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forum-topic-97418
|
97418
|
Who made this 8 belt inline balancer?
|
Mechanical Throughput Magic (circuit-free)
|
https://forums.factorio.com/viewtopic.php?t=97418
|
Aru
|
I've searched the internet, blueprint database, and the forums, but I can't seem to find this design anywhere, let alone the original posting. I'm trying to find out who made this (or contributed in the case of several) because I like to put the designers in the blueprint names.
0eNqdmGuLnDAUhv9KyacW3CX3i3+lLGVmV5aAE0Vj2WHwv1fHdrE7Hk3OJ1HM43sueU1yI+d6qNrOh0jKG/GvTehJ+fNGev8eTvX8LF7bipTEx+pCChJOl/kudqfQt00Xn85VHclYEB/eqg9SsrE4HNy3tY+x6lbD+PhSkCpEH321CLjfXH+F4XKe3izZ4+iCtE0/DWjC/KUJosT01nW6ymc1zjq+MDgkf4NEn9XCUtsskcFiByyZFJvYjU1l6OEHevQna5iq0713zXQFaWJNK/5VvBliO8yN8UA3SdGq3WhtlkKZqdBl5FId5JLRpHDNbriMZSjSR4pypoE5ggnMnNIATGaVla1xCWVlCqPVAFo1ZsJBgZsMmPg/7DffVa/LC3oLbTE6zVc030I7nE88wj+L5wNQO04zwpBZGeIMM92BSnKe425Ab3GRlVidOQ+4xBgAFLDCad1pgh3lGqMcyrLB2IEFYBYDcwDM4XzQPbR7Qk4FzfoYXyciBc8w1mZT/EdwjLW5JLTAqAbKKSTGu4BGEwrjVhBM49ZRO40GOrgwGOEuxcGFxSyPbBLaYRwnCS0pBg30mGQI/9E0ZS5IjtjqJKIxq0fNgBTgVo933HH7SswG656FLRhuh/U3qYdSDcrRUxNhEdYI1syhDCgxEYoiLAeqmWIIF4fiVhyjDIIJhJGAYUrUei6xeZTCSIXi1hj34AAs7ViC70NsximVFgDEJUHkrhJNM86UICU67dBN7yvJ2RGBSlAtDimSGUcyi6KXYjnCLFfHpQWpT5OE6Zl9st++2w9Gf0wPf1ddv/zwLJPGcSO0lFTwcfwDkRjvDA== Copy blueprint
|
[
{
"author": "causa-sui",
"content": "raynquist",
"date": "2021-04-17T01:38:38+00:00",
"quotes": []
},
{
"author": "Tallywort",
"content": "Beyond any other answers this could easily have been reinvented multiple times.",
"date": "2021-04-18T00:06:44+00:00",
"quotes": []
},
{
"author": "Yodo",
"content": "I think it was actually Jackiethegreen on Reddit who first made an posted it; see this Reddit comment , in which he claims to have made it, with exactly the same blueprint, and the other comments which have many similar blueprints. That post is probably from when all of them were created. \n \nOf course it might have been discovered (semi)independently later, or someone may have discovered it earlier but not posted anything online.",
"date": "2024-01-25T14:32:26+00:00",
"quotes": []
}
] | 3
|
2021-03-30T17:17:00-05:00
|
forum-topic-85459
|
85459
|
How to change pipe capacity (solved)
|
DyWorld
|
https://forums.factorio.com/viewtopic.php?t=85459
|
Hannu
|
I need longer underground pipes and different colors in aesthetic buildings but higher tier pipes have too large capacity and fluid flow does not work properly. What I have to change in mod files to get capacity of all pipes to same as nickel pipes (and vanilla pipes)?
I already found a row
DyWorld_Prototype_Entity.fluid_box.base_area = v.DyWorld.Entity.Pipe.Amount / 10
in files data\logistics\entities\pipe.lua and pipe-underground.lua and changed base_area to 1 but it did not have any effect.
|
[
{
"author": "Hannu",
"content": "I found solution. There was a file \"data\\entity-info.lua\". There is definitions for capacities of different pipes. I changed them and now it work as I like. I do not understand why my first attempt failed.",
"date": "2020-05-31T10:54:55+00:00",
"quotes": []
}
] | 1
|
2020-05-31T04:14:17-05:00
|
forum-topic-126174
|
126174
|
Congrats, you broke me
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=126174
|
antstar
|
I was willing to work around the pathetically anemic rockets, ridiculous asteroid densities, deliberately obtuse rocket engines, lazy coding of platform trains, too many cases of challenging my patience rather than intellect to even list. Then I faced big asteroids. Nope. I'm not finishing it. And I'm not coming back until there's a good mod which removes space and all the failed space mechanics completely.
|
[
{
"author": "mmmPI",
"content": "Yet another very poorly argumented complaint just showing a lack of creativity from the player imo. \n \nRailguns",
"date": "2025-01-20T19:34:49+00:00",
"quotes": []
},
{
"author": "Haisom",
"content": "You just highlighted all the things I think make the game great.",
"date": "2025-01-20T19:47:50+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "That's called Factorio 2.0. You can download it here ( https://factorio.com/download ), and never see any of the Space Age stuff that you dislike so much ever, ever again.",
"date": "2025-01-20T20:29:25+00:00",
"quotes": [
{
"author": "antstar wrote: Mon Jan 20, 2025 7:26 pm",
"content": ""
}
]
},
{
"author": "waterBear",
"content": "How do I delete someone else's post?",
"date": "2025-01-20T20:51:38+00:00",
"quotes": []
},
{
"author": "s6x",
"content": "I don't understand the point of threads like this one. Personally, I actually agree with some of your complaints, but just ranting doesn't help anything. It isn't even likely to make you feel any better since most of the replies are going to be unsympathetic. \n \nIf you hate asteroids, you can fix that for yourself right now with a mod like this one . Surely that's a more constructive approach?",
"date": "2025-01-20T20:54:23+00:00",
"quotes": []
},
{
"author": "trancexpress",
"content": "space rock goes brrrrrrr",
"date": "2025-01-21T06:33:31+00:00",
"quotes": []
},
{
"author": "Nemoricus",
"content": "Rocket turrets are the counter to big asteroids. Railguns are for the huge ones.",
"date": "2025-01-21T21:10:28+00:00",
"quotes": [
{
"author": "mmmPI wrote: Mon Jan 20, 2025 7:34 pm",
"content": ""
}
]
},
{
"author": "dmikalova",
"content": "If this is what broke you... then maybe it's not your game. That is ok!",
"date": "2025-01-21T21:23:19+00:00",
"quotes": []
},
{
"author": "factorio_player",
"content": "At least they got the autosave right",
"date": "2025-01-27T19:17:49+00:00",
"quotes": []
},
{
"author": "Khazul",
"content": "Just 'big' asteroids? Add some rockets and blow them up until you have to deal with 'huge' asteroids when its time to get the big guns out. \n \nBuilding ships that can do the shattered planet run at over 750Km/s is one of the more interesting pastimes in this game. What I will grant is arguably wrong with it, is there is no cap on small asteroid density so even the most powerful high end PC will be brought to its knees at high speed eventually.",
"date": "2025-01-27T19:33:44+00:00",
"quotes": [
{
"author": "antstar wrote: Mon Jan 20, 2025 7:26 pm",
"content": ""
}
]
},
{
"author": "Daid",
"content": "Most funny thing about posts like these is. If you reach big asteroids, you already have a dozen of hours into the game, and compared to pretty much any other game, got your money worth of gameplay. \n \n(It is a bit of a shame that a bunch of things only have 1 real solution, like big and huge asteroids, but that's hardly a reason to feel broken)",
"date": "2025-01-27T20:11:50+00:00",
"quotes": []
},
{
"author": "Khazul",
"content": "I have to wonder how many people first ship out to aquilo and especially to system edge and beyond went splat into a big/huge asteroid at high speed and they just laughed it off and built something else with more guns and attitude on it? \n \nI have lost count of the number of perfectly good ships that have gone splat due to a circuit issue or otherwise while I'm sat back thinking yeh - will be fine at 500Km/s - until it wasnt - ugh! \n \nIf nothing else, at least I ended up with a decent ship building setup on Nauvis to quickly replace failed experiments",
"date": "2025-01-27T20:24:19+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "It's is certainly an interesting last puzzle. I'm working on it now. I started out with a spaceship. Now, it's much more of a factory in space.",
"date": "2025-01-27T20:41:57+00:00",
"quotes": []
},
{
"author": "fencingsquirrel",
"content": "I actually lost my first two platforms period lol. \n \n#1 Game was like \"gun turrets can be used to shoot down asteroids\" in the tooltip and I'm like \"YEAH BUT I GOT LASERS, BITCH\". That went about as well as you'd expect. \n \n#2 I was like, aha, I will manufacture bullets in space. Not enough lol. \n \n#3 I just stored like a million bullets and made it. \n \nI do think it'd be nice if the asteroids weren't set up in such a hard countery way. Like with biters you have 4 main static defense counters, and all 4 work entirely on their own with no help if you want. You go to space, and you get bullets or pain.",
"date": "2025-01-27T20:53:48+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "There are 4 effective asteroid defenses, too...",
"date": "2025-01-27T20:56:32+00:00",
"quotes": [
{
"author": "fencingsquirrel wrote: Mon Jan 27, 2025 8:53 pm",
"content": ""
}
]
},
{
"author": "fencingsquirrel",
"content": "I meant for your first ship obviously.",
"date": "2025-01-27T21:07:44+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "Yeah, I tried lasers at first, too. That didn't work out so well.",
"date": "2025-01-27T21:11:25+00:00",
"quotes": []
},
{
"author": "Nemoricus",
"content": "Biters don’t have such a rigid rock paper scissors approach to countermeasures.",
"date": "2025-01-27T21:11:42+00:00",
"quotes": [
{
"author": "NineNine wrote: Mon Jan 27, 2025 8:56 pm",
"content": ""
},
{
"author": "fencingsquirrel wrote: Mon Jan 27, 2025 8:53 pm",
"content": ""
}
]
},
{
"author": "fencingsquirrel",
"content": "I figured out a dumb trick to help beat asteroids out of necessity btw. I was trying to escape a max biter world with as little tech as possible and phsyical damage 5 + shooting speed 2 wasn't cutting it. \n \nTurns out you can just slow your ship down mid flight if you think you'll need to. Just remove the fuel storage tanks and then manually taking the inserter on and off to slow down thruster fuel generation so you stay around 20 km/s helps a lot. You only get slightly more asteroids but you can just max out your storage bay with ammo beforehand. \n \nIdeally you'd be able to read your thruster's thrust level or your ship's speed and toggle it with the circuit network, but there seems to be no way to do this. So yoinking it is.",
"date": "2025-01-27T23:59:58+00:00",
"quotes": []
}
] | 19
|
2025-01-20T13:26:49-06:00
|
forum-topic-55347
|
55347
|
Bob's Mods: Downloads
|
Bob's mods
|
https://forums.factorio.com/viewtopic.php?t=55347
|
bobingabout
|
For the latest mods, check the Mod portal
0.15 mods on Dropbox
0.16 mods on Dropbox
0.17 mods on Dropbox
0.18 mods on Dropbox
1.0 mods Archive on Dropbox
1.1 mods Archive on Dropbox
Latest 1.0 mods on Dropbox
Latest 1.1 mods on Dropbox
https://mods.factorio.com/mods/Bobingabout/boblibrary
https://mods.factorio.com/mods/Karosieben/boblocale
https://mods.factorio.com/mods/Bobingabout/bobassembly
https://mods.factorio.com/mods/Bobingabout/bobclasses
https://mods.factorio.com/mods/Bobingabout/clock
https://mods.factorio.com/mods/Bobingab ... lectronics
https://mods.factorio.com/mods/Bobingabout/bobenemies
https://mods.factorio.com/mods/Bobingabout/bobequipment
https://mods.factorio.com/mods/Bobingab ... greenhouse
https://mods.factorio.com/mods/Bobingabout/bobinserters
https://mods.factorio.com/mods/Bobingabout/boblogistics
https://mods.factorio.com/mods/Bobingabout/bobmining
https://mods.factorio.com/mods/Bobingabout/bobmodules
https://mods.factorio.com/mods/Bobingabout/bobores
https://mods.factorio.com/mods/Bobingabout/bobplates
https://mods.factorio.com/mods/Bobingabout/bobpower
https://mods.factorio.com/mods/Bobingabout/bobrevamp
https://mods.factorio.com/mods/Bobingabout/bobtech
https://mods.factorio.com/mods/Bobingabout/bobwarfare
https://mods.factorio.com/mods/Bobingab ... eequipment
|
[] | 0
|
2017-12-18T18:09:44-06:00
|
forum-topic-117641
|
117641
|
[Genhis][2.0.11] Roboports queue logic 2.0 not working
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=117641
|
Hares
|
After all requests are canceled
10-26-2024, 15-36-29.png (2.44 MiB) Viewed 4954 times
Few minutes after
10-26-2024, 15-38-01.png (56.82 KiB) Viewed 4954 times
Steps to Reproduce
Import DocJade's AutoMall and build at least 8 chunks of it
Ask it to craft rocket silo, or two
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
Copy blueprint
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[
{
"author": "",
"content": "Hello, you should describe what do you actually consider to be a bug here.",
"date": "2024-10-26T12:55:20+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "In FFF-374: Smarter robots it was said that robots should now take into account how many other robots are recharging and want to recharge on the specified roboport:\n \n\nHowever, what I see is here is the old behaviour of many \"vacant\" roboports nearby and one collecting a queue of millions of robots to charge.",
"date": "2024-10-26T13:06:48+00:00",
"quotes": [
{
"author": "kovarex wrote: Sat Oct 26, 2024 12:55 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Tem3dy",
"content": "Agreed, I've had the same problem happening despite having multiple roboports available, I feel like the new behavior isn't very improved, or at least there are some issues with it. \n \nSometimes the task assigning works unpredictably as well, for example when I was placing down rails (both in range of personal roboport and a roboport network), the bots from my personal roboport were waiting for trees (obstacles) to be deconstructed, and that task was assigned to bots from the other end of the base, meanwhile I had 50 robots available in my personal roboports that didn't take the job",
"date": "2024-11-02T18:51:27+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Observed such behaviour too.",
"date": "2024-11-02T19:55:02+00:00",
"quotes": [
{
"author": "Tem3dy wrote: Sat Nov 02, 2024 6:51 pm",
"content": ""
}
]
},
{
"author": "AndrolGenhald",
"content": "I've seen this a lot as well, my guess is that it's due to the last change in the FFF, that robots must always charge at a roboport closer to their destination than they are. Perhaps this needs to be relaxed a bit somehow? Maybe rather than having a selection criteria of \"closer to destination\" it should be \"closer to destination OR within single charge flying distance of destination\" or maybe some heuristic like \"closer to destination OR within single charge flying distance / 2 of current position\"?",
"date": "2024-11-06T16:36:56+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "That \"closer to destination\" logic, neigh the whole recharge logic needs to be redesigned. \n \nWhen the bot leaves a roboport (or takes on a new job) it should check how far it can go before running out of fuel. If that is before the destination then it should look for the best roboport to refuel from there and then set course directly there without going zig-zag all the time. \n \nAnd since the bot is at a roboport (unless it gets retasked mid flight where you just skip the closer test) the choice of the next roboport to refuel can ignore that roboport and any further away from the goal while still picking a roboport that isn't overcrowded. It also means the bot can travel half it's charge and recharge at some closer roboport instead of trying to go all the way and then ending up at an overcrowded roboport because any other roboport would be out of range of the remaining charge. Planing ahead where to refuel gives a lot more options.",
"date": "2024-11-06T17:40:59+00:00",
"quotes": []
},
{
"author": "Skyl3lazer",
"content": "This occurs for me as well in 2.0.14. Whatever roboport is closest to the center of traffic will end up with a queue of hundreds of robots, rather than spreading around to other chargers. \n \n \n \n 11-07-2024, 08-49-30.png (126.28 KiB) Viewed 4655 times",
"date": "2024-11-07T13:49:58+00:00",
"quotes": []
},
{
"author": "GenosHK",
"content": "I came here looking for answers as well. \n \n \n 11-07-2024, 15-22-05.png (1.37 MiB) Viewed 4636 times \n \n \n \n \n 11-07-2024, 15-22-26.png (103.91 KiB) Viewed 4636 times",
"date": "2024-11-07T21:22:31+00:00",
"quotes": []
},
{
"author": "Xellnix",
"content": "same at my end, while they have options (black circles) to recharge, they stack at these 2 roboports \n(i use basice logistic bots with +825% speed +3 capacity, also basic roboports) \n \nso even if they would move slowly to the circled ports they would be faster than stacking and waiting for recharge \n \nbut, not all stack there, some move away, so i would guess like the others suggest, something to do with destination?\n \n \n \n roboports.png (719.7 KiB) Viewed 4586 times",
"date": "2024-11-09T13:45:30+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "First I wonder why you have big miners going into requester quests, seems kind of backwards. \n \nSecond the bots do split between the two closest roboports. If they just delivered the items requested by all those requester chests and are looking for a place to rest that might be different to the normal recharging logic. Is this a case of bots looking for a resting place? \n \nThe other roboports seem to be far away so the distribution logic might not trigger there. But bots should compare the total time (travel + wait in queue) for every roboport as far out until travel time exceeds the best roboport found so far (as in I think they should, not that they already do).",
"date": "2024-11-11T07:25:14+00:00",
"quotes": [
{
"author": "GenosHK wrote: Thu Nov 07, 2024 9:22 pm",
"content": ""
}
]
},
{
"author": "GenosHK",
"content": "I set the chests to automatically trash non requested items, so the bots come and take the scrap to storage automatically. I've since swapped to training it all out since the robot charging shenanigans were ruining this method. \n \n\nThey do split between the two roboports, but they will eventually stack up to ONLY those two roboports to charge. Over 7000 robots trying to charge at two roboports instead of spreading out to the other roboports just across the gap seems like the queue logic isn't working. \n \nThey obviously aren't that far away since they are in the same network. It's slightly more than what large power poles can span. I agree that they made it seem like total wait time should be the determining factor, but I assume it has something to do with wanting to be moving toward their goal. A lot of these charging aren't holding an item making it seem like they are trying to be nearby to their destination, but when 1000 robots are waiting to charge, you'd think it'd be able to tell that it's not the best solution to become number 1001 waiting in line with 30 alternate roboports that close.",
