest, in the grand scheme of things, it's pretty much a first world problem.",
"date": "2024-10-14T14:11:45+00:00",
"quotes": [
{
"author": "merimerlock wrote: Mon Oct 14, 2024 12:53 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "NDA are very limited instruments , it's too late if things are leaked revealed. If you want to make sure you don't spoil yourself i think it's on you to avoid watching streamers that said in advance they would show some of the content that they were told to publicize for player to be informed. It's good sport from Nilaus to tell YOU in advance so you can act accordingly but the devs can't be blamed for the potential self-inflicted consequences of something that is (imo) overwhelmingly desired by the vast majorities of players judging by the many demands for more in all those FFF. \n \nwhen i open twitch i see valorant league of legend diablo or call of duty, games that are AAA games, it must the recommandations for the people that have the same history as yours to show some factorio content, you must be in the minority that doesn't like what the algo propose. That has very little to do with the devs at this point ^^",
"date": "2024-10-14T14:24:18+00:00",
"quotes": [
{
"author": "merimerlock wrote: Mon Oct 14, 2024 1:51 pm",
"content": ""
}
]
}
] | 19 | 2024-10-09T14:02:58-05:00 |
forum-topic-126287 | 126287 | Platform Request Biter Eggs On Demand | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=126287 | adam_bise | So just realized you can't set platform requests via circuit. I was wanting to do this to request biter eggs while I still have promethium chunks.
Anyone know a good trick for controlling a request to a space platform?
I wanted to have my promethium science ship remain at Nauvis until it runs out of science packs, then go get chunks, then come back and request eggs until it runs out of chunks. | [
{
"author": "adam_bise",
"content": "I could just read the egg request and also read if promethium science is below a number. I already have a requester set to pull in all eggs to a line of heating towers while no eggs requests, and disable the inserter that puts them into buffers. But I was curious what others have come up with. Also I do plan to have more than one promethium chunk vessel",
"date": "2025-01-24T14:04:33+00:00",
"quotes": []
},
{
"author": "jdrexler75",
"content": "You could do it from the other side. Just stop takings eggs out of the nests when there's enough science in the planet-side buffers. They don't spoil while in the nest.",
"date": "2025-01-24T15:31:13+00:00",
"quotes": []
}
] | 2 | 2025-01-24T08:00:12-06:00 |
forum-topic-117380 | 117380 | Can I be able to play Factorio without Space Age DLC? | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=117380 | Herzi_cz | When I bought the DLC, I could not play Factorio without DLC. Now, in "Start new game" > "Main game:" is only "Tutorial" and "Freeplay (Space Age)". So if there will also be just a "Freeplay" without DLC, I'll be much happier Also, if I want to load old saves without DLC, add an option to load saves with, or without DLC. | [
{
"author": "",
"content": "Hello. You should be able to disable Space Age from the \"Mods\" menu on the main menu. You may also want to disable the Quality and Elevated Rails optional mods as well.",
"date": "2024-10-25T10:46:02+00:00",
"quotes": []
}
] | 1 | 2024-10-25T05:40:30-05:00 |
forum-topic-103373 | 103373 | Set default runtime tint during datastage for spider-vehicle | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=103373 | Stringweasel | Request?
The ability to set the default colour of spider-vechiles during the datastage. This colour will then be taken into account when the spider is picked up and stored with the item.
The request is for spider-vehicles specifically, but could be extended to trains as well, even though their colours are not remembered when picked up. Possibly cars and tanks too.
Proposed Behaviour
Adding an additional field to the spider-vehicle prototype (and possibly train) that sets the default colour when placing it down. If the colour is then changed during runtime and the spider picked up, then the item will only store the colour tag if it's not the new defined default colour.
If functionality is implemented for cars and trains too, then it only applies the default colour when placed down. Item's obviously don't remember the colour.
Why this will be benificial
There are many mods that add new types of vehicles, and sometimes these vehicles look cooler if they're not the default orange colour. Modders could change the tint during datastage to whatever they like, but then it would be hardcoded and not changeable during runtime.
The workaround is to keep the orange default colour, and then when the entity is created check if it's the default colour. If it is, then change it to what you want, otherwise keep it. For example here or here . This is the disadvantage that the entity-in-cursor looks odd, and if a player really wants the orange colour and picked up the spider, then his colour choice is lost.
Mods that could benifit after a quick search which currently needs to work around this problem:
- Space Spidertron
- Spidertron Extended
- Spidertron Tiers
And possibly more. For example, if implemented for trains too, the FARL train could default to yellow. | [
{
"author": "Stringweasel",
"content": "Implemented for the next release.",
"date": "2025-03-02T13:51:20+00:00",
"quotes": []
}
] | 1 | 2022-09-08T10:02:05-05:00 |
forum-topic-97622 | 97622 | Solution for: Factorio Videos for Course Examination in Logistics | Videos | https://forums.factorio.com/viewtopic.php?t=97622 | biggerw | Basically ist is a question of the right order penetraion point in this situation.
Now after I got their homeworks I have written a model solution https://martins-wahre-logistik.blogspot ... m-for.html .
Here is the summary:
starting situation
Stones > transport > many stones in warehouse > transport > rail production > production pink science packs > labs
transition
make rails from all stones in the warehouse
calculated time = 85 minutes
new Sitiation
Stones > > rail production > transport > many rails in warehouse > transport > production pink science packs > labs
improvement
transport reduced by 33%
place in warehouse reduced by 44%
but
it needs 113 minutes for the transition
that is much more
The result ist as expeted.
But the transition phase from the suboptimal to the new layout is not displayed correctly.
Round about 30% more time was needed to carry out the transition.
So this is a new question. | [] | 0 | 2021-04-04T14:39:50-05:00 |
forum-topic-127327 | 127327 | Factorio and Windows 11 | Technical Help | https://forums.factorio.com/viewtopic.php?t=127327 | Delen22 | Hi,
I've been playing Factorio and Space Age on the same computer for about 3 years.
Recently the computer has updated itself to Windows 11 and I can see some performance issues when playing FactorioSA.
The most common one is that, periodically, the game drops from 60 to ~10 FPS for some time, maybe 30-60 seconds, and suddendly it goes back up to 60/60 with no apparent reason.
I initially though that my base was getting too big, but even with a early game (not even left Nauvis) this happens.
I have some mods too, but i do not think they could be the cause: Car finder, even distrib, helmod, Noxys Swimming, Power grid comb, Rate Calculator, Squeak through, task list, vehicule snap and water fill.
It seem to be even worse when Chrome is running, but happens no matter what.
A quick check in the task manager does not show any lack of memory or CPU.
I also moved the game folder that was sync with OneDrive in case the changes in game files were trigerring OD too much.
I try to read the debug info in game, something that was linked to V-Sync (flip) but even turning V-sync off did not change the result.
Does anybody has any ideas on what could be the cause of the problem? What could be done to improve the situation?
I could provide more information if needed to help debug or isolate the issue.
Thanks in advance to all of you. | [
{
"author": "Muche",
"content": "The thread Linux: Factorio 2.0/SA drops to 30FPS intermittently (sometimes UPS drops too) had similar symptoms due to CPU getting bored and throttling down. \n \nAlso see 68653 .",
"date": "2025-03-08T01:55:43+00:00",
"quotes": []
},
{
"author": "Delen22",
"content": "Thanks, \n \nI will definitely take a look at it and report back!",
"date": "2025-03-10T19:07:10+00:00",
"quotes": []
}
] | 2 | 2025-03-07T17:04:14-06:00 |
forum-topic-49281 | 49281 | Factorio Forums • Parallel Computing and Factorio | Parallel processing is difficult for many reasons. To help facilitate understanding I'll call multi threaded processes "players". The basic idea is that if you think of a separate threaded process in the same way as two or three computers playing over the internet, it can help clarify the sort of problems you will run into. Namely I will assume that communication between processes is much like computers on a network. If you want data from a different process you must ASK for it, and if you want to make changes to another process' data you must WAIT for confirmation. You have to deal with lag and all sorts of hand shaking to make sure there is no kind of desync between separate threads. Every handshake wastes time and precious CPU as well as making a potential coding nightmare. So to give us the least trouble we want our threads I.E. players to do as LITTLE interacting as possible.
With that in mind here are some simple rules for separate players. Everything owned by a player only ever interacts with that player. Inserters will only pull from player owned belts, will only put into player owned assemblers, and will only share logistics with player owned networks. Belts will stop cold when hitting another player's belt and will not exchange contents in any way. Pipes are the same and will not interact between players in any way. Logistic bots and networks will only interact with structures associated with the same player. For all intents and purposes the factory of one player is completely blind and oblivious to any other player. We don't want Bill's inserters to be asking Joe "hey what's on your belt" and be waiting for Joe's belt to tell us "I have iron plates" and then Bill asks "I'm taking this iron plate plz?" and waiting for Joe to say "yeah sure I don't want it" and then Bill says "Thanks" and Joe says "NP". It is easier for Bill to say "Oh my inserter doesn't connect to anything I own. I can't do anything". This isolation of data lets our processes run freely independent of each other to reduce our headaches and maximize our parallel processing potential.
What remains are several ways separate processes may still be forced to interact:
1) Between players and terrain
1) Between players and power network
2) Between players and trains
3) Between players and combat/aliens
4) Between players and avatars
5) Between dedicated "bridges" to pass items from one player to another.