"date": "2024-11-11T14:10:57+00:00",
"quotes": [
{
"author": "mrvn wrote: Mon Nov 11, 2024 7:25 am",
"content": ""
},
{
"author": "mrvn wrote: Mon Nov 11, 2024 7:25 am",
"content": ""
},
{
"author": "mrvn wrote: Mon Nov 11, 2024 7:25 am",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "Ah, so those requester quests are actually all active provider chests. The big drawback of this method is that the ore will fill every storage chest you have and then deadlock all your bots before the miners will stop mining. I can't see that ever being useful. Just use provider chests and let the bots fetch ores you request somewhere else. \n \n\nIndeed, a whole lot of bots without ore in hand. So they went to recharge on the way toward the chests. And close to the target as well. So the code that is supposed to prevent bots from not making progress might really be interfering with splitting the bots to more roboports. Be aware that when the bots decide to refuel is when they are nearly out of fuel. The distance they can still travel fast is very limited. They would have to slow crawl to any but those two roboports. Quite likely the distance is simply to far even without a \"must be nearer\" logic going wrong. But only the devs would know the real internal logic there. \n \nThe current method looks something like this (purely from watching gameplay):\n \n \n \n current-refueling.png (720.6 KiB) Viewed 4504 times \n \n \n\nThe path of the bot is drawn in black. The green/red background signifies the cost of refueling. The further away the bot has to go the longer it will take. As you can see most roboports are fully red and the bot would never go there. \n \nAs I said before the decision to refuel should be taken where the bot leaves and not when it runs out of fuel. First the bot just looks at the direct path (grey). If it can't reach it's goal it looks for a roboport to refuel at. This is the same spot as before, just now the bot searches for a roboport before it leaves instead of later when it actually runs out of fuel. And since the bot hasn't actually left yet the cost of picking a roboport differs a lot. It could pick any roboport within a circle where the grey line is a radiant. But anything not along the grey line means the overall distance is longer so cost rises. And you want to recharge as late as possible to minimise the number of stops. So a very rough sketch of the cost function done in a minute in gimp is something like this:\n \n \n \n plan-ahead-refueling.png (1.09 MiB) Viewed 4504 times \n \n \n\nAs you can see the cost function is no longer a circle but more spread out along the path and fewer roboports are fully red. Actually none but the starting roboport (and anything to the left of it) should be disallowed. \n \nOn top of that add the wait time for each roboport from the (number of bots registered to stop there) and pick the cheapest. Instant balancing of bots and no wasted zig-zaging of bots.",
"date": "2024-11-11T15:47:56+00:00",
"quotes": [
{
"author": "GenosHK wrote: Mon Nov 11, 2024 2:10 pm",
"content": ""
},
{
"author": "mrvn wrote: Mon Nov 11, 2024 7:25 am",
"content": ""
},
{
"author": "GenosHK wrote: Mon Nov 11, 2024 2:10 pm",
"content": ""
},
{
"author": "mrvn wrote: Mon Nov 11, 2024 7:25 am",
"content": ""
},
{
"author": "mrvn wrote: Mon Nov 11, 2024 7:25 am",
"content": ""
}
]
},
{
"author": "Trollseidon",
"content": "11-17-2024, 14-56-13.png (4.88 MiB) Viewed 4339 times \n \n \n\n[2.0.15] That's roughly 2000-3000 construction bots all deciding on the same exact roboport is the only place they want to get a recharge from. All arrived relatively slowly one after the other but all following the same deconstruction order of a few boxes filled with stuff.. This entire city block is surrounded by roboports, not just the top corner. It works most of the time but there has got to be some bug somewhere that just makes it so all bots only want to charge from a single roboport nearby and ignore the others.",
"date": "2024-11-17T23:01:24+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "I would propose another solution to the problem -- add the final destination to the list of valid roboports to recharge at. As absurd as it sounds, this might solve all the problems while maintaining most of the current implementation. So, the idea is -- estimate flight time to the destination (respecting the low-charge mode) and set it as a limit on recharge roboport tributors. So, for example, it is required 15s to finish the task, all roboports with flight time + queue time >= 15s should be ignored. Consider this as a super-extreme conditions of \"select roboport that will bring you closer to the objective\" directive.",
"date": "2024-11-18T00:51:19+00:00",
"quotes": [
{
"author": "mrvn wrote: Mon Nov 11, 2024 3:47 pm",
"content": ""
}
]
},
{
"author": "lelick",
"content": "Might be related to the other problem I observed viewtopic.php?t=118435",
"date": "2024-11-18T10:08:47+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "That would make it much much worse. When the charge runs out near the goal then only the one roboport next to the goal will be allowed for recharging and all 10000000000 bots chopping down trees will queue up there because they all want to drop of the wood in the same storage chest (due to the wood filter on the chest).",
"date": "2024-11-18T11:06:59+00:00",
"quotes": [
{
"author": "Hares wrote: Mon Nov 18, 2024 12:51 am",
"content": ""
},
{
"author": "mrvn wrote: Mon Nov 11, 2024 3:47 pm",
"content": ""
}
]
},
{
"author": "Hares",
"content": "Nonono, what you described is how it's working now, I suggest just completing the job instead of charging when all eligible roboports are too full.",
"date": "2024-11-18T11:11:20+00:00",
"quotes": [
{
"author": "mrvn wrote: Mon Nov 18, 2024 11:06 am",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "Well, yeah. I always get annoyed when the bot turns around 1 tile before the goal to recharge too. They should just finish the job as that's worlds quicker than going the long way to recharge. \n \nBut I think you see only this as problem as that is where you usually watch. The bots will clump up on roboports mid flight too when you place large blueprints. Especially when you have a central mall that produces everything. All the bots will go to the mall and then travel near identical paths. So they all run out of charge at the same spot and then use the same roboport to recharge. \n \nMid flight your suggestion doesn't help because the time to target will be huge and the current algorithm then picks bad roboports to recharge (clumps up) or going to a more distance roboport takes forever. \n \nMy suggestion makes it so a more out of the way roboport is chosen but preferably one that is reachable with the current charge. By not going zig-zag flight time is significantly reduced for the recharge when considering the same roboport.",
"date": "2024-11-18T11:31:54+00:00",
"quotes": [
{
"author": "Hares wrote: Mon Nov 18, 2024 11:11 am",
"content": ""
},
{
"author": "mrvn wrote: Mon Nov 18, 2024 11:06 am",
"content": ""
}
]
},
{
"author": "Hares",
"content": "With 2.0, they clump up only at the end of travel, because there's only one roboport that will bring them closer to their destination -- that doesn't happen mid-flight. I've experience enough with the first revisions of DocJade's AutoMall, and even if there were only a single roboport in the middle of the base (which there were) and robots were to travel accross it (which they were), the queue time near it was insignificant compared to the queue times near the either end of the route (since they have to pick up item first on one end of the base, and then bring that item to the other end of the base).",
"date": "2024-11-18T11:41:09+00:00",
"quotes": [
{
"author": "mrvn wrote: Mon Nov 18, 2024 11:31 am",
"content": ""
}
]
}
] | 19
|
2024-10-26T07:40:21-05:00
|
forum-topic-111544
|
111544
|
A different way to side load
|
Mechanical Throughput Magic (circuit-free)
|
https://forums.factorio.com/viewtopic.php?t=111544
|
Trebor
|
SideLoad.gif (34.16 MiB) Viewed 2899 times
|
[
{
"author": "computeraddict",
"content": "Neat sushi loading. Have you done any testing on how it behaves in different consumption and filling regimes? I.e. does it self correct if input is resumed or can it deadlock if it's starved of one input for too long? It looks like it would probably be fine if the input is restricted to a half yellow belt of each.",
"date": "2024-02-28T03:00:40+00:00",
"quotes": []
},
{
"author": "Trebor",
"content": "This is not so much about the sushi, but how the upstream lanes are both used.",
"date": "2024-02-28T06:12:48+00:00",
"quotes": []
},
{
"author": "Trebor",
"content": "Note traditional side loading messes up even upstream of a lane balancer.\n \n \n \n Upstream.gif (74.74 MiB) Viewed 2827 times",
"date": "2024-02-28T06:58:32+00:00",
"quotes": []
},
{
"author": "computeraddict",
"content": "It messes up upstream of a lane balancer that isn't input balanced. That balancer is only output balanced. It won't draw evenly from its input. If you use one like this it won't matter what happens to the output:",
"date": "2024-02-28T10:59:06+00:00",
"quotes": [
{
"author": "Trebor wrote: Wed Feb 28, 2024 6:58 am",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "As far as I see it, the examples simply show regular sideloading. Rather, the examples visualize (and prove) how splitters work with two fully compressed inputs. \nHowever, this perfect alternating between left and right input stops working as soon as gaps appear. \n \nThe topic name suggests some not widely known or interesting sideload technique is shown. \n \nThis is an example of what I mean. It shows how to use a splitter for sideloading to fully consume a blue belt in a confined space. Usually, the belt-to-chest speed of a stack inserter suffers greatly as soon as one or even two stack inserters already made gaps in the input belt. But this is a method to avoid such gaps, avoid the inserter having to change lanes (which kills their pickup performance) and still feed the whole 45/s.\n \n \n \n 2024-02-28 13-37-36 start=1 length=2.50 fps=60.gif (3.11 MiB) Viewed 2767 times",
"date": "2024-02-28T12:57:52+00:00",
"quotes": []
}
] | 5
|
2024-02-27T17:39:27-06:00
|
forum-topic-127414
|
127414
|
[boskid][2.0.32] Filtered deconstruction planner doesn't match non-straight ghost rail
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=127414
|
natedogith1
|
A deconstruction planner filtered to straight rail doesn't match curved or half diagonal ghost rail.
03-11-2025, 23-20-59.png (9.1 MiB) Viewed 414 times
|
[
{
"author": "robot256",
"content": "I know this was a feature in 1.1 so that you could select only straight or only curved rails. Now that there are 6 flavors of rails (plus elevated), it would be really nice if a shortcut exists for \"all rails\".",
"date": "2025-03-12T13:52:12+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. Issue is now fixed for 2.0.41: deconstruction planner will correctly recognize entity ghost contains an entity that should be selected due to deconstruction alternative set on the prototype.",
"date": "2025-03-12T14:04:32+00:00",
"quotes": []
}
] | 2
|
2025-03-11T22:21:25-05:00
|
forum-topic-126214
|
126214
|
[2.0.32] Crash loading save that works in 2.0.28 "ElectricEnergySource.cpp:613: Invalid owner type"
|
1 / 0 magic
|
https://forums.factorio.com/viewtopic.php?t=126214
|
duke_adon
|
I've got a rather sprawling build that I'm going to remove hundreds of thousands of bots from to improve handling, but currently I can only load my saves in 2.0.28. The game works just fine on 2.0.28, but when loading the save it's immediately clear it's not going to work on those other 2 builds I tested. ( The loading bar moves much slower. ) If it's of value - I'm happy to load other versions to try this out and see where exactly it breaks.
|
[
{
"author": "",
"content": "Can you check game version that you know is working if you hold Control key while pressing load inside of load gui? \n \nWithout a save file there is not much else i can do.",
"date": "2025-01-22T03:27:37+00:00",
"quotes": []
},
{
"author": "duke_adon",
"content": "Sorry, how do I get the save file? \nFound it, I'll get hit hosted somewhere and uploaded soon.",
"date": "2025-01-22T03:36:13+00:00",
"quotes": []
},
{
"author": "duke_adon",
"content": "https://www.dropbox.com/scl/fi/4yfwoyzf ... 40r14&dl=0",
"date": "2025-01-22T03:49:36+00:00",
"quotes": []
},
{
"author": "",
"content": "The save file is already broken in 2.0.28. If you add, remove, or update any mods while in that version you will also get that error. Do you know of any way to take a known good save file and get it into this broken state?",
"date": "2025-01-22T15:30:21+00:00",
"quotes": []
},
{
"author": "duke_adon",
"content": "I'm able to play that in 2.0.28 and have been working towards improving my Updates Per Second while continuing to progress my science. \n \nI don't have any mods at all.",
"date": "2025-01-22T23:02:48+00:00",
"quotes": []
},
{
"author": "duke_adon",
"content": "Is the post title ( \"ElectricEnergySource.cpp:613: Invalid owner type\"\" ) something from the logging indicating that a object on my map is trying to use power that isn't available on my map? \n \nI suspect this may be related to an imported blueprint if so, but I don't really have any feedback on what you're understanding from the logs.",
"date": "2025-01-22T23:41:18+00:00",
"quotes": []
},
{
"author": "",
"content": "Sorry I think we communicated it poorly. The save file is corrupt. \n \nIt *runs* in that exact version as long as you don’t change anything. By changing anything it causes migration code to run which detects the corruption and crashes because it isn’t supposed to be in that state. \n \nThere are no known ways to get a save file into that corrupt state except computer hardware failure - which is outside of our control.",
"date": "2025-01-22T23:46:55+00:00",
"quotes": []
},
{
"author": "duke_adon",
"content": "That's interesting, I've had Factorio running and had crashes, but I thought those I thought those were related to how many inserters and robots I had active at once ( well over 2 million robots in my network I think, and I set hundreds of thousands to task at once ) that's when this all started from what I recall. Even the save file name ( ending \"Stable\" ) is about me getting that working again after having sent out all those robots. \n \nI have versioned my saves for a while, so I'll see if I can further pinpoint where the problem started, but the Hardware side is interesting - would I be seeing anything in Event logging or any other tips on where I should be looking?",
"date": "2025-01-23T07:38:37+00:00",
"quotes": []
}
] | 8
|
2025-01-21T21:16:22-06:00
|
forum-topic-63011
|
63011
|
Research system without science packs..?
|
Ideas and Requests For Mods
|
https://forums.factorio.com/viewtopic.php?t=63011
|
ajlajlajl
|
Hi
I've been playing Factorio now for a while, and with bob mods too (i think its way better than vanilla).
I think there's this thing that can be done to game to make it more real, and challenging.
>> Stop using science packs.
Science pack is a good way to simplify research system, but it get boring/stupid and not challenging after you build the required factories to make science packs, then all you have to do is keep your PC on running the game, BOOM, all researches done. It think its not engaging enough. (at least for someone like me who is more building mania than surviving maniacs).
So, how to make it more interesting?
I think instead of just increasing the numbers (need more packs for researches/recipes/..) we can change the resource for researches. like each technology research needs different resources, related to its recipe/s. like,
to research "Stone walls" provide 10 "stone brick".
to research "Steel Processing" provide 100 "Iron plate".
to research next level "Logistics" provide 200 of previous level "Transport belt" and "Inserter".
to research "Automobilism" provide 400 "Iron plate", 100 "Steel plate" and 40 "Engine unit".
and so on and so forth.
You see the idea is, you need a few engines, steels, irons to invent a Car, right?
I know it'll make transporting resource to Research labs a mess. but that is exactly the idea, make it a mess, let players solve it using logistics/robots/circuits. Worst case scenario, we can make it less painful by requiring less resource types per technology research.
I know this idea may be too immature, or have some problem implementing, but i think its worth working on it.
So I would like to hear your opinions, suggestions about this.
Maybe someone is bored enough to work on it ( I'm a developer too (JS,C++) but i really dont like lua , but if it get to coding ithink i can help )
Good luck and cya
|
[
{
"author": "bobingabout",
"content": "Thank you! \n \n \nAs for your idea, I do like the idea of a technology using materials to research similar to what they require to build. Look at my modules lab, that was the attempt with that. \n \nUnfortunately, the game engine isn't well suited to do that sort of thing.",
"date": "2018-10-18T07:49:53+00:00",
"quotes": [
{
"author": "ajlajlajl wrote: Thu Oct 18, 2018 6:50 am",
"content": ""
}
]
},
{
"author": "darkfrei",
"content": ">to research \"Stone walls\" provide 10 \"stone brick\" \nI can make one \"stone-science-pack\" from 10 \"stone-brick\" \n \n>to research \"Steel Processing\" provide 100 \"Iron plate\", \n10x \"iron-science-pack\" from 100x \"iron-plate\". \n \nIs it what you will? More or less same technologies were by old good DyTech.",
"date": "2018-10-18T09:02:44+00:00",
"quotes": [
{
"author": "ajlajlajl wrote: Thu Oct 18, 2018 6:50 am",
"content": ""
}
]
},
{
"author": "_npo6ka_",
"content": "You can add a building that will make the recearch available for study. \nFor example, in order to make a stone wall available for study, you need to buy this recearch for 10 stone bricks.",
"date": "2018-10-18T11:18:49+00:00",
"quotes": []
}
] | 3
|
2018-10-18T01:50:01-05:00
|
forum-topic-24061
|
24061
|
New Types of Belts (And why they are NOT a Good Idea!)
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=24061
|
This article is about the current know status of the belts in the game and why there is little to no chance, that new types of belts will be added.
This article has a sister: viewtopic.php?f=6&t=518 Smart Splitter (-Suggestions will never End)
First of all a pic: This is, what the devs think as a good game with the belts (taken from the screenshoot-section)
You see all that mess, the irregular usage of belts, the chaos. We can assume that this is wanted, that this is part of the game, because it is in the screenshoot-section.
Before continuing you need also to know, that the devs play with some new stuff, that will come, namely the " Rapid inserter ".
And there are a lot other suggestions about extending existing belts. Namely smart belts or smart splitters for example ( viewtopic.php?f=80&t=21106 Smart Conveyor Belts (also Smart Splitters) / Belt Extension). Or belts, that needs power to run ( viewtopic.php?f=6&t=21921 Poll: Should belts use energy (and Offshore Pumps etc...)).
Such suggestion have a much higher chance to be implemented somehow, cause such items increase the game-vaiue, but don't increase game-complexity that much.
There are some dozens of suggestions about new belts
I want to explain, why this is discussed over and over. A typical suggestion about new belts goes the following way:
So as you see, the reason for this neverending suggestions are:
- New users don't know the special abilities of the belts, especially the underground belts. They think the complexity of the belts are limited.
- But they aren't limited. The belts in Factorio look quite simple, but they have a steady learning curve: Even me finds every 1-3 month a new trick how to use the belts.
- Which means, the game lacks here some tutorial or introduction.
- Which also mean: The game doesn't need new types of belts, but it needs a tutorial.
Luckily this is planned: The devs think about some kind of "training mode", where you can learn (during you play a map) how to play with some special item.
Until then here the "simplified ssilk-training-mode" for you
https://wiki.factorio.com/Belt_transport_system
https://wiki.factorio.com/Balancers
viewtopic.php?f=18&t=3211 evenly feed a full belt onto one side (side insert)
That are just some of the most stupid examples. There are a lot, lot, lot more of such "tricks"!
|
[
{
"author": "seronis",
"content": "It has a tutorial for belts already. Built into the game as challenge levels. If no one ever does those thats their problem",
"date": "2016-04-21T22:02:31+00:00",
"quotes": []
},
{
"author": "",
"content": "I don't want to explain that in detail, but what I know about that training is, that you open up those levels, while you research them the first times and you can switch into them at every time.",
"date": "2016-04-21T22:05:25+00:00",
"quotes": []
},
{
"author": "aeros1",
"content": "Ssilk have you found solution to check up belts back up status. I found with one scaner belt and 2 splitters. Well that one easy really. But it reliably checks if there is movement on the belt or not.",
"date": "2016-08-06T03:22:25+00:00",
"quotes": [
{
"author": "ssilk wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "You can turn the belt into pulse-mode and count how many items move on them per second. If that falls below a number it is standing. \nOr you count how many items are on them (6 or 8, depends on how long the belt behind the counter is when filled). See viewtopic.php?f=193&t=32793",
"date": "2016-09-19T14:45:09+00:00",
"quotes": []
}
] | 4
|
2016-04-21T16:41:12-05:00
|
|
forum-topic-122937
|
122937
|
❗NO GAMEPLAY/TECHNICAL HELP questions here please❗
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=122937
|
See here instead.
|
[] | 0
|
2024-11-25T18:19:09-06:00
|
|
forum-topic-92925
|
92925
|
Are griefers/trolling common?
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=92925
|
dpzOnline
|
I have not played factorio for a while and began a new online world today... Ca 20 min into the game a dude called "CALLME" enterd the game killed me and broke the powerline and left...
When I played earlier the climat was fun and positive
Is this something common now?
Is there a system to report players that does stuff like this..
I do not thing a total ban is in place but maby one could have a trustmeter from 0 to 5
And for every player reporting your score goes down, then a setting on your server that you only take in people with trustscore e.g. 3.5
|
[
{
"author": "Squelch",
"content": "Any game that becomes popular and has an online presence will attract people like that. I believe Wube have left it to the admins of any online instance to police the problem. If it is your own instance, then you have the option to ban player via the admin interface. Otherwise report it to the admins of the instance you are playing. \n \nSadly, and in my experience, anything developers do to mitigate bad actors on a global scale simply becomes an arms race as the griefers see it is a challenge, will find a way to stretch and break the rules, and everyone becomes distracted with the fine details and not actually playing.",
"date": "2020-12-11T16:58:48+00:00",
"quotes": []
},
{
"author": "quinor",
"content": "Can't say for sure but: \n \n1) I had seen servers having permissions systems so that you can only use ie. blueprints after getting approved and you can't really do *too* much damage without them. That suggests that they are out there or at least there is fear of them. \n \n2) I had never personally met a griefer and had seen very few griefer reports. Haven't played too much recently though.",
"date": "2020-12-11T19:08:25+00:00",
"quotes": []
},
{
"author": "blazespinnaker",
"content": "Rather than worrying about trolls, might be more profitable to collect a list of folks who are pleasant. Use twitter or something to keep each other notified of games. \n \nThe few times I play multiplayer, have to say it's been quite enjoyable tho. Some randos acting weird (building trainsets even though we are trying to launch a rocket) but nothing too trollish.",
"date": "2020-12-11T19:31:47+00:00",
"quotes": []
},
{
"author": "dpzOnline",
"content": "Thank you for answering \n \nI do not get to upset, and if its not to common then I can live with it. \nMy games are all about just building interesting ideas. \n \nHappy building everyone!",
"date": "2020-12-11T22:13:21+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "I would not say so. There is maybe one griefer per couple days of continuous of play on a bad week. Usually you encounter a griefer once a week or so. If you set the default permissions to only chat and inventory, you will be fine.",
"date": "2020-12-12T03:17:16+00:00",
"quotes": []
},
{
"author": "Ghoulish",
"content": "Have a look at the griefer database, don't think the OP has been updated in a while, but there's newer lists in the thread. \n \n viewtopic.php?f=53&t=29937",
"date": "2020-12-14T17:51:53+00:00",
"quotes": []
},
{
"author": "PanTobi",
"content": "Depends on what u count as trolling / griefing ... \n \nSome ppl spam chat sometimes but i don't think its Trolling... games are to have fun together and some ppl just want to be idiot sometimes \n \nI don't remember which Update it was but when Factorio Dev-s added option to Mark locations many ppl started to spam with them xDDD \n tbh. i was spamming this too sure, chat is for while stuck and u can't play because Location Markers are everywhere... \nbut this should be count as trolling only when someone continue that all the time ... \n \nAbout Blocked Blueprints... \n yeee... some griefers just join server and Place Ghosts EVERYWHERE... thats why every bigger server have limit for BPs \n You have to be Trusted or play on server for few hours ( to be auto trusted ) \n \nBut placing Ghosts everywhere or Spamming on chat is nothing compared to some idiots that try to break ur Factory \nthere is many ways to do that and it should be just insta banned \n \n1) Start hand crafting using 1205810285012985 iron plates and then cancel everything ... \n it will spam whole world with items :/... \n \n2) Remove water pump ... and Factory have no power... \n \n3) Generate Pollution ( its actualy very rare ) so bitters evolve much faster \n \n4) drop some copper plates on Ore Belts ( so furnance can't pickup items and produce plates ) \n \nor very nob and stupid way to grief... just grenade everything ... ( or Nuke if its researched ) \n \n \nThere is many idiots and trolls but 90% of them are already banned T_T... \nI was banned few times too but always unbanned xD #LOL...\n Banned \n \n \n s1.png (52.09 KiB) Viewed 3206 times",
"date": "2020-12-22T11:07:58+00:00",
"quotes": []
}
] | 7
|
2020-12-11T06:33:42-06:00
|
forum-topic-122484
|
122484
|
Factorio Forums • Wrong forum username created
|
Hi, it looks like I mistakenly put my email address as my forum name. I'd rather not have this!
Could you change my username to jonc211?
Thanks in advance.
|
[
{
"author": "",
"content": "I have changed your username as desired.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Thank you!",
"date": "",
"quotes": []
}
] | 2
| ||||
forum-topic-33370
|
33370
|
ModMyFactory - mod manager and more
|
Mod and installation managers
|
https://forums.factorio.com/viewtopic.php?t=33370
|
Artentus
|
Announcement: ModMyFactory 1 End-of-Life
After stopping development on it it was only a matter of time until this would happen, and the release of Factorio 1.0 is what finally tipped me over.
The original ModMyFactory has so many issues that I can no longer counciously distribute it, which is why I am removing all downloads on the forum and dropping all support for it.
Downloads are still available on GitHub together with the old wiki, however I will not be active there.
Replacing it will of course ModMyFactory 2, the cross-platform rewrite that does fully support all Factorio versions including 1.0.
Be aware though that MMF2 is currently in alpha and therefore still rough around the edges and missing a couple features MMF1 previously had.
Until MMF2 reaches beta you can find information on it here: viewtopic.php?p=496485#p496485
About ModMyFactory 2
License: GPLv3
GitHub: ModMyFactory2
Written in C# targeting .Net Standard 2.0
For used external libraries and resources see 'About'
System requirements
Windows 7 SP2/8.1/10 64-Bit
Linux Debian 9+/Ubuntu 16.04+/Mint 18+ 64-Bit
macOS 10.13 High Sierra+ (not officially supported)
For universal release only: .Net 5.0 Runtime
Disclaimer:
The creation of backups is advised before using ModMyFactory, just in case.
The manager has been pretty stable for the last few versions but better safe than sorry.
Download ModMyFactory 2
Downloads for MMF2 will all be delivered through GitHub only as supplying them on the forum is a lot of manual work:
https://github.com/Artentus/ModMyFactory2/releases
|
[
{
"author": "DofD",
"content": "Great program! \nJust a small suggestion. Drag and drop for factorio zip versions and mods would be awesome. Thanks",
"date": "2016-09-26T20:12:01+00:00",
"quotes": []
},
{
"author": "Artentus",
"content": "Shouldn't be too difficult. I'll see what I can do.",
"date": "2016-09-26T20:50:58+00:00",
"quotes": []
},
{
"author": "DofD",
"content": "Ohh and if i am at it \n \n Maybe color coding? So you could mark different mods with colors \n Search field. It gets very fast crowded in the mod list \n A direct link to this thread maybe. Makes bug and feature reporting easier \n\nDoes the login feature doesnt work atm? If it does do you have a debug option or a debug log? \nThanks",
"date": "2016-09-26T21:12:47+00:00",
"quotes": []
},
{
"author": "Artentus",
"content": "At the rate I'm getting new suggestions it will take some time for the next release to be ready. \n \nLogin should work, at least for me it worked consistently for days (but then again, I only can test with my own login credentials).",
"date": "2016-09-26T21:22:31+00:00",
"quotes": []
},
{
"author": "Artentus",
"content": "Features added: \n Mods and modpacks can now be filtered. \n New button in version manager to open the Factorio folder. \n This thread is now linked in the 'Info' menu. \n Bugs fixed: \n Renaming modpacks does now respon to the enter key and to lost focus. \n All hotkeys containing the Shift key have been changed to avoid confilcts with writing uppercase letters.",
"date": "2016-09-27T17:16:41+00:00",
"quotes": []
},
{
"author": "Artentus",
"content": "This release fixes a critical bug that caused the application to crash when clicking in the list views without selecting an item.",
"date": "2016-09-29T13:10:07+00:00",
"quotes": []
},
{
"author": "Artentus",
"content": "Features added: \n ModMyFactory will now inform you about new updates (can also be checked manually). \n\nBugs fixed: \n Factorio versions added from folder will now always show without a restart. \n \nIf I don't get any more bug reports in the meantime, the next update will be a bigger one and take some time. At least one of the features on the todo list will be added til then.",
"date": "2016-09-29T17:44:56+00:00",
"quotes": []
},
{
"author": "Arumba",
"content": "Hey Artentus, I really like what you've made so far and I am planning on starting to use it exclusively for my game management. I currently have no fewer than 5 separate factorio installs due to all the different configurations I do for youtube, twitch, solo play, multiplayer, etc. I do have a few questions though if I may pick your brain! (I am also planning on a doing a short tutorial on my channel to teach people how to use this app since I think it is absolutely essential) \n \nWhat would happen if I launched the game using your modmanager and then used the in game mod portal to 'update mods' ?? \nDo I have to manually add mods to the program in order to keep up to date? \nWhy are the \"download\" and \"from folder\" buttons greyed out for the add mods dropdown? \nWhy does the program crash when I try to add a factorio version from folder instead of from zip? (I had to download a fresh standalone x64 0.14.12 to get the app to work) \nWhat sort of encryption is used by the app for the factorio login? (I have, and I imagine others will have, concerns about giving out login credentials to a third party app) \n \nIf I understand correctly I think that I can't *really* fully commit to this app until it can update mods for me. I run anywhere from 20-40 mods per pack, and it varies quite a lot between them. I also have concerns about how well it would load up an older version of factorio if its not keeping mod versioning in mind as I update them manually. \n \n*Edit*: Also, if the app could support mod versioning, it would be really nice if you could have a checkbox on a mod or something that would say \"load newest version available\" so that you could maintain an active archive of mods in case you run into bugs or compatibility issues when updating them. \n \nThanks for your time and app! I love it so far",
"date": "2016-10-02T13:54:35+00:00",
"quotes": []
},
{
"author": "Artentus",
"content": "I'd be honored if you were to upload a video about my app. \n \nConcerning your questions \n \nThis will work (assuming the game only ever downloads the newest compatible version of a mod instead of the overal newest version; if 0.13 would update to a mod version that was only compatible with 0.14 this would obviously break things but I hope the devs were smart enought to not do this). However, it will remove the updated mods from all modpacks. \n \nAt the moment, yes, however once mod downloading is implemented (see my answer to the next question) updating mods will be possible. \n \nThese options are not implemented yet. I am working on it, they will be in the next release which sould be out within a few days. \n \nMust be a bug. I suspect you used an existing version and something was already inside its folder that ModMyFactory didn't like. If you could give some more information about what version you added you could help me solve this. \n \nThe login credentials are never saved locally. When communicating with the Server, SSL is used just like in your browser. \n \n \nI fully understand if you don't want to use this just yet. See the current build as a work in progress, I only released it to get something going real quick because I could not be bothered to switch mods all the time anymore.",
"date": "2016-10-02T14:25:34+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Arumba",
"content": "I see, thanks for the quick response. \n \n\nOkay so I think I understand. I am not concerned about playing outdated versions of factorio, I always play the newest experimental, so it doesn't sound like the first issue will ever affect me. The second part, it sounds like the app creates modpacks based on the filenames of the mods and then launches based on that? Is that why updating the mod will remove the mod from the pack? Since it changes the version (and name) of the mod? It sounds like getting the next version of your app out will be a pretty significant step toward getting what I am really hoping for then. \n \n\nAwesome, I eagerly await that release then! \n \n\nI had taken my current install of 0.14.12 (already extracted from zip) and tried to add it to the app using the \"add from folder\". It invariable crashed for me regardless of which install I used out of my 5. All my installs are 64x zip installs extracted into their own folders inside a parent folder for organization. The only things in there are what comes with it and whatever other folders it creates as you play. Here is a list of the files directly in the folder itself (let me know if you want more info, its a large folder of course but I can make the whole thing available if it helps. (Running windows 7x64) \n Code: Select all achievements-modded.dat\nachievements.dat\nbin\nconfig\nconfig-path.cfg\ncrop-cache.dat\ndata\ndoc-html\nfactorio-current.log\nfactorio-previous.log\nmods\nplayer-data.json\nsaves\nscript-output\ntemp\ntests\n \n \n\nWell that is the exact reason I am so interested in your app. I can't stand keeping 5 separate mod folders up to date and organized. It is a lot of work and honestly we need a Factorio-esque automation for it. Thanks again!",
"date": "2016-10-02T15:05:20+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Artentus",
"content": "I hope I got the error. Pleasy retry adding this Factorio version once the new version is out. If it still crashes, you will now find a crash log in %AppData%\\ModMyFactory that will tell me exactly what has gone wrong.",
"date": "2016-10-02T16:58:25+00:00",
"quotes": []
},
{
"author": "Artentus",
"content": "Features added: \n Mod downloading and updating. \n Two different manager modes are now available. \n 'Latest' is now a valid Factorio version in links and will start the latest available Factorio version. \n ModMyFactory will now create crash logs in %AppData%\\ModMyFactory. \n\nI have noticed that the mods.factorio.com server can sometimes be quite slow, so if ModMyFactory appears to take extremely long downloading/updating mods it's the servers fault. \n \nThere are now two different modes available in the settings, 'per Factorio version' and 'global', that control how mods are updated. If you want to just always have the latest versions of Factorio and all mods, choose 'global' and ModMyFactory will always update to the very latest version of a mod. If you want to have different versions of Factorio installed choose 'per Factorio version' and ModMyFactorio will update mods only to the latest Version available for its specific Factorio version. \n \nBecause this is the biggest release so far, I suspect there will be a few new bugs. Please report everything you find so I can make ModMyFactory as stable as possible.",
"date": "2016-10-07T15:57:08+00:00",
"quotes": []
},
{
"author": "Artentus",
"content": "Bugs fixed: \n Fixed crash when clicking in the mod managers list view. \n Item controls no longer auto-select items. \n Modpacks are now sorted alphabetically in the link properties. \n Fixed a possible bug regarding the asynchronous loading of online mod information.",
"date": "2016-10-08T13:13:01+00:00",
"quotes": []
},
{
"author": "Artentus",
"content": "Features added: \n ModMyFactory now also saves position and size of the mod manager and mod downloading windows. \n\nBugs fixed: \n Unchecking a mod in the update dialog will now actually not update that mod. \n When updating mod, the modpacks containing the updated mod are now properly saved. \n The update notification now redirects to a proper browser-viewable site.",
"date": "2016-10-09T11:58:01+00:00",
"quotes": []
},
{
"author": "Artentus",
"content": "Bugs fixed: \n Fixed possible crash when changing the Factorio folder in the settings.",
"date": "2016-10-10T12:35:36+00:00",
"quotes": []
},
{
"author": "Szentigrade",
"content": "been waiting for something like this... problem is i have the steam version and can't use it",
"date": "2016-10-17T06:35:13+00:00",
"quotes": []
},
{
"author": "Artentus",
"content": "I think if you own the steam version you are eligible to download from the website, also. \nIf you don't want to do that, I am already working on the next version which will have support for the Steam version, so you don't have to wait for much longer.",
"date": "2016-10-17T09:02:58+00:00",
"quotes": []
},
{
"author": "Artentus",
"content": "Features added: \n The Steam version of Factorio is now supported. \n Modpacks can now be exported and imported. \n\nBugs fixed: \n Fixed misbehaviour with mod containing '_' in their name. \n Fixed crash when cancelling a mod download. \n Fixed possible crash when adding Factorio from folder (also applies to Steam version). \n \nWith this release I declare ModMyFactory as feature-complete for now. Of course I will still be fixing bugs.",
"date": "2016-10-24T15:16:20+00:00",
"quotes": []
},
{
"author": "Xterminator",
"content": "This is a fantastic program you have put together! I will definitely be using it because, like Arumba and I'm sure many others, I use multiple different versions of Factorio and mod packs/versions. It can get tedious to change them all around manually each time, so your program will be a godsend. \nI very much look forward to using it, and keep up the great work!",
"date": "2016-10-24T19:13:56+00:00",
"quotes": []
}
] | 19
|
2016-09-25T09:31:13-05:00
|
forum-topic-25233
|
25233
|
Electric Network Info (Power Bars...)