6) Between players and the video renderer
Each interaction is its own problem that has to be solved in some way.
== Terrain ==
We don't want two players occupying the same space in the game world. It's not actually dangerous for the code, because each player is functionally a parallel universe. Nothing from one universe ever sees or directly touches another. But it IS ugly to be stacking factories on itself. A mediating factor is required to make sure that one player's assets do not occupy the physical map space of another.
There may also be objects on the world surface that a player interacts with. This part could get very tricky to solve. An inserter may throw an item on the ground for another inserter to pick up, and we don't know which player the grounded gear belongs to. Player1 may drop gears on the ground and Player2 might build belts over it. Normally the items would continue down the belt, but player2 is blind to player1's assets so it wouldn't even know the gears are there. Should the items be given to the "world"? That would increase cross talk and we don't want that. A simple answer is to say "woah woah woah. Player1 has something, ANYTHING here. I can't touch this tile."
For the most part there is no reason for player1's factory to interact or weave into player2's factory. We generally want all parts of a spaghetti fortress to have access to itself and the game code is efficient enough to allow this. If we think of player2 as an "outpost" player, it's easier to understand that an outpost is physically separate from the main base. We can then create a physical map exclusion zone so that our players don't even interact through the world's data. Player1's chunks belong to player1 and everything on the ground belongs to him. Player2 can't see it, touch it or even place an inserter anywhere near it. Fewer interactions make parallel processing easier.
== Power Network ==
Linking power networks between players isn't too bad as there's only one single "resource" being coordinated between separate threads. The simple solution is to not allow separate player power networks to interact in any way. But we may want a huge central nuclear plant that feeds everything regardless of player count. In order for this to work let's use a separate "energy broker".
Each player calculates the power it has available and reports it to the broker. They then request power from the broker. The broker then decides how much power each player is either exporting or importing. Making the power transfer fully fluid and 2 way will involve some coordination between threads to sync power storage and consumers. I won't claim how easy or hard that will be. For the most part players will be satisfied with a large central power source that only exports to other players. For example player1 has a huge nuke plant and is exporting power to all of player2's outposts. That's not a huge burden to code.
== Trains ==
If you can't trade resources between players, what's the point of running parallel processes? We need a way to move items between players. Trains move lots of stuff, they can't interact on the move, and they travel large physical distances that we can use to separate our players. They're perfect. Keeping data synced is as simple as ensuring a train only obeys one player at a time. The train goes to player2's ore outpost, fills up with player2's inserters, travels to player1's base and unloads into player1's chests. Our player interaction is a single bulk transaction as the train changes ownership from player2 to player1.
A train needs access to all the rail network data in order to do its job properly. It needs to know where all the stations are and how to get beween them. A train also needs to transfer data(items) between players. In that respect a train can't function very well if it has to ask other players where all its things are. It may be fruitful to have a "playertrain" that owns and manages all the train assets. A train player has very few interactions for its assorted assets. It merely needs to secure territory for its stuff (rails, signals) and know if a station is open or closed. Everything else important happens with the train itself.
There will be issues with combinators and circuit networks that interact with train signals. For example a train crosswalk uses gates and combinators to turn rail signals on and off. This sort of behavior can't be isolated in player data and needs to be directly communicated to trains. It may be an easy problem or it may be a hard one. I don't have any answers here, sorry.
== Combat/Turrets/Aliens ==
Players need access to all the data involving where biters are and what they are doing. Generally as long as one player's gun range can touch another player's gun range, then they HAVE to interact in some way. There is a potentially huge issue of mixed player turrets coordinating their attacks, and making sure biters have all the data they need to engage targets from different players. If we use exclusion zones around a player's stuff, most of these problems disappear. Turret lines won't be mixed because players can't build in each other's zones, so there is no need to cross talk between players. Players close to each other may cause potential desync if both turret lines fire on the same target. Stuff like that. It is also possible for force all combat and associated assets to obey player1, but that would screw player2 outposts that can no longer interact with their guns. There are some issues involved and I don't claim to know what they all are or all the ways to address them.
== Between players and avatars==
Yes, I use the word "players" to describe a parallel process, but this time I'm taking about the guy behind the keyboard. The user avatar must be able to interact with all the stuff in the world. I suspect this isn't very different from hosting your own network game and then connecting to it. Most interactions are going to involve grabbing something or placing something, and every one of those requests will have to be synced with whichever factory the player talks to. These requests won't be more than the player's APM, so it won't cause crazy overhead.
The personal roboport will have to be sync'd so it doesn't blow up between different factories and logistic networks may do funny things if the player crosses boundaries. There may be more things to worry about of course.
== Dedicated bridges ==
Sometimes we want players to interact directly with each other. Maybe your rocket factory is SO big that you have no choice but to cut it down the middle. Maybe you want to run a massive pipe or belt from a distant player2 outpost. A dedicated bridge to connect two players is needed. You only need 3 types of bridges- a belt for solid items, a pipe for liquid items, and a pole for electricity. In effect the bridge consumes items from one player's side and spawns them on the other.
Why a bridge item? As I said at the very top, every exchange between two processes is expensive on CPU. You don't want that code running for every single thing in the game. Chances are you only need a handful of bridges to make things work. Take a 16 wide belt for example, you want to split 8 belts for one factory and 8 belts for another factory. That's only 8 conveyor bridges to feed the second factory.
The train problem might be solved by using dedicated train bridges. Player1's train enters on player1's tracks, goes through a checkpoint, and is now player2's train on player2's tracks. Nothing else on the train network interacts between players. The checkpoint serves to connect train station information between the two players and also to hide any lag related glitches the train might have switching sides.
== video stuff ==
You got me. I don't know how that stuff works. I only know that many games dump video rendering on separate threads. Can multiple sets of data talk to the renderer, or will we be stuck with weird things like player1's stuff vanishes when player2 moves into view? I dunno. It requires study.
== To Infinity and Beyond ==
You've already gone through all this effort break factories down into units that can be parallelized. What if players were actual players, each running a factory from their home computer? The host may still share the bulk of the work handling things like pollution, trains, and biters. But other players might join in, build their mega factory, and try to spaghetti it together with another mega factory. Who knows what the possibilities might be?
== The end ==
If you made it this far, thanks for reading! If you skipped directly to the end thanks for TL;DRing! I don't actually know anything about parallel computing and basically pulled everything here out of my ass. If I'm right or wrong or made grievous errors that will plague humanity for years to come, sorry! I didn't mean it. But I hope I gave you guys some ideas about what might work and maybe get some serious discussion on how a parallel Factorio could work. | [
{
"author": "",
"content": "You can join this thread \n viewtopic.php?f=5&t=39893 \nTL;DR \nFactorio team knows about parallel processing",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Honestly, those ideas are terrible and overcomplicated. If you feel like it, PacifyerGrey linked to a good topic to read.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Overcomplicated? But the vast majority of the ideas are about REDUCING the complexity involved. A successful asynchronous process doesn't actually know or need to care about what its partners are doing. Yes, you eventually have to establish contact and perform some kind of sync or bad things happen. If that sync has to happen millions of times a second, then guess what? You don't actually have a parallel system. It's just a very messy and wasteful single CPU process. The hardest part of parallel computing is how far you can go without being forced to sync. With a big factory block, every single entity inside that factory HAS to interact, sometimes in strange ways, every single frame. That makes parallel processing insanely hard. When you start separating factories into separate mini bases, you have a guarantee that entities between bases will not interact. If I'm understanding things correctly, that should make parallel processing very easy. \n \nNow. Is there some reason this system would not work? There are probably better and more clever ways to code things or hide the raw mechanics from the player, but I am not a 20 year veteran programmer so humor me on this. From a broad perspective, is there any undeniable reason why an ore outpost MUST run in complete sync with a main base? Do the turrets 5 miles down the track HAVE to operate on the same code thread as the turrets at home? I did everything I could to point out everywhere the game engine would require special syncing to keep working. I wouldn't know if those problems are easy or impossible to solve or if they'd be such a mess the whole system is pointless, of course. \n \n It seems to me that if an outpost is running one base and the spawn point is running an entirely different base, there's no actual data sharing or collisions between them. You can probably run them as two completely separate games and never know the difference. The only real data interaction happens through a very special system- trains.We know that that trains tend to interact with only ONE factory base at a time, otherwise you'd just use belts. We also know that trains will ONLY interact under special circumstances- they must be stationary and committed to their station. So it seems to me that the most complicated part of syncing two separate bases would be with trains.",
"date": "",
"quotes": [
{
"author": "quinor wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Power usage and production statistics. A + B + C != B + A + C when it comes to floating point numbers. \n \nA turret firing on one point of the map could result in it dying which changes the logistic network it's part of which activates a robot on the other side of the world. \n \nVirtually *everything* in Factorio code is linked to other things in the simulation such that you can't process one without impacting the others. https://www.reddit.com/r/factorio/comme ... y/dhsw89j/",
"date": "",
"quotes": [
{
"author": "bobucles wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "If it seems a little too hard to understand let me present this scenario. Bill and Joe are both guys living in separate neighborhoods who enjoy chatting online. They each start up a single player game of factorio using the same map seed and start building their own factories. Bill asks Joe for some iron. Here's where the magic happens: \n Code: Select all Joe stuffs 1000 iron in a chest, pulls out his shotgun, and shoots it to smithereens.\nJoe tells his friend \"here's your iron!\"\nBill opens up the console and cheats himself 1000 iron.\nBill says \"thanks!\" \n\nDid you see what happened? Even though Bill and Joe are playing on different computers,using different hardware, living in different states, they just moved resources from one factory to another. Only a few lines of text was exchanged, yet two factories running entirely different games of factorio managed to coordinate their resources. Does it make more sense why I reference these processes as separate players? Let's look at another example. \n Code: Select all Joe, Bill, and Sarah are building a rocket. Sarah is running a toaster so she asks Joe and Bill to help her build it.\nJoe runs west and builds a massive low density structure factory. He fills up a train, sends it to an outpost, and shoots it with a nuke.\nBill runs east and builds a control unit factory. He fills up a few chests, builds requester chests next to a biter nest, and delivers the parts into the gaping jaws of doom.\nSarah goes north and builds a rocket fuel factory. She plants some chests, cheats in the materials that Joe and Bill sacrificed, and uses them to build the rocket. Thanks guys! \nIn this case three players have coordinated their assets to help Sarah build a rocket. Can you tell me which computer was running the game? If all these factories were working on one computer you'd probably lose some UPS, and in fact there is no way Sarah's toaster could have handled it. But through the efforts of her two friends she was able to piece everything together for her rocket. At no point did these separate tasks have to reside on the same thread, the same CPU, or even the same state. And yet very little effort was needed to give these players everything they needed to piece their efforts together into one giant rocket factory. \n \nAnd that's why I'm saying these factories have to be forcefully separate from each other. Every interaction requires effort, as shown between the cooperation of Joe and Bill and Sarah. But if they talk to each other very much and type REALLLLLLY fast, there's no reason they couldn't coordinate \"cheats\", trains, real estate, or even electricity while still running their own personal factories. You just don't want them asking each other every time an inserter wants to grab a belt or a laser wants to shoot. I don't think their fingers are strong enough for that. \n \nSo. how about now? Maybe it sounds a little bit more doable when you think of it this way?",
"date": "",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "@bobucles, in your example, the only messages sent seem to be:\n Code: Select all Sarah->Joe: Build X amount of low density structures and notify me when it's done.\nJoe->Sarah: Ok.\nSarah->Bill: Build Y amount of control units and notify me when it's done.\nBill->Sarah: Ok.\nJoe->Sarah: X low density structures done.\nSarah->Joe: Thanks.\nBill->Sarah: Y control units done.\nSarah->Bill: Thanks.\n \n\nA slightly more realistic example could be:\n wall of text IMHO Code: Select all Sarah->Joe: Build X amount of low density structures and notify me when it's done.\nJoe->Sarah: Ok.\nSarah->Bill: Build Y amount of control units and notify me when it's done.\nBill->Sarah: Ok.\nBill->Joe: I need more plastic bars. I've set up circuit network connection on this chest you own that has it. Can you update me when the number of them in it changes and send me some if it's above 200?\n\n[repeatedly]\nJoe->Bill: Ok.\nJoe->Bill: There is Z plastic bars in this chest, Z<200, I'm not sending any plastic bars yet.\nBill->Joe: Ok.\n[repeatedly (alternative)]\nJoe->Bill: There is Z plastic bars in this chest, Z>200, I'm sending you 1 piece of plastic bar.\nBill->Joe: Ok.\n\n[repeatedly]\nBill->Sarah: Here is 10 pieces of control units. How much free space is in your chest you are storing it?\nSarah->Bill: Thanks, Y1.\n[repeatedly (alternative)]\nBill->Sarah: Here is 10 pieces of control units. How much free space is in your chest you are storing it?\nSarah->Bill: Thanks, but I can take only 2 this time. Keep the rest for a while.\nBill->Sarah: Ok.\n[later]\nSarah->Bill: The target chest has 2 free space in it currently. You can start sending control units again.\nBill: Ok.\n\nJoe->all: Guys, I have some biters issues, so I'll need more electricity for my laser turrets for a little while.\n\nJoe->Sarah: X low density structures done.\nSarah->Joe: Thanks.\nBill->Sarah: Here is the last 3 pieces of requested control units.\nSarah->Bill: Thanks. \nNote that different timing of Joe's and Sarah's messages to Bill could mean Bill's production (linked to these messages) exhausts shared accumulators, making Joe fail to defend against biters.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Congratulations! This is exactly what we DO NOT WANT! When requests are directly intermingled, happening on an ongoing basis, and are basically a complete mess, what you have is NOT a successful parallel system. What you have described is a system where any entity needs arbitrary access to any other entity in the world. There MAY be some magic to avoid a coding catastrophe, and if you can find it feel free to collect your Nobel Prize. \n \n But I'm not talking about a revolution in computing. I'm talking about something very simple. In fact it's as simple as putting your mouse cursor over the Factorio shortcut, highlighting it, and hitting the enter key twice. Through the power of brute force magic, I am now running two Factorio threads perfectly stable and perfectly in parallel. \n \nNow that these threads are fully and completely independent, all I have to do is find ways to connect them back together. For example I can delete resources on my left monitor, and spawn resources on my right monitor. I can delete a train on the right, and spawn it on the left. I can run a cheating energy absorber on the left, and run a cheaty energy spawner on the right. If I want to transfer ownership between monitors I can snag a blueprint on the left, and copy-paste it on the right. Do you see it now? These factories have no IDEA that the other factory even exists. They aren't even allowed to touch the same RAM. Yet if I were to place the monitors side by side, would you know that the left factory wasn't actually connected to the right factory? Maybe not! \n \nIs it a smart system? Of course not! I admit it's a hack, and It's as dirty a hack as they get. Will it scale up to dozens or hundreds of CPUs? I seriously doubt it, it may not even survive more than a handful of \"players\" struggling to grab their piece of the main map. But do we need a fully integrated nanothreader that can arbitrarily divide up factory processes into a thousand fully parallel, asynchronous threads? I don't think that will help! My computer only has 4 CPUs and it's hard to top 16 main cores on a system unless you REALLY want it.",
"date": "",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "In your example, *you* are the entity with full access to both threads, which is fine, as you are the thread manager. \nYour actions are also significantly less frequent. Were they done 60 ups, there would be no difference to the current system. \n \nSo your proposal is to separate parts of factory, each of which would be easily parallelizable with full 60 ups, but can communicate with others at lower frequency, say 1 ups. Now, how do you deterministically decide how to divide them? If it's some arbitrary factory size limit, you'll have to deal with (possibly negative) player experience when e.g. all chests of their factory accept/produce items at full speed of 60 ups, but adding one more chest suddenly divide the factory into two parts, and some entities along the divide are now working with 1/60 efficiency.