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=25233
|
Collection of ideas around improving the electric network info screen (and related stuff around the electric network, like alarming or getting more/better information about the state of electric network). And especially the power bars, cause that is requested over and over.
Related Lists
viewtopic.php?f=80&t=19987 More Game Information (Statistics, Monitoring, Graphs)
viewtopic.php?f=80&t=16566 Alerts, Alert-Info (Map), visible/audible Indication
Suggestions
viewtopic.php?f=6&t=1579 Indicator next to accumulator capacity in Electric Network
viewtopic.php?f=6&t=1820 Electric Network Stats
viewtopic.php?f=6&t=3723 Consumption/Production / Electric Network Info / Power Meter [The biggest thread around the power meters!]
viewtopic.php?f=6&t=5036 Energy graphs on electric network info
viewtopic.php?f=67&t=8401 Be able to see your electric networks wherever you are
viewtopic.php?f=6&t=13266 Better Power Generation Indicators
viewtopic.php?f=6&t=16157 electric network
viewtopic.php?f=6&t=16967 The Electric network infoscreen is counter-intuitive [Also quite big discussion around the power meters]
viewtopic.php?f=6&t=17870 Accumulator charge graph
viewtopic.php?f=6&t=18033 empty electric demand satisfaction bar for empty networks
viewtopic.php?f=6&t=20738 Power supply/demand/storage chart in power panel
viewtopic.php?f=23&t=24773 Severe screen flashing due to out of energy
viewtopic.php?f=6&t=25146 Redo the power bars.
viewtopic.php?f=6&t=33755 Steam Engine Graph Clarity
viewtopic.php?f=6&t=35468 Electric Network Info Re-Design
viewtopic.php?f=6&t=35304 Substations reading power statistics to circuit network
viewtopic.php?f=6&t=41907 energy numbers??
[Of course there is much mure, but this topic is really difficult to search, I think that are the most important threads...]
Some pics I took directly out of the above threads:
Some interesting stuff I found:
viewtopic.php?f=6&t=816 Diodes, Switches, other Electrical Apparatuses
viewtopic.php?f=6&t=1611 Production info improvements
viewtopic.php?f=6&t=1678 better Electric Network management
where Kovarex links to this
viewtopic.php?f=18&t=1645&p=11678&hilit=+circuit#p11678
|
[] | 0
|
2016-05-12T08:05:33-05:00
|
|
forum-topic-12171
|
12171
|
GFX-Shift-Tool
|
Development tools
|
https://forums.factorio.com/viewtopic.php?t=12171
|
YuokiTani
|
okay this is only interesting for modders who use own gfx and need shift-values but it's related to factorio.
it's not a mod and not a gfx-contributions or texture-request so it's here now.
the *.zip file contains the source-code and in bin/debug-folder the *.exe. you should check the code and compile a running version by yourself.
(you can get Microsoft Visual Studio Express 2013 - Desktop for free)
Improved PHP-version
C# Version
YT-Video shows both in Action
|
[
{
"author": "L0771",
"content": "Hi, could you post the code? \n \nIs a good tool and a big help.",
"date": "2015-05-15T03:09:53+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "sure of course, i had yesterday corrected because it had a little error (i had thinking wrong) - now works fine \n \nif you want download source with 5x example-pics and icons \n Download here - 309 kB \n \nto get the values - set the grid to size you have in selection-box then shift the yellow-grid in position you want. the yellow grid show how the game the image see's. \n \nto run you need \n- Apache or other Webserver with PHP - Support (if you not have index.php set in http-conf you need rename the index.php into index.html) \n- enabled GD-Lib in PHP (should be standard-on) \n \ni think about a entity/item/recipes generator with same simple code princip (php because in other language i think needs way more time), because it's painfull to copy & paste and have all options set right. i need only to think if i want a db-support (mysql or sqlite) or not. a db-support would allow handle the whole mod, calculate stuff automatic and also generate the complete mod-code from nothing, can make missing things and links between tech/items visible, rename stuff easier etc. \n \nindex.php (you know to start things - can be renamed)\n index.php Code: Select all <?php\n\necho \"<link type='text/css' href='style.css' rel='stylesheet'>\";\n\n$gridx = 32;\n$gridy = 32;\n\n$offx = get(\"offx\", 0);\n$offy = get(\"offy\", 0);\n$grid = get(\"grid\", 3);\n\n$gridc = get(\"g\", 0);\n\n$offxc = get(\"x\", 0);\n$offyc = get(\"y\", 0);\n$file = get(\"file\", \"pump_s.png\");\n\n$offx = $offx + $offxc;\n$offy = $offy + $offyc;\n$grid = $grid + $gridc;\n\nif ($grid < 1) {\n $grid = 1;\n}\n\ninclude \"showoverlay.php\";\n\necho \"<table align='center'>\";\n\n// controls\necho \"<tr>\";\n//offset 2px steps ?\necho \"<td>\";\necho \"<a href='index.php?g=0&x=0&y=-1&file=$file&grid=$grid&offx=$offx&offy=$offy'> <img src='icons/up.png' height='16px'> </a>\";\necho \"<a href='index.php?g=0&x=0&y=1&file=$file&grid=$grid&offx=$offx&offy=$offy'> <img src='icons/down.png' height='16px'> </a>\";\necho \"<a href='index.php?g=0&x=-1&y=0&file=$file&grid=$grid&offx=$offx&offy=$offy'> <img src='icons/left.png' height='16px'> </a>\";\necho \"<a href='index.php?g=0&x=1&y=0&file=$file&grid=$grid&offx=$offx&offy=$offy'> <img src='icons/right.png' height='16px'> </a>\";\necho \"</td>\";\n\necho \"<td>\";\necho \"<a href='index.php?g=0&x=0&y=-4&file=$file&grid=$grid&offx=$offx&offy=$offy'> <img src='icons/fast-up.png' height='16px'> </a>\";\necho \"<a href='index.php?g=0&x=0&y=4&file=$file&grid=$grid&offx=$offx&offy=$offy'> <img src='icons/fast-down.png' height='16px'> </a>\";\necho \"<a href='index.php?g=0&x=-4&y=0&file=$file&grid=$grid&offx=$offx&offy=$offy'> <img src='icons/fast-left.png' height='16px'> </a>\";\necho \"<a href='index.php?g=0&x=4&y=0&file=$file&grid=$grid&offx=$offx&offy=$offy'> <img src='icons/fast-right.png' height='16px'> </a>\";\necho \"</td>\";\n\necho \"<td>\";\necho \"<a href='index.php?g=1&x=0&y=0&file=$file&grid=$grid&offx=$offx&offy=$offy'> G+ </a>\";\necho \"<a href='index.php?g=-1&x=0&y=0&file=$file&grid=$grid&offx=$offx&offy=$offy'> G- </a>\";\necho \"<a href='index.php?g=0&x=0&y=0&file=$file&grid=3&offx=0&offy=0'> Reset </a>\";\necho \"</td>\";\necho \"</tr>\";\n\necho \"<tr>\";\necho \"<td>Grid: $grid x $grid</td>\";\necho \"<td>X-Off: \" . round((-$offx / 32), 2) . \"</td>\";\necho \"<td>Y-Off: \" . round((-$offy / 32), 2) . \"</td>\";\necho \"</tr>\";\n\necho \"<tr><td colspan='5' align='center'>\";\necho \"<img src='temp.png'>\";\necho \"</td></tr>\";\n\necho \"<tr><td colspan='5' align='center'> $ixs x $iys px</td></tr>\";\n\n\necho \"</table>\";\n\nfunction get($name, $default = '') {\n $result = $default;\n if (isset($_POST[$name])) {\n $result = $_POST[$name];\n }\n else if (isset($_GET[$name])) {\n $result = $_GET[$name];\n }\n return $result;\n}\n \nshowoverlay.php (included by index.php) - can merged into main if you want\n showoverlay.php Code: Select all <?php\n\n$img = imagecreatefrompng($file);\n$size = getimagesize($file);\n\n$ixs = $size[0];\n$iys = $size[1];\n\n$bgcolor = imagecolorallocate($img, 0, 0, 0);\nimagecolortransparent($img, $bgcolor);\n\n$gridcolor = imagecolorallocate($img, 255, 200, 20);\n\n// outerframe\n$black= imagecolorallocate($img, 25, 25, 25);\nimagerectangle($img, 1, 1, $ixs-1, $iys-1, $black);\n\n// calculate center and starting grid pos\n$gc=$grid*16;\n$imcx=round($ixs/2);\n$imcy=round($iys/2);\n\n$sx=$imcx-$gc;\n$sy=$imcy-$gc;\n\nfor ($ylop = 0; $ylop < $grid; $ylop++) {\n for ($xlop = 0; $xlop < $grid; $xlop++) {\n $xp = ($xlop * 32) + $offx + $sx;\n $yp = ($ylop * 32) + $offy + $sy;\n imagerectangle($img, $xp, $yp, $xp + 32, $yp + 32, $gridcolor);\n } \n}\n\nimagepng($img, \"temp.png\");\n?>",
"date": "2015-05-15T11:46:06+00:00",
"quotes": []
},
{
"author": "L0771",
"content": "I've uploaded here , i think is easier use a online server than make my own server. \nThe only problem is, temp.png doesn't refresh like the video, but is working.",
"date": "2015-05-15T22:44:54+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "no problem i think i can fix this. (for the moment you can use F5 to refresh your browser) \n \ni have not uploaded because it needs still a upload-picture function at the moment \nso the only one who can add images and know the names are you. \n \ni will make a better version asap.",
"date": "2015-05-17T12:46:27+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "i have changed the php-version a little and have made a C# version. \n \nthe *.zip file contains the source-code and in bin/debug-folder the *.exe. you should check the code and compile a running version by yourself. \n(you can get Microsoft Visual Studio Express 2013 - Desktop for free) \n \n \n Improved PHP-version \n \n C# Version \n \n YT-Video shows both in Action",
"date": "2015-06-02T16:08:24+00:00",
"quotes": []
},
{
"author": "L0771",
"content": "I like c# version \nVery useful tool, remember add links to the first post",
"date": "2015-06-03T01:39:14+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "Thanks for the hint -> changed.",
"date": "2015-06-03T13:44:09+00:00",
"quotes": [
{
"author": "L0771 wrote:",
"content": ""
}
]
},
{
"author": "MagicLegend",
"content": "I can't get the phpversion to work. I've uploaded the files to my personal website ( http://www.elska.nl/misc/fpicshift/index.php ), but the buttons don't seem to do anything? \n \n~ML",
"date": "2015-07-09T07:39:25+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "You get a Warning on your Website ...\n Code: Select all Warning: imagepng() [function.imagepng]: Unable to open 'temp.png' for writing in /csr/www/www.elska.nl/website/misc/fpicshift/showoverlay.php on line 34 \n\nit's because how the php-version works (i'am not a pro so i choose the dirty way) -> \ni take the orginal-image and paint over the grid and save this as new image and display this new temp.png ... \n \nto fix your problem 2 ways are possible ... \n1) allow the script writing the temp.png \n2) make a sub-directory and allow writing into this subdirectory, change then the paths for create and show the temp.png \n \nNote: \nthe Php-version is not intended for online(internet)-use ... best use is at your home-pc if you run a webserver for other reasons. then its most benefit is zoom in with a webbrowser, and easy change of images. ... so the php-version has also no upload-function and makes it useless on online-websites (upload allows possible intrusion) \n \ni suggest using the c# -version ... should be also can compile with mono ... i had also a java-version started but arrange the GUI raise my blood-pressure and so it stops.",
"date": "2015-07-10T08:22:56+00:00",
"quotes": [
{
"author": "MagicLegend wrote:",
"content": ""
}
]
},
{
"author": "NightmareInfinity",
"content": "The reason the PHP version doesn't update the picture is because you don't have an expiration time set on the image. The browser is caching the image. If you press Shift+f5 it clears the cache and shows you the updated image.",
"date": "2015-11-03T14:44:18+00:00",
"quotes": []
},
{
"author": "",
"content": "You don't need to install a webserver for this. PHP includes it's own webserver. \n \nSee how to use it: \n http://symfony.com/doc/current/cookbook ... lt_in.html",
"date": "2015-11-06T01:01:15+00:00",
"quotes": []
},
{
"author": "",
"content": "You can ask Yuoki directly... if you are friendly he will surely help.",
"date": "2016-01-29T13:06:37+00:00",
"quotes": []
},
{
"author": "RalleYTN",
"content": "Mind if I implement this code in the Modding IDE I'm currently working on? \nLink to it is in my signature.",
"date": "2017-02-07T17:32:26+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "yes, feel free to include or improve this.",
"date": "2017-03-29T14:17:49+00:00",
"quotes": []
},
{
"author": "jazziebgd",
"content": "Hope you don't mind, I made a js implementation (works in browser without server) and improved upon it a little. It is tested in chrome, you can see collision and selection boxes, drag image to adjust shifts, use multiple layers etc. You can play with it on https://codepen.io/jazziebgd/full/jvwmEj/",
"date": "2018-09-03T04:12:46+00:00",
"quotes": []
}
] | 15
|
2015-05-09T13:47:59-05:00
|
forum-topic-122742
|
122742
|
[2.0.21] bots with an insanely high energy buffer never finish charging
|
Won't fix.
|
https://forums.factorio.com/viewtopic.php?t=122742
|
Quezler
|
noticed this some weeks ago when prototyping stuff, of course you shouldn't actually use this and for the record i am not, but still it is arguably a bug.
robots beyond a certain energy buffer size (somewhere between 1EJ and 1ZJ) are simply unable to finish charging.
to illustrate it i have written demonstration mod that contains several energy tiers all lined up near roboports.
install the mod, create a (50x50) world, and run `/a-bucket-for-monsieur`, you'll see the valid robots wobbling and the higher robots just sipping juice.
a solution would be to make bots with high capacity finish charging somehow (heck, if i recall from my earlier experiments setting the energy to max_energy via script is also insufficient), or another solution would be to just ban flying robot prototypes with energy buffers somewhere above 1 E joule.
|
[
{
"author": "",
"content": "Thanks for the report. \nPersonally, I am not fan of setting limits like this, to try to disallow modders from shooting themselves into their foot, because it will reduce posibilities to modders who know what they are doing. Because if you set charging_energy on a Roboport to high enough value (and everything else to make it possible for the Roboport to be able to really give that much energy), your robots should finish charching. And on the other hand, if you set charging_energy to really low value, like 0.0000000000000001J, even robots with energy buffer capacity just 10 J won't finish charging on such roboport.",
"date": "2024-11-24T16:53:46+00:00",
"quotes": []
},
{
"author": "",
"content": "I'm going to agree with Posila and say \"don't do that\" if you don't want that behavior.",
"date": "2024-12-17T22:13:41+00:00",
"quotes": []
}
] | 2
|
2024-11-24T06:48:42-06:00
|
forum-topic-110948
|
110948
|
Elevate Your Factorio Experience with OXY.Games EU-Based Server Hosting 🚀
|
Multiplayer
|
https://forums.factorio.com/viewtopic.php?t=110948
|
OXY.Games
|
Hey Factorio enthusiasts!