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "There are many issues with your solution to the problem, but really it comes down to just one that means your plan can never work the way factorio is designed. Because factorio uses a deterministic design it means that each player runs the entire simulation on their system. If you've ever played online realtime games, you'll have seen weird behaviors like players being able to shoot through a wall. This occurs in part, because each person can calculate the results of actions and send them back and the server (often) doesn't care if it doesn't quite match up. Largely this is because the effects of this desynchronization of the 2 realities doesn't have a long lasting impact. (Lag does weird things like that too, where the server and your computer says, \"hey Bob is running towards me, I'm going to assume he is continuing along this course and pre-calculate, and then bob doesn't go that way and you get a little rubberbanding effect when the server starts to correct things back to reality). \n \nBecause Factorio is deterministic, everyone computes the whole thing, and because of that any person who fails to calculate the simulation identically gets desynched. We want this actually. If my game said it produced 10 more iron plates in the first 10 minutes of the game than yours, all of the sudden I made an entire building that as far as your system is concerned, couldn't have been made. (it would also let me cheat stuff in and just say \"hey I made this\" and your system couldn't disprove that I did, you have some implicit trust that my system is telling the truth.) Yes, you could add in a bunch of clever code to try and calculate stuff on both your game, my game, and the server and mathematically prove that what I'm sending is accurate, but now you've just added a crapton of complexity. \n \nThere *are* things that threading can solve, and the Factorio devs know this, they have even talked, at length, about their efforts in that area. (though it could be that it never happens because the hurdles are just too steep) But I can say, with some certainty, that your system can't work with the way MP was designed (and possibly not even the way SP was designed). \n \nThreading/Multi-Core is *hard*. It took years after multi-core systems became available before games started doing parallel threading in a way that really started to use those extra cores. (and many still don't, if you see mutliple CPUs in use on your system from a game, there is a good chance the game is single threaded (ish), and the kernel/bios is balancing it across multiple cores to improve performance invisible to the game itself) Graphics rendering is another beast entirely. \n \n \nThat said, I'd say Factorio is already freaking impressive from a performance standpoint. I've seen MP games with > 300 people in them with it working *fairly* well. 25-50 player games are smooth as butter. I'm going to go out on a limb and say the factorio Devs have a pretty good handle on things and already have a good idea of the issues. The thread Rseding91 linked to basically sums all of this up.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I would just like to second the thought that multicore processing is hard, really hard. \n \nSure, trivial stuff can be done quite simply, but a game simulation is not trivial. You will be hard pressed to find a game with multithreaded updates. Doing different kinds of updates in different threads (for example physics vs pathfinding) maybe, but almost never splitting up the main simulation update. \n \nFor some reason I doubt bobucles is a programmer, or at least not one who has done mulithreading before.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I don't have an automated answer for that. In fact such a system is pretty dependent on the threads being divided up manually, by the end user. The end user defines what parts of the factory they want being totally separate, and manually sets up the connection points between them. It's kind of a mess that way and it would be a pretty difficult concept to get across. \n \nThat's the purpose of the dedicated bridge, in fact. Its main purpose is to notify one thread that it has a contact point with another thread, and the main effort would only be synchronized through those points. Those connections would not be anything more complicated than some kind of synced network connection. Left monitor is giving X through a bridge, right monitor accepts X at the bridge. Seems simple enough. \n \nWhether or not the exchange happens on the same frame isn't really relevant, because no other force is meddling in this exchange. If the other side doesn't accept the transfer then you have a simple stall at the bridge, where resources have to patiently wait to progress. There is no real error checking beyond that. It is assumed the connection point is between two honest threads so if the left side has a train full of ore it's assumed that they dug up the ore and loaded it in fairly. If the left side instead decides to cheat resources and dump them through the bridge, the right side has no real way to test against it. The right side has no business meddling in the left side's data, so it can't error check that kind of thing. \n \nAs a system between various computers online, it is definitely prone to disaster. If human B runs a cheat game you can't do anything about it, because you don't have his data to test against. if all the threads are on the same computer, we can be reasonably certain that they're all playing fair with each other. Therefore we can use the left monitor's big factory in one world, use bridges to connect key resources to the right monitor's big factory, and somehow end up with an asynchronous super factory. \n \nI see the idea isn't gaining much traction, so I won't press the issue any further.",
"date": "",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "As noted above by @iamwyza, which is based on viewtopic.php?f=5&t=39893 and https://www.factorio.com/blog/post/fff-188 I think, each player in a multiplayer game needs to simulate the whole factory in the exactly same way. So the result of simulation calculated in 1 thread has to be the same as in 2 or 4 threads. Thus if a factory is split into 4 parts eligible for parallelization, and the 1-thread implementation finishes the exchange in a specific tick/frame, the 2-thread and 4-thread implementation have to guarantee they finish it in the same specific tick/frame as well. There is no leeway for not caring whether one thread processed the goods another sent it.",
"date": "",
"quotes": [
{
"author": "bobucles wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "This was a nice read, but I am going to be realistic and say this will never be implemented into basegame factorio. I have done my best on doing this as a mod with clusterio. It allows you to transfer items between worlds using dedicated chest bridges/combinator bridges. \n \nCurrently its not at all seamless and requires a bit of server setup and lots of clutter but it is in a working state. If anyone is interested in the project, I am available at #factorio on EsperNet IRC or using the github issue tracking system. \n \n https://www.github.com/Danielv123/factorioClusterio",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I'd think the main problem that you'd have with such a thread as that you view them as asynchronous when they should be most definitely not be. They'd absolutely need to synchronize their updating schedule, but beyond that if you could separate them you'd be able to increase the overall speed by using more cores. \n \nThough I think a better example would go like this: picture two blocks. Each share exactly one side with the other, with some arbitrarily limited ways to connect. Say...only via train, as the blocks are arbitrarily far away from each other. Even better, have two one way tracks be the only connectors so we don't have to worry about race conditions. Each side does their update, then waits for the other to finish. Once they're done, they post a \"transfer\" if needed where bits of train appears in the other block. Theoretically, it'd probably work. (I'm betting there are other considerations to take into account, but nothing insurmountable). Each block is still limited by the slowest block's speed as they need to synch up, with no worries about synching issues for multiplayer. \n \nIt's also likely a waste of time and a headache to program. But supposedly doable.",
"date": "",
"quotes": [
{
"author": "bobucles wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
}
] | 14 | ||||
forum-topic-88144 | 88144 | No non-starter resources near spawn in 1.0 | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=88144 | Tongs | I upgraded to Factorio 1.0 and decided to start over. I am using whatever the latest version of RSO is via the in-game update.
When I generate a map, I get the usual starter resources at the center of the map. However, I am not seeing any non-starter resources for over 1km away. I scouted by using console commands to reveal the map, and I had to go up to 1.5 km before I saw any other resources.
Am I just unlucky in the maps I tested, or is there a new bug that wasn't there a week ago? | [
{
"author": "orzelek",
"content": "I'd need to get a save from you or at least map exchange string. \nDid you increase the starting area size per chance? \nStarting area size is a direct multiplier to area without resources and biters around start so with high value there you will need to travel a bit",
"date": "2020-08-17T16:50:17+00:00",
"quotes": []
},
{
"author": "Tongs",
"content": "I did increase starting area size. I thought that might have been the reason, except biters were much closer than the non-starter resources. If they started at roughly the same distance from (0, 0) that would make perfect sense to me and I would be okay with that. \n \nI tried several maps, mostly variants on this exchange string, with the exact same results: \n Code: Select all >>>eNpjZICDBnsQ5mBJzk/MWb1Kyw4o5MDAcMCBKzm/oCC1SDe/K\nBVZmDO5qDQlVTc/E1Vxal5qbqVuUmJxKsxEsKmZRfl56CawFpfk5\n6GKlBSlphYja+QuLUrMyyzNRdfLwCjquXdHQ4scAwj/r2dQ+P8fh\nIGsB0A1IMzA2ABRCRSDAkbZ5Py8kqL8HN3i1JKSzLx0q9z8zOKS0\nqJUq6TMxGIOAz1TAxBgTc7JTEtjYFBwBGInsE5GxmqRde4Pq6bYM\n0LM0nOAMj5ARQ4kwUQ8YQw/B5xSKjCGCZI5xmDwGYkBsbQEaAVUF\nYcDggGRbAFJMjL2vt264PuxC3aMf1Z+vOSblGDPaOgq8u6D0To7o\nCQ7yAtMcGLWTBDYCfMKA8zMB/ZQqZv2jGfPgMAbe0ZWkA4REOFgA\nSQOeDMzMArwAVkLeoCEggwDzGl2MGNEHBjTwOAbzCePYYzL9uj+A\nAaEDchwORBxAkSALYS7jBHCdOh3YHSQh8lKIpQA9RsxILshBeHDk\nzBrDyPZj+YQzIhA9geaiIoDlmjgAlmYAideMMNdAwzPC+wwnsN8B\n0ZmEAOk6gtQDMKDpGiIURBawIEZkSuByYJh2qu57gA7LbK9<<< \n\nThen I sped up scouting around with this console command: \n Code: Select all /c local radius=1500\ngame.player.force.chart(game.player.surface, {{x = -radius, y = -radius}, {x = radius, y = radius}})",
"date": "2020-08-18T23:28:08+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "You have set starting area size to 600%. \nThis will set up area around starting point with size of about 1.2k tiles for starting area (approximately circle around starting point). \n \nWhen I use this map string nearest resources are around 1.3k in x or about 900,900 on diagonal which seems correct.",
"date": "2020-08-19T01:03:41+00:00",
"quotes": []
},
{
"author": "Tongs",
"content": "Thanks. Appears to be a non-issue, then. \n \nI guess I never noticed until now. I thought RSO ignored starting area size for resource generation, as opposed to biter generation. Clearly, I thought wrong.",
"date": "2020-08-20T17:51:44+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Bumping because the issue mentioned just above came up again : \n https://www.twitch.tv/videos/1626861552?t=5h20m3s \n(Not sure about biters starting much closer for you, did you check multiple maps against just bad luck ? Did you disable RSO biter generation and enable vanilla biter generation ??) \n \nIt would be *really* nice to have an additional RSO setting for Starting area resource size , in addition to the already set by the vanilla settings Starting area biter size !",
"date": "2022-12-04T02:35:25+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "I'm kind of doing the minimum maintenance atm mostly. \nHaving a separate setting sounds nice but also would let you fool biters by setting base one to 600% and resource one to 100%. \nMaybe when we get DLC?",
"date": "2022-12-08T23:52:25+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Sun Dec 04, 2022 2:35 am",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "To be fair, the vanilla game already lets you do this. But also, for those of us that set the resource regions to something huge, it'd be good to have a larger guaranteed no biter area around us without having to massively affect the rest of their spawn settings. \n \nThat said,\n \n\nI completely get this.",
"date": "2022-12-09T02:56:27+00:00",
"quotes": [
{
"author": "orzelek wrote: Thu Dec 08, 2022 11:52 pm",
"content": ""
},
{
"author": "orzelek wrote: Thu Dec 08, 2022 11:52 pm",
"content": ""
}
]
},
{
"author": "Ignalion",
"content": "The issue is even more pressing in case of using the overhaul mods like A+B or IR3. \nEspecially IR3. The main goal of RSO is to push players to use trains but in IR3 you need iron to research and build trains and iron is not a basic resource. \nSo in case of big starting area you will always face the problem that in order to use trains you need to go miles to obtain iron (and probably setup a bootstrap base) and fight biters for it, that might be already tough at this time.",
"date": "2023-03-29T20:38:17+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "AFAIK in IR3 iron is not in starting area by design. That is the intention of the mod and it should not spawn without RSO in starting area also. \nIf you play IR3 with RSO be prepared to make mining outpost and haul your first iron in monowheel.",
"date": "2023-03-29T22:25:11+00:00",
"quotes": [
{
"author": "Ignalion wrote: Wed Mar 29, 2023 8:38 pm",
"content": ""
}
]
},
{
"author": "Ignalion",
"content": "Well, there's no oil in starting area in vanilla as well but RSO adds it sooo. \nThe idea of riding monowheel or that other thing for thousands and thousands of irons from 300% starting area in RSO sounded dumb for me so I just removed that restriction in lua config and let iron spawn in starting area as oil does, issue solved \nStill, with the requested option iron patch would've been closer than 300% and indeed closer than biters start to spawn. That is, the vanilla works that way, because vanilla's starting area works for enemies only and not for the resources. \n \nSo it's not clear for me why it is different in RSO, I mean, was that intended or just by a coincidence, but even if it does work that way, it's nice to have another vanilla-like option for enemies starting area",
"date": "2023-04-03T02:18:33+00:00",
"quotes": [
{
"author": "orzelek wrote: Wed Mar 29, 2023 10:25 pm",
"content": ""
},
{
"author": "Ignalion wrote: Wed Mar 29, 2023 8:38 pm",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "What I actually want is to have a starter resource area and a separate no aliens area. Having advanced resources further away isn't bad. But that it also means they are covered by aliens is bad.",
"date": "2023-04-03T08:16:38+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "FYI as to what might be done, there's also this mod, IIRC I took inspiration from it when balancing BobDiggity : \n \n Oreverhaul \nby Reika",
"date": "2023-05-30T14:22:42+00:00",
"quotes": []
}
] | 12 | 2020-08-17T01:12:33-05:00 |
forum-topic-109267 | 109267 | Version 1.1.94 | Releases | https://forums.factorio.com/viewtopic.php?t=109267 | Bugfixes
Fixed that inserters would stop working when interacting with fluid-producing machines in some cases. ( 108996 )
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental . | [] | 0 | 2023-10-19T04:15:00-05:00 | |
forum-topic-123536 | 123536 | CamelCase | Modding discussion | https://forums.factorio.com/viewtopic.php?t=123536 | BraveCaperCat | Why do the developers use snake_case (or snake-case when not using lua) and not CamelCase? They should always be consistent but... why did you pick one over the other? They seem to be just as good and error_free and ErrorFree. | [
{
"author": "DaveMcW",
"content": "I suspect it's because the C++ code is written in CamelCase (see the internal class names here ), and they want an easy way to keep the lua functions distinct.",
"date": "2024-12-04T01:58:07+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "Ah. I don't use the control scripting side of factorio modding very much (more of a prototype person) so it now makes sense why they would use CamelCase and snake_case in the C++ and lua code respectively.",
"date": "2024-12-04T20:19:25+00:00",
"quotes": [
{
"author": "DaveMcW wrote: Wed Dec 04, 2024 1:58 am",
"content": ""
}
]
}
] | 2 | 2024-12-02T06:21:00-06:00 |
forum-topic-113501 | 113501 | Attempting to Implement Round Robin Schuelder Via LTN | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=113501 | PB4848 | I am trying to achieve balance of services to starvation via a CPU scheduler called Round Robin. In the future I might see about implementing others like HRRN, but you will see why I'm starting with Round Robin first.
A simple example: https://youtu.be/aWlQYllBZDs?si=mV_2gr9VaAX088Hg
But I learned the LTN Mod has most of what I need to do already not found in Vanilla:
A class of jobs organized in a queue, based on request age.
The ability to set a tick (not time) limit for trained parked at request stations (this is the quantum value)
LTN Automatically computes delta of resources needed (Resources Requested vs had) and sends out the signal to the network (the equivalent to BT)
From the dispatcher.lua file:
Code: Select all -- sort requests by priority and age
sort(global.Dispatcher.Requests, function(a, b)
if a.priority ~= b.priority then
return a.priority > b.priority
else
return a.age < b.age
end
end)
This is a FIFO queue, which is close to RR, but not quite. RR has preemption, I need after let's say ~2500 ticks to preempt the train, and set it to the depot to be rescheduled.
I see there a central issue in LTN, however:
Trains are meant to be used across resource types. For example, a train carrying iron plates, can be used for copper plates. So, a train would have many iron plates leftover. But, given RR will distribute resources within a fraction of a train's cargo. These leftovers I want to be carried to other iron stations. I want trains not bounded to stations, but to types, so trains A,B,C only delivery iron plates, and trains X, Y, Z only deliver green circuits.
This can be solved with LTN I believe, through encoded network IDs.
However, there is a limit in LTN of 32 unique networks, which is just not enough for the setup I aim for. Any help is appreciated. | [
{
"author": "robot256",
"content": "To clarify, are you trying to solve a particular factory production problem, or are you trying to specifically make trains drive in a specific way? \n \nLTN is supposed to operate so that consumers only initiate a request when they have space to completely unload the train before it returns to the depot. It is possible to request partial train loads, but it relies on circuits at the provider station to stop the inserters after loading the requested number of items. \n \nIf you specifically want one train to visit multiple consumers before returning to a depot or provider, then you should probably look at some other train scheduling mods instead of LTN. Or else just experiment and see if you can trick LTN into doing what you want.",
"date": "2024-05-16T18:28:37+00:00",
"quotes": []
},
{
"author": "PB4848",
"content": "Imagine this: resources are finite, and must be rationed across stations, and there must be an algo to decide who gets what first, this is exactly how your CPU works, even for extremely lightweight applications. The answer in Factorio of the typical train logistical issues is \"Just always have enough resources bro, then you won't ever have to deal with complex logic\" I dislike this answer. \n \n\"If you specifically want one train to visit multiple consumers before returning to a depot or provider\" that is ideally what I want yes. TSM Mod looks interesting too, but LTN is very powerful and was hoping to use it.",
"date": "2024-05-16T22:04:56+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "\"Always have enough\" isn't the only answer. You can also let the belts back up until materials reach everywhere and the output runs again. But that can take a while and result in cyclic operation. \n \nHow about making the LTN station priority dynamically controlled by a timer, so that stations receive higher priority the longer they go without a delivery? You would still need to have each station able to buffer one train's worth and only request when it needs a full train.",
"date": "2024-05-16T22:21:07+00:00",
"quotes": []
},
{
"author": "PB4848",
"content": "'How about making the LTN station priority dynamically controlled by a timer, so that stations receive higher priority the longer they go without a delivery?' \nLTN already does this.",
"date": "2024-05-16T22:27:18+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "Then I guess what's the actual problem? If the built-in timer priority (Fifo) isn't good enough, use the circuit priority to override it however you like. As long as you arrange it so trains empty completely at each requester, you don't need a separate network for each resource.",
"date": "2024-05-17T02:02:49+00:00",
"quotes": []
},
{
"author": "PB4848",
"content": "For anyone curious, look into the cybersyn mod, it implements round robin scheduling! It also has other cool features like a train can visit several requester stations without going back to depot first, it's exactly the vision I had here.",
"date": "2024-05-24T01:11:44+00:00",
"quotes": []
}
] | 6 | 2024-05-15T20:16:22-05:00 |
forum-topic-99386 | 99386 | Show vehicle color on map | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=99386 | Kapitalizt | Hello,
Long-time player of Factorio, first time poster. Loving the improvements of .15, really they're excellent.
One thing I noticed is that with the changes to the map, I'm using it much more. Coordinating has become so much easier, and that's great. However, I notice that while you can adjust locomotive color, this only affects the physical engine on the screen. It would be much more useful if this color change were reflected in the color of the train's indicator on the map as well (as would train names, but that's a different suggestion).
Seemed like a pretty simple improvement, but perhaps it would be more trouble than it's worth. Either way, happy to be involved in such a great game.