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|
[] | 0
|
2024-01-26T17:20:04-06:00
|
forum-topic-126923
|
126923
|
Sound Settings Explanation Pls
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=126923
|
Child of Night
|
Hey, I'll give you the short version here, then go into detail below:
I need an explanation on how the sound settings work, and a basic understanding of how sound works in general (in Factorio, of course)
I am have had a bit of trouble in the past with the sound settings, specifically the category sliders. It seemed that every time I fixed one sound, there would be another sound or two that began to either be too loud or too soft, though it could just be my imagination and I'm unintentionally adjusting things I didn't mean to. Either way, I basically had no idea what I was doing. After a little bit of experimenting with the settings, I still am quite aware there is a lot I don't know about the game's Sound that I need to, or at the very least would help to know.
So far I've picked up a vague idea (that's more of an assumption) of what each category is and some of the sounds that go into each. I've also picked up on the fact that sound does in fact have some sort of depth value. Lastly I've noticed that lowering the master volume seems to make the other sounds volumes gets more... Rigid(?) the lower the master is.
Of course I take all of this information with a grain of salt as I have no idea if I am correct at all, so some outside input (preferably from someone who knows more about this then the average joe, but I guess beggers can't be choosers) would be very appreciated. Thank you for your time!
|
[
{
"author": "",
"content": "Some of the categories have tooltips trying to explain a bit about which sounds they affect. \nIf you really want to check a specific sound you can use the \"show-recently-played-sounds-info\" debug option and then look for the sound in lower left corner of the screen, it will show currently playing sounds, their filenames and sound category. \n \nI don't understand what do you mean by \"depth\". Can you elaborate? \n \nThere is nothing special about the master volume slider, in the end it's all just volume multipliers. \nHowever, the result volume values don't have that high of a resolution (roughly, the volume can change in slightly smaller than 1% steps), so if you set the master volume very low, when combined with other volume sliders the resulting volume will be fighting with the resolution and the volume setting could seem not as granular/responsive. \nI'm not sure that's what you meant by rigid.",
"date": "2025-02-18T09:46:58+00:00",
"quotes": [
{
"author": "Child of Night wrote: Mon Feb 17, 2025 9:54 pm",
"content": ""
},
{
"author": "Child of Night wrote: Mon Feb 17, 2025 9:54 pm",
"content": ""
},
{
"author": "Child of Night wrote: Mon Feb 17, 2025 9:54 pm",
"content": ""
}
]
}
] | 1
|
2025-02-17T15:54:21-06:00
|
forum-topic-105016
|
105016
|
Factorio Thematic Profile for Steam with Steam Points
|
Spread the Word
|
https://forums.factorio.com/viewtopic.php?t=105016
|
densharik
|
Many of the games in my library have themed profiles for steam, I would love to have a Factorio-style profile with a background and an avatar frame
I think it will be of interest to many players and users of factorio, and will also help in promoting the game through the steam profile
|
[] | 0
|
2023-01-24T06:25:06-06:00
|
forum-topic-116963
|
116963
|
Version 2.0.10
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=116963
|
Features
Galaxy of fame. Offered when the game is finished. ( https://www.factorio.com/galaxy )
Changes
Non-blocking saving setting is no longer synced over the Steam cloud.
Minor Features
Added flying text for more cases of unsuccessful resource mining.
Bugfixes
Fixed that blueprint book tooltips did not look correct when in the quickbar. ( 116593 )
Fixed that movement speed bonus equipment would show garbage values when low on energy. ( 116433 )
Fixed that some fluid-only recipes would allow quality modules. ( 116424 )
Fixed that the "kill with artillery" achievement did not work with artillery wagons. ( 116517 )
Fixed invalid package name in sprite path definition would result in OS error message dialog instead of loading into minimal mode. ( 116210 )
Fixed that continue host menu option didn't respect the port from the config. ( 111288 )
From now on, we wont save blueprint-storage to a file when it was not used yet. This might help preventing cloud storage file by a file representing empty blueprint storage. ( 113198 )
Fixed that the blueprint setup GUI would always confirm to discard changes even if nothing changed when the blueprint had a description. ( 116285 )
Leaked D3D device and swap chain in attempt to avoid AMD driver crash when closing the game. ( 108367 )
Fixed LogisticContainerControlBehavior exclusive mode could get out of sync from the ContainerControlBehavior it derives from. ( 116669 )
Fixed that the debug settings GUI could get stuck behind the normal game logic. ( 116413 )
Fixed that the elem_tooltip type of "signal" did not work correctly. ( 116650 )
Instead of aborting when SDL_DXGIGetOutputInfo call fails, the game will try to initialize D3D device using adapter 0. ( 109955 )
Fixed crashes when using LuaEntity fluid methods when the entity's fluidboxes were not part of a segment. ( 116093 )
Fixed that LuaEntity::insert_fluid would not work on the output FluidBoxes of a crafting machine.
Fixed removal of transport belts under cursor which would be normally fast-replaeable while drag traversing underground gap by belt rebuilding. ( 113128 )
Fixed arithmetic combinator's first constant would not be proposed as parameter. ( 116716 )
Fixed that on_entity_logistic_slot_changed did not fire for constant combinators. ( 116575 )
Fixed a crash in the space platform hub GUI when the inventory size changes at the same time as the limit is changed. ( 116597 )
Fixed turbo underground belts simulation in factoriopedia. ( 116695 )
Fixed a crash when a segmented unit entity causes the entire segmented unit to die. ( 116551 )
Fixed a crash when a platform was traveling to the shattered planet using a temporary stop which expired. ( 116763 )
Fixed fluid conditions not showing fluid amounts. ( 116686 )
Fixed using a custom surface in PvP was preventing Space Age progression. ( 116513 )
Fixed a crash when switching preferred audio output device while a variable music track is playing. ( 116785 )
Fixed train stop GUI being too wide at some smaller resolutions. ( 116621 )
Fixed driven car being drawn on all surfaces in latency. ( 116587 )
Fixed dying enemy would not randomize direction of its dying animation.
Fixed that failed achievement wasn't gettable again without restarting the game. ( 116329 )
Fixed a crash when defining planet prototypes that don't contain any resources. ( 116849 )
Fixed logistic section active state was not preserved in a blueprint string. ( 116775 )
Fixed a crash when showing some modded GUI tables. ( 116735 )
Fixed an issue where entity flagged as not mineable could be marked for deconstruction using undo.
Fixed pumpjacks with low yield would show 0 output rate in the tooltip. ( 116179 )
Fixed Nauvis elevation dropdown missing in map generator GUI, causing incorrect previews from map exchange strings. ( 116303 )
Fixed that it wasn't possible to parametrise virtual signals and space locations contained in text. ( 116292 )
Fixed brightness and contrast sliders being reset to 0 when setting the text field to a negative value. ( 116613 )
Fixed that it wasn't possible to parametrise entities, virtual signals and space locations contained in text. ( 116292 )
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
|
[
{
"author": "BlueTemplar",
"content": "The Forbidden Galaxy.",
"date": "2024-10-23T20:27:04+00:00",
"quotes": []
},
{
"author": "",
"content": "fixed",
"date": "2024-10-23T20:38:36+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Wed Oct 23, 2024 8:27 pm",
"content": ""
}
]
},
{
"author": "EustaceCS",
"content": "Finally. \nWe put Galaxy (of Fame) into your Galaxy (GOG Galaxy) so you heat it ( on Aquilo ) while you heat it ( due to GOG Galaxy's inadequate resources consumption ). \nP. S. \n https://www.factorio.com/galaxy/Sulfur% ... ta7-7.G7V4 \nOf course...",
"date": "2024-10-24T07:59:24+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Wed Oct 23, 2024 8:19 pm",
"content": ""
}
]
},
{
"author": "Stargateur",
"content": "omg the hall of fame feature galaxie is amazing",
"date": "2024-10-24T08:09:09+00:00",
"quotes": []
},
{
"author": "Danjen",
"content": "How does the Galaxy of Fame feature work? I run Windows 7, which means no Steam, so I use the standalone version of the game. But even if I log into the standalone client, it fails to connect to the update server",
"date": "2024-10-24T08:56:26+00:00",
"quotes": []
},
{
"author": "Splitframe",
"content": "Kovarex teasing us with that 2.0.11 entry.",
"date": "2024-10-24T11:20:32+00:00",
"quotes": []
},
{
"author": "",
"content": "please create thread in the bug reports forums with your log file",
"date": "2024-10-24T12:32:59+00:00",
"quotes": [
{
"author": "Danjen wrote: Thu Oct 24, 2024 8:56 am",
"content": ""
}
]
},
{
"author": "Tizedes88",
"content": "Üdvözlet! \n2.0.8- ról 2.0.10-re frissítéskor hibaüzenetet kapok.",
"date": "2024-10-25T19:42:22+00:00",
"quotes": []
},
{
"author": "",
"content": "1) Please post in English \n2) Please create a thread in the Technical Help",
"date": "2024-10-26T08:58:45+00:00",
"quotes": [
{
"author": "Tizedes88 wrote: Fri Oct 25, 2024 7:42 pm",
"content": ""
}
]
}
] | 9
|
2024-10-23T15:19:49-05:00
|
|
forum-topic-121859
|
121859
|
Game Crash with Error Code
|
Technical Help
|
https://forums.factorio.com/viewtopic.php?t=121859
|
andyp1989
|
My game keeps crashing. I've got a decent PC. AMD cpu, 128gb ram, 4090 gpu.
Here is the crash code:
0.000 2024-11-17 08:28:25; Factorio 2.0.15 (build 80108, win64, steam, space-age)
0.000 Operating system: Windows 11 (build 26100)
0.000 Initializing Steam API.
0.000 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.000 Config path: C:/Users/andyp/AppData/Roaming/Factorio/config/config.ini
0.000 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data
0.000 Write data path: C:/Users/andyp/AppData/Roaming/Factorio [1820836/1906966MB]
0.000 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
0.019 System info: [CPU: AMD Ryzen 9 7950X3D 16-Core Processor, 32 cores, RAM: 15292/64649 MB, page: 18132/73865 MB, virtual: 4351/134217727 MB, extended virtual: 0 MB]
0.039 Memory info:
0.039 [0]: Corsair CMH64GX5M2B6400C32 32768 MB 3600 MHz 1.1 v
0.039 [1]: Corsair CMH64GX5M2B6400C32 32768 MB 3600 MHz 1.1 v
0.041 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]
0.260 Video driver: windows
0.260 Available displays: 3
0.260 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 4090 {0x05, [0,0], 2560x1440, 32bit, 240Hz}
0.260 [1]: \\.\DISPLAY2 - NVIDIA GeForce RTX 4090 {0x01, [2560,0], 2560x1440, 32bit, 59Hz}
0.261 [2]: \\.\DISPLAY3 - NVIDIA GeForce RTX 4090 {0x01, [-2560,0], 2560x1440, 32bit, 59Hz}
0.319 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll
0.564 Initialised Direct3D[0]: NVIDIA GeForce RTX 4090; id: 10de-2684; driver: nvldumdx.dll 32.0.15.6094
0.565 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none
0.565 [Local Video Memory] Budget: 23374MB, CurrentUsage: 19MB, Reservation: 0/11815MB
0.565 [Non-Local Vid.Mem.] Budget: 31556MB, CurrentUsage: 1MB, Reservation: 0/15906MB
0.565 Tiled resources: Tier 2
0.565 Unified Memory Architecture: No
0.565 BGR 565 Supported: Yes
0.565 MaximumFrameLatency: 3, GPUThreadPriority: 0
0.565 Graphics settings preset: very-high
0.565 Dedicated video memory size 24142 MB
0.584 Desktop composition is active.
0.584 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]
0.584 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:0,C:0,S:100]
0.629 [Audio] Driver:wasapi, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear
0.743 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true
0.743 Info ModManager.cpp:434: FeatureFlag freezing = true
0.743 Info ModManager.cpp:434: FeatureFlag quality = true
0.743 Info ModManager.cpp:434: FeatureFlag rail-bridges = true
0.743 Info ModManager.cpp:434: FeatureFlag segmented-units = true
0.743 Info ModManager.cpp:434: FeatureFlag space-travel = true
0.743 Info ModManager.cpp:434: FeatureFlag spoiling = true
0.745 Loading mod core 0.0.0 (data.lua)
0.757 Loading mod base 2.0.15 (data.lua)
0.884 Loading mod elevated-rails 2.0.15 (data.lua)
0.906 Loading mod quality 2.0.15 (data.lua)
0.919 Loading mod space-age 2.0.15 (data.lua)
1.163 Loading mod base 2.0.15 (data-updates.lua)
1.173 Loading mod quality 2.0.15 (data-updates.lua)
1.188 Loading mod space-age 2.0.15 (data-updates.lua)
1.296 Checksum for core: 3833371075
1.296 Checksum of base: 1259916430
1.296 Checksum of elevated-rails: 971617432
1.296 Checksum of quality: 2471328700
1.296 Checksum of space-age: 2088115374
1.540 Prototype list checksum: 3872509593
1.597 Loading sounds...
1.878 Info PlayerData.cpp:68: Local player-data.json unavailable
1.878 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1731857298
2.106 Initial atlas bitmap size is 16384
2.121 Created an atlas bitmap (size 16384x16380) [none]
2.138 Created an atlas bitmap (size 16384x16384) [none]
2.156 Created an atlas bitmap (size 16384x16380) [none]
2.157 Created an atlas bitmap (size 16384x15436) [none]
2.158 Created an atlas bitmap (size 16384x8392) [decal]
2.162 Created an atlas bitmap (size 16384x16384) [low-object]
2.162 Created an atlas bitmap (size 4096x1088) [low-object]
2.163 Created an atlas bitmap (size 16384x13440) [corpse-decay]
2.163 Created an atlas bitmap (size 16384x5596) [none]
2.163 Created an atlas bitmap (size 1676x79) [not-compressed]
2.163 Created an atlas bitmap (size 8192x6096) [mipmap, linear-minification, linear-magnification, linear-mip-level]
2.168 Created an atlas bitmap (size 16384x16320) [terrain, mipmap, linear-minification, linear-mip-level]
2.168 Created an atlas bitmap (size 16384x4832) [terrain, mipmap, linear-minification, linear-mip-level]
2.168 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
2.169 Created an atlas bitmap (size 4096x3104) [smoke, mipmap, linear-minification, linear-magnification]
2.169 Created an atlas bitmap (size 8192x2576) [mipmap]
2.169 Created an atlas bitmap (size 2048x1520) [mipmap]
2.169 Created an atlas bitmap (size 4096x3152) [mipmap]
2.169 Created an atlas bitmap (size 4096x3152) [mipmap]
2.170 Created an atlas bitmap (size 4096x3152) [mipmap]
2.170 Created an atlas bitmap (size 8192x3792) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
2.171 Created an atlas bitmap (size 16384x6120) [alpha-mask]
2.187 Created an atlas bitmap (size 16384x16380) [shadow, linear-magnification, alpha-mask]
2.191 Created an atlas bitmap (size 16384x16372) [shadow, linear-magnification, alpha-mask]
2.191 Created an atlas bitmap (size 16384x8488) [shadow, linear-magnification, alpha-mask]
2.191 Created an atlas bitmap (size 8192x2352) [shadow, mipmap, linear-magnification, alpha-mask]
2.191 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
2.191 Loading 3D bitmaps.
2.201 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
2.215 Parallel sprite loader initialized (threads: 31, bitmaps: 8228)
21.316 Sprites loaded
21.354 Generated mipmaps (4) for atlas [5] of size 16384x16384
21.365 Generated mipmaps (4) for atlas [6] of size 4096x1088
21.376 Generated mipmaps (3) for atlas [10] of size 8192x6096
21.387 Generated mipmaps (3) for atlas [11] of size 16384x16320
21.399 Generated mipmaps (3) for atlas [12] of size 16384x4832
21.410 Generated mipmaps (3) for atlas [13] of size 8192x3872
21.424 Generated mipmaps (3) for atlas [14] of size 4096x3104
21.469 Generated mipmaps (3) for atlas [15] of size 8192x2576
21.480 Generated mipmaps (3) for atlas [16] of size 2048x1520
21.492 Generated mipmaps (3) for atlas [17] of size 4096x3152
21.520 Generated mipmaps (3) for atlas [18] of size 4096x3152
21.531 Generated mipmaps (3) for atlas [19] of size 4096x3152
21.544 Generated mipmaps (5) for atlas [20] of size 8192x3792
21.556 Generated mipmaps (3) for atlas [25] of size 8192x2352
21.584 Custom mipmaps uploaded (3203)
21.590 Video memory usage: 3557.51 MB (Atlases: 3427.21 MB, Textures: 130.30 MB)
21.664 Factorio initialised
21.665 Discord overlay detected (DiscordHook64.dll)
21.668 Steam Storage Quota: 23709/23841
58.233 Loading map C:\Users\andyp\AppData\Roaming\Factorio\saves\_autosave3.zip: 14086143 bytes.
58.260 Loading level.dat: 37836643 bytes.
58.263 Info Scenario.cpp:178: Map version 2.0.15-4
58.537 Time travel logging:
31.724 Scenario is being deleted
43.792 Scenario is being deleted
55.874 Scenario is being deleted
58.227 Scenario is being deleted
58.537 Error CrashHandler.cpp:503: Exception Code: c0000005, Address: 0x00007ff782d32eb9
ModuleBase: 0x00007ff781e10000, ImageSize: 0281a000, RelativeAddress: 00f22eb9
58.537 Error CrashHandler.cpp:509: Access Violation: Read at address 0000000000000060
58.537 Error CrashHandler.cpp:523: Exception Context:
rax=0000022d4224b1e8, rbx=0000000000000000, rcx=0000022d4224b1e8,
rdx=0000022d4224b1e8, rsi=0000000000000001, rdi=0000022d4224b1d8,
rip=00007ff782d32eb9, rsp=000000a5b18f3200, rbp=0000000000000001,
r8=0000000000000001, r9=00007ff781e7c9d0, r10=0000022c2fcb0000,
r11=00007ff781e10000, r12=00000000ffffffff, r13=00007ff781e10000,
r14=00007ff783eb832f, r15=000000a5b18f34d0
58.537 Crashed in C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe (0x00007ff781e10000 - 0x00007ff78462a000)
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\libraries\StackWalker\StackWalker.cpp(924): StackWalker::ShowCallstack
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Util\Logger.cpp(337): Logger::writeStacktrace
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Util\Logger.cpp(379): Logger::logStacktrace
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Util\CrashHandler.cpp(183): CrashHandler::writeStackTrace
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Util\CrashHandler.cpp(552): CrashHandler::SehHandler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF938CBD483)
00007FF938CBD483 (KERNELBASE): (filename not available): UnhandledExceptionFilter
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF93B468D4A)
00007FF93B468D4A (ntdll): (filename not available): strncpy
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF93B423DE3)
00007FF93B423DE3 (ntdll): (filename not available): _C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF93B463D9F)
00007FF93B463D9F (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF93B31F358)
00007FF93B31F358 (ntdll): (filename not available): RtlWow64GetCurrentCpuArea
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF93B4636DE)
00007FF93B4636DE (ntdll): (filename not available): KiUserExceptionDispatcher
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Wires\WireConnector.cpp(134): WireConnector::disconnectFrom
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Wires\WireConnector.cpp(179): WireConnector::disconnectAll
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF7821A4B82)
00007FF7821A4B82 (Factorio): (filename not available): ElectricPole::`scalar deleting destructor'
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Blueprint\BlueprintEntities.cpp(397): BlueprintEntities::clear
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Blueprint\Blueprint.cpp(357): Blueprint::clear
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Blueprint\Blueprint.cpp(42): Blueprint::~Blueprint
D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\amd64\handlers.asm(50): _CallSettingFrame
D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\frame.cpp(1096): __FrameHandler4::FrameUnwindToState
D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\risctrnsctrl.cpp(234): __FrameHandler4::FrameUnwindToEmptyState
D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\frame.cpp(309): __InternalCxxFrameHandler<__FrameHandler4>
D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\risctrnsctrl.cpp(306): __CxxFrameHandler4
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF93B463E1F)
00007FF93B463E1F (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF93B320502)
00007FF93B320502 (ntdll): (filename not available): RtlUnwindEx
D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\risctrnsctrl.cpp(684): __FrameHandler4::UnwindNestedFrames
D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\frame.cpp(1328): CatchIt<__FrameHandler4>
D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\frame.cpp(583): FindHandler<__FrameHandler4>
D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\frame.cpp(357): __InternalCxxFrameHandler<__FrameHandler4>
D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\risctrnsctrl.cpp(306): __CxxFrameHandler4
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF93B463D9F)
00007FF93B463D9F (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF93B31F358)
00007FF93B31F358 (ntdll): (filename not available): RtlWow64GetCurrentCpuArea
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF93B31E366)
00007FF93B31E366 (ntdll): (filename not available): RtlRaiseException
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF938C6831A)
00007FF938C6831A (KERNELBASE): (filename not available): RaiseException
D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\throw.cpp(75): _CxxThrowException
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Blueprint\BlueprintEntities.cpp(61): BlueprintEntities::load
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Blueprint\Blueprint.cpp(201): Blueprint::loadReal
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Blueprint\Blueprint.cpp(101): Blueprint::load
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Data\InstanceLoader.hpp(56): `InstanceLoader<ID<ItemPrototype,unsigned short> >::registerLoader<BlueprintItem>'::`2'::<lambda_1>::<lambda_invoker_cdecl><ItemLoadingParameters>
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Item\ItemStack.cpp(249): ItemStack::load
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Item\Inventory.cpp(403): Inventory::load
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Item\InventoryWithFilters.cpp(25): InventoryWithFilters::InventoryWithFilters
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Item\ItemWithInventory.cpp(24): ItemWithInventory::ItemWithInventory
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Data\InstanceLoader.hpp(56): `InstanceLoader<ID<ItemPrototype,unsigned short> >::registerLoader<BlueprintBook>'::`2'::<lambda_1>::<lambda_invoker_cdecl><ItemLoadingParameters>
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Item\ItemStack.cpp(249): ItemStack::load
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Item\Inventory.cpp(403): Inventory::load
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Item\InventoryWithFilters.cpp(25): InventoryWithFilters::InventoryWithFilters
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Item\ItemWithInventory.cpp(24): ItemWithInventory::ItemWithInventory
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Data\InstanceLoader.hpp(56): `InstanceLoader<ID<ItemPrototype,unsigned short> >::registerLoader<BlueprintBook>'::`2'::<lambda_1>::<lambda_invoker_cdecl><ItemLoadingParameters>
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Item\ItemStack.cpp(249): ItemStack::load
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Item\Inventory.cpp(403): Inventory::load
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Entity\SpecificInventoryLoader.hpp(94): SpecificInventoryLoader::loadInventory<ContainerEntity>
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Entity\ContainerEntity.cpp(36): ContainerEntity::ContainerEntity
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Entity\LogisticContainer.cpp(45): LogisticContainer::LogisticContainer
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Data\InstanceLoader.hpp(56): `InstanceLoader<ID<EntityPrototype,unsigned short> >::registerLoader<LogisticContainer>'::`2'::<lambda_1>::<lambda_invoker_cdecl><EntityLoadingParameters>
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Entity\EntityPrototype.cpp(1006): EntityPrototype::loadEntity
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Surface\Chunk.cpp(333): Chunk::load
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Surface\Surface.cpp(1263): Surface::load
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Map\Map.cpp(573): Map::loadData
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Map\Map.cpp(335): Map::load
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Scenario\Scenario.cpp(232): Scenario::loadFactory
C:\Users\build\AppData\Local\Temp\factorio-build-qKZ8vt\src\Scenario\ParallelScenarioLoader.cpp(192): ParallelScenarioLoader::doLoad
C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\thread(56): std::thread::_Invoke<std::tuple<void (__cdecl*)(MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,NamedBool<EnableReplayTag>),MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,enum NamedBool<EnableReplayTag>::Enum>,0,1,2,3,4,5,6,7>
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl*)(void *),1>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF93A64DBE7)
00007FF93A64DBE7 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF93B3DFBEC)
00007FF93B3DFBEC (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
59.508 Info CrashHandler.cpp:318: Executable CRC: 1545322776
59.508 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
60.557 Uploading log file
60.592 Error CrashHandler.cpp:270: Heap validation: success.
60.594 Creating crash dump.
60.785 CrashDump success
|
[] | 0
|
2024-11-17T10:26:00-06:00
|
forum-topic-39573
|
39573
|
[failure] train defense
|
Show your Creations
|
https://forums.factorio.com/viewtopic.php?t=39573
|
vanatteveldt
|
Inspired by the 'golden train' thread I wanted to make a train defense.
I decided against an 'eternal loop' setup since I want to have multiple trains running and I wanted to be able to refuel them.
I came up with this spiral solution:
Which works fine in peace time: there are a lot of signals at the bottom (presumably the 'safe' side) and they make good speed on the rest of the loop. I have two stations and set them to go to A and then B waiting 0 seconds at each. Of course, since we have no underground or bridges the spiral has to cross, so occasionally trains have to wait for the crossing. My idea was to have enough trains so there will always be a train ready to go.
Possible improvements:
- Maybe the crossing should be in the middle so that trains are never blocked from going on the 'active' loop
- Maybe having multiple separate loops works better than a spiral, could even use a number of concentric 'golden train' loops.
However, the main outcome of the experiment is that trains just don't have the stopping power to kill behemoth biters . They kill everything else easily, but when they hit a moth they stop. They continue to do damage per second, but since they are stopped they will now be attacked by other biters and die:
I tried making longer trains (4 engines chained together). This might give more damage, but unfortunately they switch to manual mode when one engine is killed, so they block the track until they're gone.
I guess you could have this as part of a defense setup, i.e. also have a number of laser turrets, but then, why not just have laser turrets?
Also, it is annoying that you can't deploy trains automatically, so this will always require manual 'reloading'.
My conclusion: trains are not part of a good defense setup . Anyone has a better idea to get this working?
|
[
{
"author": "hansinator",
"content": "lol that's a nice experiment I like it",
"date": "2017-01-08T15:14:04+00:00",
"quotes": []
},
{
"author": "kinnom",
"content": "tried putting cargo wagons at the front?",
"date": "2017-01-08T16:43:46+00:00",
"quotes": []
},
{
"author": "Optera",
"content": "Funny idea, too bad it's ruined by Behemoths being imbalanced bullet sponges. \n \nWhen a train composition is changed the old train is removed and a new train in manual mode is created..... \nSee also my bug report about this odd behavior.",
"date": "2017-01-08T20:56:26+00:00",
"quotes": [
{
"author": "kinnom wrote:",
"content": ""
}
]
},
{
"author": "TheVeteraNoob",
"content": "Oh hey cool I inspired somebody. This was actually the intention of the golden train initially, then i gave up because I got tied up with school. I wish i had some tips for you",
"date": "2017-01-25T04:46:18+00:00",
"quotes": []
},
{
"author": "Deadly-Bagel",
"content": "I can see there being a use in Bob's Mods as large worms can spawn close to your walls and take out your defences from outside their range. There is an Armoured Train which you can fill with lasers and shields however as Bob sticks to vanilla balance they're still totally useless. \n \nNot sure what they would do if they ran into a behemoth, I was killed by a regular MK3 train even through four MK2 shields but the laser towers would take care of anything on the tracks, the trains are more to take out any worms or nests that spawn nearby.",
"date": "2017-01-25T17:43:49+00:00",
"quotes": []
},
{
"author": "HalfPastZulu",
"content": "What about maybe having blue belts between the tracks pushing bugs on the track and away from base?",
"date": "2018-05-26T16:33:04+00:00",
"quotes": []
},
{
"author": "vanatteveldt",
"content": "That would be fun (although the main problem I had was the train stopping after hitting a behemoth). \n \nI believe that a train with sufficient lenght (and nuclear fuel?) does not slow down after hitting a behemoth, so it could be worth a try...",
"date": "2018-05-29T17:59:02+00:00",
"quotes": [
{
"author": "HalfPastZulu wrote:",
"content": ""
}
]
},
{
"author": "Adeon Hawkwood",
"content": "You can kill Behemoths with Trains, but you need a BIG train (15 locomotives). \n \nFrom this reddit thread: \n https://www.reddit.com/r/factorio/comme ... _mow_down/",
"date": "2018-05-29T20:26:10+00:00",
"quotes": [
{
"author": "chrisgbk wrote:",
"content": ""
}
]
},
{
"author": "Optera",
"content": "Those numbers are outdated. \nA while ago Tankers where brought down to weight 1000 same as cargo wagons.",
"date": "2018-05-30T05:41:46+00:00",
"quotes": []
},
{
"author": "",
"content": "viewtopic.php?p=327815#p327815",
"date": "2018-05-30T05:54:14+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "From my own personal testing the following trains will not be stopped by behemoth biters: \n \n6 locos at top speed \n5 locos and 2 wagons at top speed \n4 locos and 3 wagons at top speed \n2 locos, 4 wagons, 2 locos at top speed \n2 locos, 6 wagons, 1 loco at top speed \n3 locos and 6 wagons at top speed \n2 locos and 7 wagons at top speed \n2 locos and 10 wagons at 250km/h",
"date": "2018-06-20T13:32:30+00:00",
"quotes": []
},
{
"author": "darkfrei",
"content": "They are all have very big impact damage, while they have no resistance for it. So I've made this mod with the heavy wagon, that is enough heavy and has very high impact resistance. With two wagons you can goin through normal trains with high speed.",
"date": "2018-06-21T07:26:14+00:00",
"quotes": [
{
"author": "adam_bise wrote:",
"content": ""
}
]
}
] | 12
|
2017-01-07T22:06:58-06:00
|
forum-topic-97911
|
97911
|
game-wide setting to limit how far things can spill
|
Modding interface requests
|
https://forums.factorio.com/viewtopic.php?t=97911
|
Honktown
|
In the context of a modded inventory size and/or crafting speed, dropped items can be very hazardous. Even without modded inventory, someone could intentionally queue up many, many crafts (think thousands of items), and then spill intentionally by dying etc.
The primary example comes from scenarios with a limited map (using void, other surfaces, etc). The game can become 100% busy because it can't find valid spots to drop things (perpetually searching into void). There were many workarounds to try and prevent blocking: preventing players from unequipping armor, aggressively weeding out edge cases, etc.
A "simple" solution is abort spilling when the distance is too high. Whether it's a circular radius or the kind of square roboports and power poles use, either would be nice.
|
[
{
"author": "ickputzdirwech",
"content": "As I understand you it’s possible to get the game to a halt by spilling more items than fit on a limited map? \n \nAnother question I have is what should happen to the items that don’t fit on the ground anymore?",
"date": "2021-04-17T07:42:02+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "Put another layer on top. But a true performance fix would be to just drop all items in the closest valid spot with no regard to already spilled items items already on the ground.",
"date": "2021-04-18T00:29:54+00:00",
"quotes": [
{
"author": "ickputzdirwech wrote: Sat Apr 17, 2021 7:42 am",
"content": ""
}
]
},
{
"author": "Honktown",
"content": "Used to term \"block\" and \"busy\" because the game goes to 100%, not (a possible) 0%, but yes, frozen, stuck, etc. I figured destroy the items. Sane way to deal with it. Items could also be spilled in stack-sizes to reduce the space required, but in theory a jerk could still break the game.",
"date": "2021-04-18T05:23:51+00:00",
"quotes": [
{
"author": "ickputzdirwech wrote: Sat Apr 17, 2021 7:42 am",
"content": ""
}
]
}
] | 3
|
2021-04-16T18:32:15-05:00
|
forum-topic-41855
|
41855
|
Heated Liquids / Warmed/Cooled Fluids (for Chemical Production Optimization ...)
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=41855
|
The current usage for heated liquids is to store work in them. Best example is heating the water to use them in steam engines to produce electricity.
The basic idea of this suggestions are to warm/heat/cool liquids for more reasons than that.
Either to
- increase some of the production factors of chemical processing (productivity, speed...) or to
- even enable production of some item/liquid.
Important to know/understand:
1. There is a major change to fluids in v0.15: The steam engines will work then with "real" steam, not hot water. See https://www.factorio.com/blog/post/fff-164
2. The devs said somewhere in v0.9 when introducing the oil-processing that they played around with heated liquids, but found that too complicated for the vanilla.
3. Control of the temperature of liquid means, to use the circuit network. Which is defined as an optional game-element . Which means: controlling the liquid temperature by a sensor in a circuit network is in any case an option. The game should work also without it! (somehow slower, not so effective of course.)
Related
viewtopic.php?f=80&t=342 Events (Environmental Disasters and Weather) / Biome-Types
[based on the surrouned biome the basic temperature of water for example changes: In the arctic more energy is needed to heat water than in equatorial swamps]
viewtopic.php?f=80&t=31440 Ideas Around Energy Production: Solar, Wind, Water, Nuclear, Fusion ...
and of course the viewtopic.php?f=9&t=5 Electric energy
and viewtopic.php?f=9&t=30853 Circuit network features for 0.15
Simulating real fluids:
viewtopic.php?f=6&t=177 Steam engines
viewtopic.php?f=5&t=1515 Boilers in real life / Rankine cycle for dummies
More water usages:
viewtopic.php?f=80&t=262 Water as limited ressource
viewtopic.php?f=80&t=25728 More Water Usages (Aquafarm, enemies, oil riggs...)