Robert | [
{
"author": "Ripshaft",
"content": "I saw this one last night but forgot to comment - I think the base idea is incredibly good but i see potential problems with the proposed implementation. \n \nThe idea of being able to identify your trains in some way at a glance from the map would be a wonderfully sweet feature, though I don't think changing the icon colour, or changing it alone would be a good way to approach this. \n \nThe colour palette is chosen carefully to provide contrast, and it's never a good idea to give the player the ability to annoy themselves by changing the colours such that the trains blend into terrain or objects or other such things. Instead I pictured a glowing dot trace similar to what you'd see in a 1980's high tech subway tracking system... which is quite in line with factorio's aesthetic, though I'm not sure how well it'd play out in practice. \n \nWill see if I can find some images of what I'm talking about... but basically imagine moving a single bright coloured led behind a sheet of greasy paper and taking a picture of it with a ~1sec exposure, and then animate that as movement. \n \nEdit: Thought of an analogy more people might be familiar with - imagine the effect of moving a laser pointer across a screen, and how it seems to leave a trail due to the afterimage, it'd be something like that, but perhaps less intense, within factorio's palette range.",
"date": "2017-07-01T03:29:35+00:00",
"quotes": []
},
{
"author": "joshinils",
"content": "I would love it when the colour inside the triangle that represents a locomotive on the minimap is the one i set on it rather than just white, same with stations.",
"date": "2017-07-26T02:14:13+00:00",
"quotes": []
},
{
"author": "Sachertorte",
"content": "I would like to be able to tell at a glance which train is wich in the trains GUI. As it stands, I have to read the list of stations each is assigned to. This is a damper on my efficiency when I should be able to find the train I want much faster. It may present a greater problem for players who use trains with lots of stops, as they may have to scroll through in order to distinguish them. \n \nFor players who colour-code their trains, it would be useful to be able to see the train's colour from the GUI. I would know which trains are transporting iron ore because I can see that the train is the colour of iron ore. \n \nLooking at the trains GUI currently: \n \n \n \nI see two potential options for colouring: \n \n The arrow denoting the train's position. Advantage: the train can now be distinguished on the map view as well. Disadvantage: the train's colour may conflict with the surrounding terrain, introducing an accessibility issue. \n The grey border around the train's map button. This seems unused and safe to colour.",
"date": "2020-05-16T23:39:39+00:00",
"quotes": []
},
{
"author": "blazespinnaker",
"content": "I use map mode .. a lot. especially with cut/paste now in map mode, I don't have to leave it. However, I have a lot of trains zipping about, it'd be useful to be able to distinguish which train is which. since we've already set the color of our trains, can that be rendered in map mode as well?",
"date": "2021-01-30T21:30:01+00:00",
"quotes": []
},
{
"author": "",
"content": "You can see them with the https://mods.factorio.com/mod/Vehicle_Radar",
"date": "2021-01-31T08:43:09+00:00",
"quotes": []
},
{
"author": "blazespinnaker",
"content": "Thanks for the response, however that mod doesn't appear to color trains in map mode. \n \nIt seems like a fairly obvious feature, tbh. Perhaps there is a perf reason why it wasn't implemented. \n \nMap mode is awesome tho. Can't say it enough. It's everything that is right about factorio.",
"date": "2021-02-01T15:46:23+00:00",
"quotes": []
},
{
"author": "Impatient",
"content": "+1",
"date": "2021-02-01T15:50:31+00:00",
"quotes": []
},
{
"author": "Trific",
"content": "",
"date": "2021-02-01T18:10:42+00:00",
"quotes": []
},
{
"author": "",
"content": "Of course it does: you need just to zoom in! \n \nEdit: Or you understand „map mode” as the zoomed out version of the map mode.",
"date": "2021-02-03T05:42:31+00:00",
"quotes": [
{
"author": "blazespinnaker wrote: Mon Feb 01, 2021 3:46 pm",
"content": ""
}
]
},
{
"author": "NotRexButCaesar",
"content": "The whole point of the suggestion is to avoid zooming in \n \n(Also +1)",
"date": "2021-02-03T05:44:16+00:00",
"quotes": [
{
"author": "ssilk wrote: Wed Feb 03, 2021 5:42 am",
"content": ""
},
{
"author": "blazespinnaker wrote: Mon Feb 01, 2021 3:46 pm",
"content": ""
}
]
},
{
"author": "blazespinnaker",
"content": "Small addition, hopefully, when we mouse over in map mode I notice it selects train stops and trains, it'd be great if it showed info about the selected object in the right most panels similar to non map mode. In particular, it's destination and / or route.",
"date": "2021-02-07T15:01:00+00:00",
"quotes": []
},
{
"author": "Llama",
"content": "TL;DR \nCoordinate Spidertron's map icon colour with Spidertron's remote colour instead of default red outline. \n \n What ? \nThe outline of Spidertron is always red, yet Spidertrons can be recoloured to match their remote control. I think their outline on the map should correspond with their remote control colour. For consistency you might consider doing the same to all vehicles (most benefit to be found on train engines I think) but the issue I have is mostly with Spidertrons. \n \n \n \n spid1.png (489.17 KiB) Viewed 4869 times \n \n \n \n \n \n spid2.png (483.76 KiB) Viewed 4869 times \n \n \n \nAlternative solution: Make the Spidertron glow or flash when their remote is held in the cursor. \n \nSomething to consider: What about other teams Spidertrons in MP? Colour those as well or not? \n \n Why ? \nWHY do you think it increases the value of Factorio as a game? \nWhen building blueprints with the help of multiple Spidertrons it's not clear which Spidertron will move. I have to start them moving, observe the line, stop the Spidertron, put the remote away and pick the other remote if I wanted to move a particular Spidertron. The Spidertron may not even be in the area, might have to scout around. It would be a smoother experience if there was an indication for which Spiderbro will move with the selected remote. \n \nThis would then make Spidertron map icons different from other vehicles, for consistency it might also benefit train engines to have their colour outline coordinate too, so that we can tell at a glance if the train we're seeing on the map is orange for copper, blue for iron etc.",
"date": "2021-07-24T11:29:04+00:00",
"quotes": []
},
{
"author": "Amarula",
"content": "+1 \nI click the wrong remote quite frequently, come back a minute later why isn't spidey here yet, oh rats, instead of grabbing the remote for the spider that was right there, I clicked one on the other side of the map who is now stuck trying to cross a lake... \nFor multiplayer, I would prefer spiders that aren't mine all the same default colour...",
"date": "2021-07-24T14:00:31+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "+1 \n \nI see only positive outcomes for this change, & it does not sound especially difficult to implement.",
"date": "2021-07-24T19:14:35+00:00",
"quotes": []
},
{
"author": "vulduv",
"content": "+1 \nJust commenting to support this post, it would be great to be able to see which spidertron is which from the map view!",
"date": "2021-08-01T05:03:19+00:00",
"quotes": []
},
{
"author": "ickputzdirwech",
"content": "[ick] Merged five topics about showing the colors of vehicles on maps.",
"date": "2021-12-03T11:45:16+00:00",
"quotes": []
},
{
"author": "Gummiente27",
"content": "I just had the idea that it'd be a great idea to show vehicle colors on map. \nI'd suggest the change the color of the middle instead of the border tho. \nFor trains with non-colorable vehicles but only one color of locomotives it should still color all train middles.",
"date": "2023-02-19T13:27:52+00:00",
"quotes": []
}
] | 17 | 2017-06-28T12:11:33-05:00 |
forum-topic-111043 | 111043 | [1.1.101] GPU Performance issues | Technical Help | https://forums.factorio.com/viewtopic.php?t=111043 | SpleT | Got some performance issues and im getting to the point i kinda suspect its related to one of the later Factorio updates somehow.
Ive a pretty good gaming PC: Ryzen 5900x 3600mhz ddr4 low cache 64gb 3080TI OCed... when i hang above my mainbuss I get like 40 to 50 UPS... When I dont... stable 60 UPS... All settings off//low... it doesnt seem to matter much at all... only thing that matters is when i put threats for graphics to 1... then it drops to 30 . but 12 or 24 doesnt matter much at all...
Doesnt matter if i stream or not... My CPU is half asleep... my GPU is like 20% orso... with stream more but it just doesnt matter cause its under 100%... anyway...
Its not windows settings. prefer maximum performance and such things... ive been through all of it multiple times by now. Also been adding removing mods but doesnt seem to do much either
So I thought maybe a bandwidth issue? hmm i had a lot of crashes cause my 2nd M2 bad blocks. My bios resetted... so my memory was on 2133 mhz with stock latencies... i thought yey! I found the issue!! Or not... it doesnt matter much at all it seems... so its not memory not bandwidth not gpu... what is is then??? and then i found this post... thank god!! when i hang on a black screen it goes all fine but yeah... i cant build anything like that! I nearly always design all my factories by hand during a playthrough. that way they are always a bit different and i find that fun instead of brainless blueprinting. if i was a blueprint player i could place one and then go hide again on black but i cant!
A few years ago... I played nearly the same playthrough with the same mods on my old PC i7 4770K with 32 GB ram... and I was about the same progression as i currently am in my current playthrhough (actually now i think about it... I mightve build a lot bigger there compared to now simply due to experience being more efficient with Logistics and such....