Visualizing and measuring:
viewtopic.php?f=134&t=6066 Long distance pipes and pumps [basic knowledge article]
Suggestions
viewtopic.php?f=6&t=2093 My thought on the oil industry
viewtopic.php?f=6&t=9282 Factorio Fluid System Changes
viewtopic.php?f=6&t=10083 Additions to the fluid system
viewtopic.php?f=6&t=13023 Storing energy as hydrogen (and oxygen) / Cool it down to store energy
viewtopic.php?f=6&t=26974 Heating and Cooling - Mechanics, Environment, Player etc.
viewtopic.php?f=6&t=27232 Heated Liquids, especially Oil
viewtopic.php?f=6&t=30868 Different pipes for different fluids
viewtopic.php?f=6&t=30896 Nuclear reactor as part of advanced steam setup
viewtopic.php?f=6&t=32410 Attack on Albert: Pressure gauges for the pipes
viewtopic.php?f=6&t=34949 Fluid handling (water, oils)
viewtopic.php?f=6&t=39956&p=237208&hili ... 2A#p237208 Upgrading Steam Power (Coal + Nuclear) [see marked parts]
viewtopic.php?f=6&t=41602 Chemical Production Optimization by Temperature (Tempo produkcji zalezne o temperatury płynu.)
viewtopic.php?f=6&t=41804 Hot water barrelling
Combinied with this suggestion is a better/more information about what's going on in the pipes, especially a sensor to control the temp:
viewtopic.php?f=6&t=3129 HOT Pipes
viewtopic.php?f=6&t=33484 For 0.15 fluid revamp - tanks
viewtopic.php?f=6&t=37678 Circuit readable pipes
viewtopic.php?f=6&t=41343 thermostat maybe?
viewtopic.php?f=6&t=44141 Pipe/Circuit network connections?
|
[] | 0
|
2017-02-25T04:53:39-06:00
|
|
forum-topic-127209
|
127209
|
PVP Cargo Landing Pad
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=127209
|
Haisom
|
If you play PvP mode, can you have more than 1 Cargo Landing Pad per planet? I'm hoping there is at least 1 Cargo Pad per team.
|
[] | 0
|
2025-03-01T16:08:06-06:00
|
forum-topic-32251
|
32251
|
[Rseding91] Blueprint flips after copying
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=32251
|
Arumba
|
Every single time I create a blueprint, it is rotated 180 degrees from the original, always requiring me to rotate it twice to get it back the way I want it. Why on earth would it start off different from the alignment it was taken from?
|
[
{
"author": "",
"content": "What are you referring to? Creating blueprints is directionless and maintains that directionless in the result blueprint. What ever your build rotation is when you make the blueprint is what it will be after making it. \n \nAre you using a mod to copy blueprints? \n \nFor instance: if your build direction is east (hold an inserter to see it) any blueprint you hold in the cursor will be rotated east. If you make new ones they too will be rotated east.",
"date": "2016-09-06T16:20:16+00:00",
"quotes": []
},
{
"author": "jeroon",
"content": "I've got the same on 0.13.20, blueprints made with direction east come out west when created.. but it's not all the time, because now that I want to test it, it's working like it should Will update when I find out what causes it.",
"date": "2016-09-06T16:36:07+00:00",
"quotes": []
},
{
"author": "aober93",
"content": "I can confirm. This has happened also in v14 but atm i am not able to reproduce. It didnt happen all the time, i will write if i see it again. \n \nHe's saying that the rotation of the blueprint doesnt match the source. Not that its breaking the game, you rotate it until its the way you want anyway. Its not ergonomic.",
"date": "2016-09-06T17:56:31+00:00",
"quotes": [
{
"author": "Rseding91 wrote:",
"content": ""
}
]
},
{
"author": "PantherX",
"content": "I have noticed this behaviour too. It doesn't happen every time but I've definitely taken a blueprint of an assembly line only to put it down next to where I just took the blueprint and it places all the belts 180 degrees from how they were when I took the blueprint.",
"date": "2016-09-07T08:45:09+00:00",
"quotes": []
},
{
"author": "",
"content": "Fixed for 0.14.5.",
"date": "2016-09-07T09:01:33+00:00",
"quotes": []
},
{
"author": "aober93",
"content": "Ok i just had it again, i guess since its fixed i can spare long elaborations lol",
"date": "2016-09-07T16:32:21+00:00",
"quotes": []
}
] | 6
|
2016-09-06T10:11:29-05:00
|
forum-topic-93816
|
93816
|
How to download all needed mods?
|
Mod Packs / Libs / Special Interest
|
https://forums.factorio.com/viewtopic.php?t=93816
|
Vito_thedog
|
Type: Modpack
Name: Muliplayer Extreme Modpack
Hello,
I want to try a modpack with up to 100 mods. Normally i click every mod and download them, but this would take me more that 20 minutes only for testing/ mod complications. Is there a way to download all needed mods ? (This mod Notification at the site of a pack. e.g aai-inustry >= 0.5.3...)
Thank you guys
|
[
{
"author": "jodokus31",
"content": "You can install this modpack mod: \n https://mods.factorio.com/mod/multiplay ... me_modpack \nIt will automatically download all dependency mods except the optional mods listed here: https://mods.factorio.com/mod/multiplay ... /downloads",
"date": "2020-12-31T20:34:13+00:00",
"quotes": []
},
{
"author": "Vito_thedog",
"content": "I downloaded it from there and put it into my mods Folder. Nothing was downloaded. I could only click at the arrow and could download them by my self in factorio...",
"date": "2020-12-31T20:47:27+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "it only downloads automatically if you use the ingame portal",
"date": "2020-12-31T20:48:10+00:00",
"quotes": []
}
] | 3
|
2020-12-31T11:14:44-06:00
|
forum-topic-119131
|
119131
|
Sign-in Integration with Steam appears broken
|
Technical Help
|
https://forums.factorio.com/viewtopic.php?t=119131
|
NoSleeves
|
Trying to sign in so I can download a new headless linux version but when I try to use the Steam linked sign-in I get the below:
I'm getting this across Edge, Chrome, Firefox and three different ISPs.
A friend is also seeing it and he's in a different state.
Is there another way I can get the headless version that doesn't involve a shady internet download?
|
[
{
"author": "",
"content": "Steam seems to be having some trouble with their login feature, but since you want the headless version, you may be pleased to learn that you can download it for free even without an account from our download page .",
"date": "2024-11-01T20:15:47+00:00",
"quotes": []
},
{
"author": "NoSleeves",
"content": "Thanks for that! I thought it was locked behind the sign-in. Cheers!",
"date": "2024-11-01T20:17:13+00:00",
"quotes": []
},
{
"author": "sobert",
"content": "I'm having the same problem, can't sign in through Steam. \nIs there a way to (re)set a password so I can log in without the steam sign-in?\n \n \n \n 11-02-2024, 01-28-39.png (43.76 KiB) Viewed 913 times",
"date": "2024-11-01T22:29:20+00:00",
"quotes": []
},
{
"author": "",
"content": "The Steam login issue is fixed now.",
"date": "2024-11-02T09:49:34+00:00",
"quotes": []
},
{
"author": "martinvw",
"content": "I cannot log in on https://factorio.com/login at all. When I enter my name + password and click login, it just shows the login prompt again, no error message. I tried to log in via Steam instead; after clicking \"Sign in\" on the Steam page, I'm redirected to https://factorio.com/ (as if the log in has been successful), but then I'm not logged in (the links in the top right show Log in / Sign up). \n \nI've double checked that it's not a cookie issue, but factorio.com is allowed to save cookies in my browser and also has saved several cookies (session and several phpbb3* cookies), so I assume it's not an issue on my end.",
"date": "2024-11-04T19:05:16+00:00",
"quotes": []
},
{
"author": "",
"content": "Are you able to login in a incognito window, another browser or after disabling all browser add-ons? You can also try clearing your cache, cookies and local storage for factorio.com. If the issue persists please contact support@factorio.com with your account name, browser version and browser console logs (via F12)",
"date": "2024-11-07T17:36:04+00:00",
"quotes": [
{
"author": "martinvw wrote: Mon Nov 04, 2024 7:05 pm",
"content": ""
}
]
},
{
"author": "Dop3Dawg",
"content": "I had a similar issue (my account regged on a lost e-mail) , the \"Enter the damn code\" would not go away even though I authenticated it with steam mobapp. It did get me logged in to factorio.com, but couldn't really do much as the \"CODE window\" was for a code. Could even go to the mods page as factorio.com sent me back to \"enter the damn code\". \n Finally when I tried to sign in to factorio.com by ONLY clicking on the \"Sign in through Steam\", I did NOT enter the username/password earlier. \nSo it seems that if you try and log in to factorio.com using username and password and then authenticate with steam cause it to fail. \n \nI hope it helps someone!",
"date": "2024-11-12T18:02:31+00:00",
"quotes": []
},
{
"author": "",
"content": "This sounds like your account was in the \"enforce email authentication\" stage. This happens to accounts that didn't have a login for a while or when you login with a password that is known to be in a data leak (according to https://haveibeenpwned.com/api/v3#PwnedPasswords ). This stage can only be resolved by entering a code sent to your email or by doing the login via steam. I recommend you update the email address for your Factorio account to a working one.",
"date": "2024-11-13T06:06:40+00:00",
"quotes": [
{
"author": "Dop3Dawg wrote: Tue Nov 12, 2024 6:02 pm",
"content": ""
}
]
}
] | 8
|
2024-11-01T15:01:30-05:00
|
forum-topic-89397
|
89397
|
EntityPrototypeFlag "hidden-from-GUI" but still blueprintable
|
Already exists
|
https://forums.factorio.com/viewtopic.php?t=89397
|
ickputzdirwech
|
I reported a bug on this here already, but it appears to be intentional.
What I want
I want a way to hide an entity from the bonus GUI (and stuff like this) but the entity should still be selectable with a selection tool.
Why I need it
My mod adds a selection tool that swaps turrets with disabled turrets. Unfortunately the dummy entities show up in the bonus Gui as well. This I don't want. I thought giving them the flag "hidden" would hide them from the GUI, which it does, but it also makes them immune to any selection tool as if I had set the flag "not-blueprintable" to them. Since you need to use a selection tool to enable them again this is no option.
|
[
{
"author": "",
"content": "See 89398 , the \"hidden\" entity prototype flag already works that way. Please use the linked thread as a place to investigate why your entities aren't blueprintable.",
"date": "2020-09-14T06:09:38+00:00",
"quotes": []
}
] | 1
|
2020-09-13T16:14:31-05:00
|
forum-topic-81321
|
81321
|
Factorio Forums • Run from ramdisk - offtopic - Page 2
|
but you have to copy the game to the ram disk every time you start up the computer. do you constantly restart factorio?
|
[
{
"author": "",
"content": "Split from 81147 and locked.",
"date": "",
"quotes": []
}
] | 1
| ||||
forum-topic-122689
|
122689
|
Display quality overlay on a sprite and sprite-button
|
Modding interface requests
|
https://forums.factorio.com/viewtopic.php?t=122689
|
hgschmie
|
For a sprite button, I can have it overlay a number (for count), by adding a "number = 100" to the LuaGuiElement.
However, with Space Age, there are icons like this (this is the signal display from a combinator):
Screenshot 2024-11-23 at 16.59.28.png (20.92 KiB) Viewed 584 times
How do I get the quality overlay for a sprite (or a sprite button)? There is a workaround using a "choose-elem-button" which allows using "item-with-quality" and then in turn use that to display an item with the quality overlay but that can not display a number.
Is there a way to draw a sprite-button that looks like the button in the constant combinator? If not, is it possible to add some additional attributes to sprite-button (and probably also sprite) that allows for the quality overlay?
|
[
{
"author": "hgschmie",
"content": "[ replying to my own post first] \n \nAt this point, I can get the hovers over the icons to work (by using the elem_tooltip attribute): \n Code: Select all button.elem_tooltip = {\n type = 'item-with-quality',\n name = signal_name,\n quality = signal.signal.quality,\n} \n\nHowever, the icons still do not show the quality information: \n \n \n \n Screenshot 2024-11-23 at 22.37.11.png (127.29 KiB) Viewed 526 times \n \n \n\nIn the filter selector at the botttom, the icons have a quality marker (this is a table of choose-elem-buttons which display the quality). In the top, the elements (sprite-button) are all plain, even though the tooltips show the quality correctly (see the hover). \n \nThe question is still on how to get the quality marker on the sprite buttons.",
"date": "2024-11-24T06:39:58+00:00",
"quotes": []
},
{
"author": "hgschmie",
"content": "[pinging this topic] \n \nThis is still sorely lacking and I have a few circuit network related mods that suffer from the fact that there is no gui element that can do what the builtin combinators can (show a number and quality at the same time). \n \nPlease? Pretty please? Pretty pretty pleeeeease? \n \n(At least give us a “will do at some point/will never do/here is a workaround”. Heck, at this point I would settle for “overlay two sprites on a sprite button”)",
"date": "2025-01-21T22:49:10+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "Guess what, any GUI element can have children. It's more cursed than it seems. Make of it what you will.",
"date": "2025-01-22T19:27:25+00:00",
"quotes": [
{
"author": "hgschmie wrote: Tue Jan 21, 2025 10:49 pm",
"content": ""
}
]
},
{
"author": "hgschmie",
"content": "You know, this was a shockingly good comment. Thank you for this. \n \nthis actually works: \n \nadd to prototypes: \n Code: Select all data.raw['gui-style'].default['quality_style'] = {\n type = 'image_style',\n left_padding = 16,\n}\n \n\nand then in your code (e.g. for a Signal) do \n Code: Select all local button = parent_gui_element.add {\n type = \"sprite-button\",\n sprite = signal.signal.type .. \"/\" .. signal.signal.name,\n number = signal.count,\n}\nif signal.signal.quality and signal.signal.quality ~= 'normal' then\n button.add {\n type = 'sprite',\n style = 'quality_style',\n sprite = 'quality/' .. signal.signal.quality,\n }\nend\n \n\nand you end up with this: \n \n \n \n Screenshot 2025-01-24 at 17.36.03.png (11.11 KiB) Viewed 250 times \n \n \n \nwhy not at the bottom left as the builtin buttons do? Because this image consists of multiple layers: \n \n1) the background image \n2) the icon \n3) the quality overlay \n4) the number \n \nThe builtin buttons render (bottom to top): 1, 2, 3, 4. So the number is on top of the quality overlay. \n \nThis workaround renders 1, 2, 4, 3. So the quality overlay would cover part of the number. Moving it to the top right corner avoids that.",
"date": "2025-01-25T01:38:55+00:00",
"quotes": [
{
"author": "curiosity wrote: Wed Jan 22, 2025 7:27 pm",
"content": ""
},
{
"author": "hgschmie wrote: Tue Jan 21, 2025 10:49 pm",
"content": ""
}
]
},
{
"author": "EvilPLa",
"content": "Thanks for documenting this. \nI had to set the size in the style definition and restrict the sprite widget to Code: Select all resize_to_sprite = false \n \n \n \n 01-27-2025, 10-44-49.png (16.9 KiB) Viewed 192 times \n \n \n \n \n \n 01-27-2025, 10-46-11.png (41.31 KiB) Viewed 192 times \n \n (setting the actual sprite happens somewhere else)\n \n \n \n 01-27-2025, 10-44-06.png (11.42 KiB) Viewed 192 times",
"date": "2025-01-27T09:48:19+00:00",
"quotes": []
}
] | 5
|
2024-11-23T19:05:19-06:00
|
forum-topic-76000
|
76000
|
Signal on circuit network when train passes waypoint
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=76000
|
damerell
|
You can give a train an order with no wait conditions, causing the train to pass through the station without stopping - a "waypoint".
I suggest that when the train does so, the station should, for one pulse, send a signal on the circuit network if it has the option which is now called "Read Stopped Train" set. It would obviously be desirable that this option be renamed since a train passing a waypoint is not "stopped". I suggest "Read Train Serial Number".