So I was like should I buy a new PC then for DDR5... go for a 4090?? that cant be a thing right... this same thing ran okay on my pc from 2013 !!! what the... This same PC I also use for dancing in VRChat with VR high ress with 80 people in the world fullbody with live DJ streaming and DMX controlled lights n all that... topping my GPU and CPU and still having decent FPS... which was completely impossible on my 4770K with an 1080TI.... I got under 10 FPS there and nonstop crashes (its why i bought this one actually)
Anyway... I play on and off and my Map I always trim so it doesnt become huge and Factory isnt that big compared to before... also... i feel my overall entity count actually reduced due to upgrades with beacons and such compared to before and faster belts... and having more output simply due to production modules. It feels like it started all of a sudden. I really pray it is something with one of the latest updates to factorio... | [
{
"author": "Tertius",
"content": "It's difficult to follow your post. What's your point? \n \nThe game can help you diagnose ingame issues: \n https://wiki.factorio.com/Tutorial:Diag ... nce_issues",
"date": "2024-02-01T12:01:48+00:00",
"quotes": []
},
{
"author": "SpleT",
"content": "Apologies. My point is that my GPU is sleeping (nearly doing nothing) while my FPS drops insanely when hovering above something while hanging in a black screen all goes fine... with lowest settings i could set. Kinda the topic of this post",
"date": "2024-02-01T12:42:51+00:00",
"quotes": []
},
{
"author": "SpleT",
"content": "Ive looked into the debug options a bit but not with the WIKI besides it. its been years i did that for my last playthrough so Ill do that again. I looked at time usage of all thingies and didnt see any overly taxing thingies that jumped out like i had the last time i played with some badly uptimized mod back then... which made me think its something with GPU this time as it runs stable 60 not hanging above activity. \n \nIll post any findings soon! and sorry i stept over that already thinking its a GPU issue. it felt like me it spontaniously began after updating factorio after all \n \nApologies for the hard to follow post. I can be very chaotic (adhd). I do my best",
"date": "2024-02-01T12:48:52+00:00",
"quotes": []
},
{
"author": "SpleT",
"content": "I forgot to say that both UPS//FPS always are in Unison. it why i thought it maybe a memory bandwidth issie at first after diagnosing CPU//GPU performance stats. but that doesnt seem the case... from 2133mhz to 3600mhz doesnt matter much either \n \nive included pictures. for some reason my GPU really doesnt like hanging there.. it destroys my performance even having a 4080TI. \n \nI guess the time usage ones are most interesting screenshots. the ones numbered 2",
"date": "2024-02-01T13:09:04+00:00",
"quotes": []
},
{
"author": "",
"content": "FPS is dropping because your computer can't update the game logic fast enough due to the amount of things you have built. FPS will never be > UPS and in your case UPS is < 60 so FPS is < 60. \n \n https://www.reddit.com/r/factorio/comme ... _factorio/",
"date": "2024-02-01T14:34:58+00:00",
"quotes": []
},
{
"author": "SpleT",
"content": "Hmm thats awkward as my base is about same size when i use my PC from 2013 compared to this new one... \n \nWhy does it work good on a black screen? thats kind of confusing to me.",
"date": "2024-02-01T14:38:58+00:00",
"quotes": []
},
{
"author": "SpleT",
"content": "+ my CPU is sleeping... only the first core seems to be a little busy with something",
"date": "2024-02-01T14:41:40+00:00",
"quotes": []
},
{
"author": "",
"content": "Do you have the save file from 2013? Because I suspect you are miss-remembering the size comparison. \n \n\nThe game is doing different things between the two screenshots (you let it run more or less between the two screenshots).",
"date": "2024-02-01T14:44:04+00:00",
"quotes": [
{
"author": "SpleT wrote: Thu Feb 01, 2024 2:38 pm",
"content": ""
},
{
"author": "SpleT wrote: Thu Feb 01, 2024 2:38 pm",
"content": ""
}
]
},
{
"author": "SpleT",
"content": "Well yeah else the debug stats dont update i think… i i stream on twitch splet its all there too \n \nMy 4770k pc is from 2013… not my last playthrough on it!!! That mustve been in 2021 orso.. yes i have all the save files still. Ill attach soon or give link to drive cause file size is rather big haha",
"date": "2024-02-01T23:41:26+00:00",
"quotes": []
},
{
"author": "Nosferatu",
"content": "When looking at that remember the most important thing from the wiki\n \nEven on the \"quieter\" black screenshot you have update time 15ms. \nSo update time alone nearly eats everything. \nOn the other screenshot you have 19ms so 60fps was impossible even before it came to the gpu",
"date": "2024-02-02T09:45:59+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "SpleT",
"content": "Yeah that’s still weird though… its almost like factorio is a single core game… my factory isnt much bigger as the one on my old 4770k in what i played around 2021 as far as i recall… ima post it in a bit",
"date": "2024-02-02T11:30:53+00:00",
"quotes": []
},
{
"author": "SpleT",
"content": "Here ya go... Its been 3 years so i hope its the correct one... I remember having the same progress in the game as I have right now... just unlocked the first tier of the space sciences green orange blue and pink... \n \nFrom what i remember back then in 2021 i trimmed the surface more actively to reduce map size. I didnt had M2's back then so it was more needed. I build more in space in nauvis orbit but i had less throughput on main planet as it was a bit different back then as i remember with the K2+SE mods. So it should not be a too huge difference in active stuff... \n \nIve also just tested my new save on my old 4770K as it stands besides me on my second desk... and as i expected the performance on my old PC is nearly the same with my new game... That 4770K is overclocked though so even though it has only 4 cores instead of 12 on this new one... the single core performance is very good... i guess thats why i could stick around on Factorio with my old 2013 PC till 2022 when i bought this new one.... \n \nSo yeah... is this game a singlecore game? Cause that would explain everything. Doesnt matter much if I play on my 2013 or my 2022 new one :p \n \n https://drive.google.com/file/d/1DUcVBY ... sp=sharing",
"date": "2024-02-02T12:53:40+00:00",
"quotes": []
},
{
"author": "SpleT",
"content": "Theres no shame in saying that. Dont get me wrong here. Im a software dev myself working at asml and i know all about threading nightmares brrr :p",
"date": "2024-02-02T13:01:45+00:00",
"quotes": []
},
{
"author": "Nidan",
"content": "short answer: factorio tries to use multithreading whenever possible. \nFor details, see the FFF blog posts; optimizations, including parallelization, are a recurring topic there. The ideas and suggestions section in this forum also has its share of great multithreading ideas(tm) and why they won't work; usually they run afoul of the games determinism. A powerful modding API, determinism and multithreading don't mix well. \n \nRegarding your hardware, how does the memory bandwidth/speed compare between both systems? Your description of idle-ish CPU and less than 60 UPS sounds like you might be bottlenecked there.",
"date": "2024-02-02T13:47:54+00:00",
"quotes": []
},
{
"author": "",
"content": "Now can you also post your current save?",
"date": "2024-02-02T14:00:49+00:00",
"quotes": []
},
{
"author": "SpleT",
"content": "i did!",
"date": "2024-02-02T14:56:38+00:00",
"quotes": []
},
{
"author": "SpleT",
"content": "https://drive.google.com/file/d/1DUcVBY ... nlYaV/view",
"date": "2024-02-02T14:57:25+00:00",
"quotes": []
},
{
"author": "SpleT",
"content": "The test i just did though, playing my new save on my old computer is actually a better measurement. it plays nearly as well as my new PC henche i think the singlecore limitation",
"date": "2024-02-02T15:01:39+00:00",
"quotes": []
},
{
"author": "SpleT",
"content": "I understand. Ive a lot of things running then that cant be spread out over my 12 cores. i might have to down//upgrade to a CPU with better singlecore performance or learn a bit about how i can build in factorio such a way that the engine can do that more. ill look into it",
"date": "2024-02-02T15:04:45+00:00",
"quotes": []
}
] | 19 | 2024-02-01T05:47:18-06:00 |
forum-topic-61948 | 61948 | ChokePoint Enhanced | Reika's Mods | https://forums.factorio.com/viewtopic.php?t=61948 | JFS | Sorry for making a thread, but 1) this is not a bug report, 2) there was no mod thread for ChokePoint.
I like the ChokePoint mod, but noticed some issues with it: with the mod installed, there was significant choppiness/lag while walking around (disabling just ChokePoint made the choppiness completely go away, and re-enabling the mod made the game laggy again). I benchmarked the different tile generation programs included in the mod, measuring how much time it took to reveal the same large area around the spawn point:
Code: Select all /c game.forces.player.chart(game.player.surface, {lefttop = {x = -512, y = -512}, rightbottom = {x = 512, y = 512}})
I saw that there was a roughly linear relationship between the number of times the simplex function is invoked and the time it took to generate the tiles:
continents.lua (1x simplex): 38s
fusedcontinents.lua (2x simplex): 62s
rivercutsrings2.lua (3x simplex): 105s
rivercutsringswithland2.lua (4x simplex): 140s
However, with many of the faster programs the player can spawn inside deep water, instantly dying, and starting ore spawns can also be similarly affected.
So I made faster variants of the continents and rivers programs (only invoking simplex 1x), with added protection for the players' starting areas. (in light of the MIT license)
It's not as crude as just enforcing a strict no-water-zone, as that would result in sharp unnatural transitions at the boundary. Instead, I introduced a gradual bias added to the simplex noise that slowly tapers off the water mass as it approaches the spawn point. This creates a more natural-looking environment, where you can imagine the spawn point as the top of a small hill:
and
This is vanilla default, with my modified version of ChokePoints. Notice that on both maps, without the land bias spawn point protection, the player would have spawned inside deep water: there's a north-south river/canal that tapers off and leaves room around the start location only because of the added spawn protection.
I realize some computers can handle 4x simplex and some can't. So I added a mod setting to the GUI where players can choose from the algorithms:
FastContinents is my modified 1x simplex continents variant. Example map .
PrettyContinents is based on 4x simplex fusedcontinentsbridge2.lua . Example map .
FastRivers is my modified 1x simplex rivers variant. Example map .
PrettyRivers is based on 4x simplex rivercutsringswithland2.lua (the default in 1.0.97). Example map .
FastContinents, FastRivers and PrettyRivers include my version of enhanced spawn protection. PrettyContinents includes a form of spawn protection that was present in fusedcontinentsbridge2, I just fixed a small multiplayer-related bug and made it a bit longer-range and scalable. All spawn protection can be tuned (or set to 0 to disable) in the mod settings:
Here is my modified ChokePoint version, offered under the same MIT license. Reika, if you like it, feel free to incorporate the changes into your mod. | [
{
"author": "Reika",
"content": "A lot of this is now no longer applicable - I did a lot of cleanup, and the performance is better. That said, I will probably include the spawn protection. \n \nAlso, the license for ChokePoint was never MIT - that was an error in the mod portal affecting many mods, including some of mine.",
"date": "2018-08-20T23:03:32+00:00",
"quotes": [
{
"author": "JFS wrote:",
"content": ""
}
]
},
{
"author": "adesazz",
"content": "First off, thanks for this mod and thanks for updating to v17. Really looking forward to seeing this in action. \n \nIn control.lua my first line is [require \"programs.rivercuts\"] is that right? None of the programs I try seem to be taking but I also don't know how to tell for sure. I do get the handful of options for mod config in-game. \n \nThanks for any help",
"date": "2019-03-25T03:50:19+00:00",
"quotes": []
},
{
"author": "Reika",
"content": "If you did not specify the program correctly, the game would not even enter a map; it would throw an error.",
"date": "2019-04-01T20:20:07+00:00",
"quotes": [
{
"author": "adesazz wrote: Mon Mar 25, 2019 3:50 am",
"content": ""
}
]
},
{
"author": "adesazz",
"content": "Ah ok, thanks for the reply. I tried a dozen different formats with game reloads in between, I never got an error but I also never got a noticeable effect (I also ran Alien Biomes). Anyway if that's the right syntax I guess I'm stuck waiting for an in-game dropdown. Thanks again. \n \nThere will never be an ingame dropdown; that system cannot control the code like this. \n \nAgain, the fact you were loading without crashes means the code was running, whether you immediately noticed an effect or not.",
"date": "2019-04-02T00:18:12+00:00",
"quotes": []
}
] | 4 | 2018-08-05T19:27:40-05:00 |
forum-topic-127297 | 127297 | [2.0.39] Holding Ctrl w/o Shift results in aligned bluepring losing alignment | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127297 | Hares | Sometimes, when you first drag blueprint over already-built entities to enforce correct alignment, and then press Ctrl+Shift while holding LMB, the resulting BP becomes misaligned. I tried to report this bug during the early SA days, but didn't succeed in recording it, and didn't encounter it since then so I thought it was fixed. It was not. Frame-by-frame inspection of recording resulted in the following fact. The recording is done at 60FPS, so it's fair game.
Steps to Reproduce
Have non-parameterized, tileable blueprint (local grid)
Build it somewhere
Wait until it's deployed
Make sure there are hard obstacles blocking next section (i.e., other structures)
Press & hold LMB that blueprint over these built entites
Drag to the side, covering these obstacles
Press Shift+Ctrl to force deployment
Expected:
That blueprint is super-force built on the next spot, correctly aligned
Actual:
If, while pressing Ctrl+Shift, you pressed Shift first, everything's OK
If Ctrl was pressed first, however, the alignment breaks
Then, the next frame Shift is pressed, and Super-Force deployment is triggered to the target location
Frame by frame presentation
Control pressed:
03-06-2025, 14-43-44.png (1.98 MiB) Viewed 230 times
Alignment broken:
03-06-2025, 14-44-05.png (2.03 MiB) Viewed 230 times
Shift pressed:
03-06-2025, 14-44-21.png (2.38 MiB) Viewed 230 times
Super-force mode enabled:
03-06-2025, 14-44-44.png (1.98 MiB) Viewed 230 times
Deploy order created:
03-06-2025, 14-45-12.png (2 MiB) Viewed 230 times
My hotkeys for BP deployment are default.
Keybinds
03-06-2025, 14-34-03.png (71.27 KiB) Viewed 230 times
See Also
121841: Make parameterized blueprint compatible with "snap to grid"
Click to expand the recording | [] | 0 | 2025-03-06T05:47:01-06:00 |
forum-topic-119248 | 119248 | Factorio Locale File Comparison Tool | Tools | https://forums.factorio.com/viewtopic.php?t=119248 | plexpt | Code: Select all import tkinter as tk
from tkinter import ttk
import re
from tkinterdnd2 import DND_FILES, TkinterDnD
import os
class FactorioConfigComparer(TkinterDnD.Tk):
def __init__(self):
super().__init__()
self.title("Factorio Config Comparer")
self.geometry("1000x600")
# 创建主框架
self.main_frame = ttk.Frame(self)
self.main_frame.pack(expand=True, fill='both', padx=10, pady=10)
# 创建左右两栏
self.create_panels()
# 创建对比结果区域
self.create_result_area()
# 存储当前加载的配置
self.left_config = None
self.right_config = None
def create_panels(self):
# 创建左右面板容器
panels_frame = ttk.Frame(self.main_frame)
panels_frame.pack(expand=True, fill='both')
# 左面板
left_frame = ttk.LabelFrame(panels_frame, text="Left Config File")
left_frame.pack(side='left', expand=True, fill='both', padx=5)
self.left_text = tk.Text(left_frame, height=10, wrap=tk.WORD)
self.left_text.pack(expand=True, fill='both', padx=5, pady=5)
self.left_text.insert('1.0', "Drop .cfg file here")
# 配置拖放
self.left_text.drop_target_register(DND_FILES)
self.left_text.dnd_bind('<<Drop>>', lambda e: self.on_drop(e, 'left'))
# 右面板
right_frame = ttk.LabelFrame(panels_frame, text="Right Config File")
right_frame.pack(side='left', expand=True, fill='both', padx=5)
self.right_text = tk.Text(right_frame, height=10, wrap=tk.WORD)
self.right_text.pack(expand=True, fill='both', padx=5, pady=5)
self.right_text.insert('1.0', "Drop .cfg file here")
# 配置拖放
self.right_text.drop_target_register(DND_FILES)
self.right_text.dnd_bind('<<Drop>>', lambda e: self.on_drop(e, 'right'))
def create_result_area(self):
# 创建结果显示区域
result_frame = ttk.LabelFrame(self.main_frame, text="Comparison Results")
result_frame.pack(expand=True, fill='both', pady=10)
# 创建两个子区域用于显示缺失的键
results_container = ttk.Frame(result_frame)
results_container.pack(expand=True, fill='both')
# 左侧缺失的键
left_missing_frame = ttk.LabelFrame(results_container, text="Keys missing in Left file")
left_missing_frame.pack(side='left', expand=True, fill='both', padx=5, pady=5)
self.left_missing_text = tk.Text(left_missing_frame, height=10, wrap=tk.WORD)
self.left_missing_text.pack(expand=True, fill='both', padx=5, pady=5)
# 右侧缺失的键
right_missing_frame = ttk.LabelFrame(results_container, text="Keys missing in Right file")
right_missing_frame.pack(side='left', expand=True, fill='both', padx=5, pady=5)
self.right_missing_text = tk.Text(right_missing_frame, height=10, wrap=tk.WORD)
self.right_missing_text.pack(expand=True, fill='both', padx=5, pady=5)
def parse_factorio_cfg(self, file_path):
"""解析 Factorio 配置文件,返回键值对字典"""
config_dict = {}
current_key = None
with open(file_path, 'r', encoding='utf-8') as f:
for line in f:
line = line.strip()
# 跳过空行和注释
if not line or line.startswith('#') or line.startswith('_'):
continue
# 检查是否是键值对
if '=' in line:
key, value = line.split('=', 1)
key = key.strip()
value = value.strip()
# 去掉值的引号(如果存在)
value = value.strip('"').strip("'")
config_dict[key] = value
return config_dict
def on_drop(self, event, side):
# 获取拖放的文件路径
file_path = event.data
# 移除可能的大括号和引号
file_path = file_path.strip('{}').strip('"')
# 检查文件是否存在且是.cfg文件
if not os.path.exists(file_path) or not file_path.lower().endswith('.cfg'):
self.show_error("Please drop a valid .cfg file")
return
# 读取配置文件
try:
config_dict = self.parse_factorio_cfg(file_path)
# 更新相应的文本框和存储的配置
if side == 'left':
self.left_text.delete('1.0', tk.END)
self.left_text.insert('1.0', f"Loaded: {os.path.basename(file_path)}\n")
self.left_text.insert(tk.END, f"Found {len(config_dict)} keys")
self.left_config = config_dict
else:
self.right_text.delete('1.0', tk.END)
self.right_text.insert('1.0', f"Loaded: {os.path.basename(file_path)}\n")
self.right_text.insert(tk.END, f"Found {len(config_dict)} keys")
self.right_config = config_dict
# 如果两个配置文件都已加载,则进行比较
if self.left_config and self.right_config:
self.compare_configs()
except Exception as e:
self.show_error(f"Error reading config file: {str(e)}")
def compare_configs(self):
# 清空结果区域
self.left_missing_text.delete('1.0', tk.END)
self.right_missing_text.delete('1.0', tk.END)
# 获取所有键
left_keys = set(self.left_config.keys())
right_keys = set(self.right_config.keys())
# 找出缺失的键
missing_in_left = right_keys - left_keys
missing_in_right = left_keys - right_keys
# 显示结果
if missing_in_left:
for key in sorted(missing_in_left):
self.left_missing_text.insert(tk.END, f"{key}={self.right_config[key]}\n")
else:
self.left_missing_text.insert('1.0', "No missing keys")
if missing_in_right:
for key in sorted(missing_in_right):
self.right_missing_text.insert(tk.END, f"{key}={self.left_config[key]}\n")
else:
self.right_missing_text.insert('1.0', "No missing keys")
def show_error(self, message):
"""显示错误消息"""
import tkinter.messagebox as messagebox
messagebox.showerror("Error", message)
if __name__ == "__main__":
app = FactorioConfigComparer()
app.mainloop() | [] | 0 | 2024-11-02T04:19:45-05:00 |
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