This would improve the utility of waypoints, allowing additional circuit network tricks in vanilla.
|
[
{
"author": "",
"content": "Because bug report 75143 was rejected, it is most likely that trains only path to waypoint until brake distance reaches waypoint. After this, train no longer keeps pointer to waypoint it was going through (only part being updated is path extending). In that sense, i would not expect this idea to be ever implemented. \n \nYou can use regular rail signals immediately before and after train station. If rail signal on entrance turns red then you know train passes here (not counting if it was pathing through station or if it was just lowest cost path even without given station on schedule)",
"date": "2019-09-24T05:07:34+00:00",
"quotes": []
},
{
"author": "foamy",
"content": "A station whistlestop reading both train ID and train contents could be very helpful for circuit network stuff, yes.",
"date": "2019-09-24T21:14:12+00:00",
"quotes": [
{
"author": "damerell wrote: Tue Sep 24, 2019 3:49 am",
"content": ""
}
]
},
{
"author": "damerell",
"content": "It can hardly be unfeasible. The train knows where it is and what its orders are.\n \nYou don't know _which_ train. \n \nCome to think of it, signals could have an option to send the ID of a train that is stopped at, or passes through, them.",
"date": "2019-09-24T22:40:28+00:00",
"quotes": [
{
"author": "boskid wrote: Tue Sep 24, 2019 5:07 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "Train station to output signal must be first informed that train stopped. Because waypoints are implemented so train does not slow down, this means after braking point reaches waypoint, it is silently passed while train still not yet reached that station. \n \nAdding extra code so train while moving would trigger all passed stations to output for one tick is possible (if head of train moves out of rail segment that contains train station registered on its end, tell train station to output for 1 tick particular train ID). For performance reason this would most likely be not limited to cases where train station was a waypoint because train may have waypoint on its schedule somewhere but not doing it while going in between stations A and B (only when going B->waypoint->A). \n \nAnother quite easy solution would be to change rail signals so they would be able to give back trainID of train for which block is reserved(yellow signal, first reservation on list) or trainID of train currently within block (red signal) (assuming there are no 2 trains in one block)",
"date": "2019-09-25T07:59:02+00:00",
"quotes": [
{
"author": "damerell wrote: Tue Sep 24, 2019 10:40 pm",
"content": ""
}
]
},
{
"author": "Tekky",
"content": "I am against the suggestion. In my opinion, there are better suggestions for the circuit network to receive information from trains. \n \nFor example, in this thread , it has been suggested that the Train ID and other signals the train sends should be user-definable. Later in that thread, someone suggested that the signals the train sends should change according to the train's current orders (e.g. when it passes a waypoint). \n \nAlso, in this thread , I suggested that track signals should be connectable to the circuit network and provide the Train-ID of the train currently in its track segment. Later in that thread, I suggested that it should also be possible to read the cargo contents of the train instead of only the Train-ID. \n \nIf these two suggestions were combined, I believe it would make the suggestion made in the current thread redundant. \n \nAs a side note, I would also like to point out that In the following threads, it has been suggested that a wireless circuit network be implemented: \n \n viewtopic.php?f=6&t=49317 Radio Links for signals transmission \n viewtopic.php?f=6&t=47429 global circuit network \n viewtopic.php?f=6&t=12652 Connection of circuit network over distances \n viewtopic.php?f=6&t=51811 \"Pipboy\" for wireless network/circuit manipulation \n viewtopic.php?f=6&t=62384 Logistic circuit signals through radars \n \nIf it were possible to also connect trains to this wireless circuit network, and, if as mentioned above, it were possible for trains to send a different signal based upon their current order, then connecting track-side signals (or stations) to the circuit network in order to determine whether a train has passed a waypoint may also become redundant, depending on your play style.",
"date": "2019-09-25T17:09:43+00:00",
"quotes": []
},
{
"author": "damerell",
"content": "I agree if these were implemented they would eliminate the need for what I suggest, but they also are more complex; it might be more practical to implement what I suggest.",
"date": "2019-09-30T01:20:34+00:00",
"quotes": [
{
"author": "Tekky wrote: Wed Sep 25, 2019 5:09 pm",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "I have felt for a long time that signals should return the (first) train in a block. As present, or reserved. A simple presence signal based on the real world CBTC system \n \nThis would enable a player to force a route of a particular train using the circuit network and signals. \n \nOnly the train ID is required in my opinion. The cargo manifest should be left for the player to resolve, and can already be done when a train is at a station along with the ID. If there are more than one train in a block, I would consider this illegal, and brings problems that the player must already resolve. I would also suspect that attempting to send complete manifests together with the train ID could bring an adverse performance impact. \n \nThere have been many attempts at making a vanilla train logistics network by various players. Many use the duplicate station name system to aid multi drop situations. I too have tried to work around this missing feature by first registering the train ID, and then counting trains in sections along the route to identify the current location between the start and the destination. This becomes highly complex, and suffers badly at multiple way junctions, the use of chain signals, and it also scales badly. The alternative is to use the existing Station node ID output as waypoint stations that the train must stop at so it can register the ID. This is also very cumbersome. \n \nThe suggestion has already been made above. So to summarise: \n \n A simple addition of Train ID in, or having reserved the block, to the existing Rail Signal item output of Signal color attributes. \n \n[Edited for layout/comprehension]",
"date": "2019-12-16T19:20:26+00:00",
"quotes": []
}
] | 7
|
2019-09-23T22:49:13-05:00
|
forum-topic-125128
|
125128
|
I have a question for all of you.
|
Bob's mods
|
https://forums.factorio.com/viewtopic.php?t=125128
|
Theyne
|
I have a question for all of you. should it be possible to vent Hydrogen Chloride with a gas venting pump? Ive been trying to in my world but it wont let me, but will allow me to vent the sup parts.
thanks
Moneyone2
|
[] | 0
|
2024-12-25T22:13:47-06:00
|
forum-topic-127044
|
127044
|
What are they sniffing out here?
|
Off topic
|
https://forums.factorio.com/viewtopic.php?t=127044
|
datarza
|
02-22-2025, 01-09-24.png (2.96 MiB) Viewed 958 times
|
[
{
"author": "Muche",
"content": "You might be using version 2.0.32. \n 126283 Spitters stuck attacking the ground got fixed in v2.0.33.",
"date": "2025-02-22T07:26:50+00:00",
"quotes": []
},
{
"author": "Shulmeister",
"content": "Acid, obviously.",
"date": "2025-02-22T12:21:18+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "They're bangin 5 grams rocks bi-winning",
"date": "2025-02-22T17:54:55+00:00",
"quotes": []
},
{
"author": "computeraddict",
"content": "I had one that got stuck before the fix and stayed stuck after, but I had a robot steal his tree and he ran into my guns in rage.",
"date": "2025-02-22T20:23:02+00:00",
"quotes": [
{
"author": "Muche wrote: Sat Feb 22, 2025 7:26 am",
"content": ""
}
]
}
] | 4
|
2025-02-22T00:10:16-06:00
|
forum-topic-127234
|
127234
|
Add Auxillary page about Multiplayer structure/determinism
|
Documentation Improvement Requests
|
https://forums.factorio.com/viewtopic.php?t=127234
|
PennyJim
|
There's a number of users who get confused about the structure of multiplayer, and being able to have a page to point to that addresses common misinterpretations would be nice.
One I've seen a couple times is that player specific events are still run on every player's computer.
Maybe it won't need to be spelled out if you specify that the only things communicated are input events and crc checks (as far as I know at least), but I'm sure everyone's aware just how bad reading comprehension can get.
I'll let people who are better writers than me propose more about the structure of the page, as well as those with more technical understanding of how it works to also add fun trivia like how floating point is awful (if it fits in when it's done).
|
[
{
"author": "",
"content": "From a modding perspective mods never have to care about \"all player events run on all instances\". Mods simply listen to events and react to those events. Additionally using floats or not has no impact on modding - they work just fine. \n \nSo I'm not sure what you expect to have explained?",
"date": "2025-03-05T07:26:40+00:00",
"quotes": []
},
{
"author": "PennyJim",
"content": "Exactly that. There's no page that really describes that, and we've had to reiterate that exact point in the help channel. We (I) just want to have a sign to point at just like the data lifecycle. \n \nI also just like knowing about how things work, so I wanted trivia that's not all too relevant. Though I guess that makes more sense as link(s) to FFF's.",
"date": "2025-03-05T13:14:10+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Wed Mar 05, 2025 7:26 am",
"content": ""
}
]
}
] | 2
|
2025-03-02T20:57:51-06:00
|
forum-topic-109542
|
109542
|
[Raiguard] Mod search not in effect if prefilled from previous visit.
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=109542
|
bluewilson
|
Version 1.1.94 (b61774, win64)
What did you do?
- From main menu, enter Mods dialog.
- Click "Install" pane.
- Click search icon.
- Enter "space exploration".
- Verify that related mods appear.
- Click "Confirm" button.
- Verify that main menu is present.
- Enter Mods dialog.
- Click "Install" pane.
What happened?
- "Space exploration" is still selected as a search string, in the text box next to search icon.
- All mods are loaded and listed in the list below.
- Effectively, the mod list is not filtered.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
Either Expectation 1
- The search text field is hidden again (empty). Fulfills the expectation I had above.
or Expectation 2
- The search text field shows "space exploration", AND the mod list is filtered accordingly.
Does it happen always, once, or sometimes?
It is reproducable every time I try.
If you can reproduce the issue provide the exact steps!
The steps are given in "What did you do?" above.
Further context:
- I did not try this in experimental version. Shame on me. I did not find anything about this in a decent forums search attempt. I might not be good with queries, but at least I tried.
- Notice that I did not install any mods. That would restart the game. Game is never restarted in this scenario.
- No mods are installed.
- I started the game with --mods-directory <somewhere else> (probably useless information, but still)
|
[
{
"author": "bluewilson",
"content": "Ok, there is some filtering on space exploration, even on the second visit; but it is not the same as the one that presented itself as I entered it, the first time. \n \nI can add to my Expectation 2: \n \nExpected an identically filtered list, with a lot of mods starting with \"space exploration\".",
"date": "2023-11-06T18:21:30+00:00",
"quotes": []
},
{
"author": "",
"content": "This was fixed as a side effect of the install pane redesign.",
"date": "2025-01-23T05:16:12+00:00",
"quotes": []
}
] | 2
|
2023-11-06T12:15:25-06:00
|
forum-topic-124748
|
124748
|
CSS: URL and bullet point alignment
|
This Forum
|
https://forums.factorio.com/viewtopic.php?t=124748
|
Hares
|
Here's bullet list from one of my posts :
Code: Select all [list]
[*] [url=https://forums.factorio.com/viewtopic.php?t=119681&p=632199#632199]119681: [2.0.14] Smart Belt adds underground when dragging backwards over existing belt (MR)[/url] -- Looks to be the original bug report
[*] [url=https://forums.factorio.com/viewtopic.php?t=119798&p=632657#632657]119798: [2.0.14] Smart belt bug: when dragging over obstacles or when dragging fast or when upgrading[/url] -- Most detailed bug description
[*] [url=https://forums.factorio.com/viewtopic.php?t=123193&p=646984#646984]123193: [2.0.22] Smart belt places extra underground belts[/url]
[/list]
And that's how it looks on mobile:
Screenshot_20241219_154233_Samsung Internet.png (221.06 KiB) Viewed 676 times
Bullet points are aligned with the bottom line of the URL, not with the message.
|
[
{
"author": "Jap2.0",
"content": "This is a consequence of a { display: inline-block; }. I don't know why links would be styled that way, to be honest, but presumably there's some reason?",
"date": "2024-12-19T20:01:44+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Might be related to this: 124611: CSS: Strike + URL not working together",
"date": "2024-12-19T20:07:38+00:00",
"quotes": [
{
"author": "Jap2.0 wrote: Thu Dec 19, 2024 8:01 pm",
"content": ""
},
{
"author": "Koub wrote: Tue Dec 17, 2024 6:39 pm",
"content": ""
}
]
},
{
"author": "Jap2.0",
"content": "Entirely possible, I don't see how setting it to be inline-block instead of just inline provides any benefit for that purpose though. \n \nTesting for my own reference: example.com",
"date": "2024-12-19T21:52:03+00:00",
"quotes": [
{
"author": "Hares wrote: Thu Dec 19, 2024 8:07 pm",
"content": ""
},
{
"author": "Jap2.0 wrote: Thu Dec 19, 2024 8:01 pm",
"content": ""
}
]
},
{
"author": "Jap2.0",
"content": "Oh, links being set to inline-block also appears to be why strike doesn't apply.",
"date": "2024-12-19T22:04:31+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "More on the topic\n Click to expand images \n Rendered \n \n \n \n Rendered 01-06-2025, 18-39-09.png (355.84 KiB) Viewed 385 times \n \n \n Source \n \n \n \n Source 01-06-2025, 18-40-34.png (23 KiB) Viewed 385 times \n \n \n \n\nUpon further inspection, linebreak was discovered within the URL (after \"Leech\"). Removing it forces URL to start from a new line even no linebreak occur before it. \n \nRef: 125651: Enable burner inserter fuel leech",
"date": "2025-01-06T15:48:19+00:00",
"quotes": []
}
] | 5
|
2024-12-19T06:47:10-06:00
|
forum-topic-32790
|
32790
|
Factorioblueprints.com? (re FFF 156)
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=32790
|
mooklepticon
|
What happened to factorioblueprints.com ? I loved that site, but it's kinda wonky. Images don't always load and it seems like it's not been updated in a while.
|
[
{
"author": "Leveller",
"content": "Its a page that \"kinda works\" but it aint good regarding interface, sorting, grouping. Browsing or anything. It works if you know what to search for. \n \nI would soooo like to see a better page or some global including ingame.",
"date": "2016-09-16T16:53:33+00:00",
"quotes": []
}
] | 1
|
2016-09-16T11:24:04-05:00
|
forum-topic-124160
|
124160
|
Decider combinator weird "anything" output
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=124160
|
xoft
|
I'm having some trouble with a decider combinator:
Basically, I'm trying to burn away excess material on Gleba. I'm comparing the logistic network contents to set values, hoping to output any item that has more than the set amount. However, the output for some reason is "belt" instead of the bio items that the combinator is watching. Any idea why this is so?
The "Anything" output description says that the first signal matching the condition will be output. There's no condition on belts in my inputs. Based on the description alone, I'd say it's a bug, but it would seem weird that such a basic bug would go unnoticed for so long.
12-10-2024, 14-39-57.png (138.82 KiB) Viewed 958 times
Here's my save (~50 MiB): https://xoft.cz/factorio/First%20-%20we ... output.zip
The decider combinator is next to the player on Gleba.
|
[
{
"author": "jaylawl",
"content": "That isn't how the \"anything\"-thing works (and i'm not even sure exactly how it works) - you need something else anyway. \n \nTry this: \n \nAssume the red signal provides how much of each item you have and the green signal provides the amount of items you want in storage at maximum. This combinator will then forward the signal only if red is greater than green, which you can use to your liking - for example on filter inserters. This will work for outputting multiple signals. \n \n \n \n comb.png (560.94 KiB) Viewed 948 times",
"date": "2024-12-10T13:51:30+00:00",
"quotes": []
},
{
"author": "BlakeMW",
"content": "\"Anything\" outputs the first and only the first signal, if any signal passes, the one it outputs doesn't have to be one that passed. \n \n\"Everything\" will forward all signals if all of them pass. \n \n\"Each\" will process each signal independently, forwarding it only if it passes. \n \n \nWhat you probably want here, is to use a Decider combinator in AND mode with a Constant Combinator. \n \nFor example on the Constant Combinator, output \"Spoilage = 500, Jellynut seeds = 100, ...\", put that on the green wire. \n \nOn the Decider Combinator, on the green wire have the constant combinator, and on the red wire the \"stuff in storage\" signal. Then do something like \"Each \n(green) > 0\" to filter to only things defined in the constant combinator, AND Each (red) > Each (green) to filter to only those in excess of defined. Output Each = 1.",
"date": "2024-12-10T14:38:06+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "As far as I understand the ANY operator as output, it chooses from the complete input set if used with one of the ordinary comparison operators, and from the matching input set if used with the EACH operator as comparison operator. It gets really complicated, if you use multiple conditions and one (or even more) are with EACH. \n \nThe first part of the popup help text \"the first input signal...\" applies to ordinary comparison operators, and the second part \"..the first signal that passed all conditions...\" means all that passed an EACH.",
"date": "2024-12-10T14:52:25+00:00",
"quotes": []
},
{
"author": "Lighthouse",
"content": "I see several different aspects here. \n \na) reaching your goal - fellow members already replied helpfully. \nb) logical correctness of the output (rather than being a bug) - a dispute \nc) whether the in-game description/documentation is helpful - what I want to focus on. \n \nHere quoting the the full description of the Anything (Virtual Signal) \n \n\nand a simplified sample: \n \n \nThis is logically correct, just as the sentence \"Either my name is Lighthouse or the moon is made of cheese.\". But I think the description and the actual output could be rephrased for easier reading. \nThere is an input signal that passes all conditions and it is not part of the output. Why should \"[...]or the first signal that passed all conditions[...]\" be part of the description? (This is not rhetorical - I actually would like to understand: Does that part make a difference in other cases that we didn't consider here?) \n \nIMHO The description of the output could be something like \"Independent of what signal passed the condition, the output is the first input signal (ordered ascending by an internal signal ID)\". Actually I am not sure of the \"internal signal ID\" part, but as you can see in my example: the red signal has a smaller ID than the green (\"first\" connection ID) but the output is part of the green set anyway.",
"date": "2024-12-10T22:55:48+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "jdrexler75",
"content": "The signal order has long been a question of mine, I don't think it's explained anywhere, and I haven't been able to influence it. \n \nBut I do know that whenever I try to rely on signal order, the game consistently picks the one I didn't want \n \nSo I've never been successful in using the \"any\" signal, and already rework the logic to use \"each\" plus an extra condition.",
"date": "2024-12-11T00:15:26+00:00",
"quotes": [
{
"author": "Lighthouse wrote: Tue Dec 10, 2024 10:55 pm",
"content": ""
}
]
},
{
"author": "Nidan",
"content": "Because it is necessary, albeit worded poorly. Both halves of the tooltip talk about different things. \n \n\n---------- \n \nIt is roughly the same order as within the signal picker UI, exceptions may exist. You can't influence it.",
"date": "2024-12-11T00:25:53+00:00",
"quotes": [
{
"author": "Lighthouse wrote: Tue Dec 10, 2024 10:55 pm",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "My attempt at rewording it wrote:",
"content": ""
},
{
"author": "jdrexler75 wrote: Wed Dec 11, 2024 12:15 am",
"content": ""
}
]
},
{
"author": "feng",
"content": "I had some similar issues some weeks ago and reported a bug. Thanksfully I got an explanation from boskid how the new deciders work in 2.0: \n \nDeciders have 2 operation modes: \n- 'normal' mode: \nnormal mode is active when there is NO 'each' condition on input side. So only when using 'Any', 'Everything' or an individual input signal. Normal mode deciders will PASS ALL input signals if one condition becomes true. That means that also signals will pass that do not meet the condition. On output side you can still select which passed values you want to output (red wire, green wire) \n \n- 'each' mode: \neach mode is active as soon as one 'each' condition is on input side. Each mode deciders will only pass EACH signal that meets the corresponding condition. \n \nOPs problem explained: Decider is in normal mode as only individual signal conditions are there. One condition becomes true, so ALL signals are passing to the output side. The 'Any' selector then outputs the very first signal it catches from all the passed signals. The order of the signals is equal to the order of the signals in the signal picker UI. \n \nSolution to your problem would be the already mentioned way with a constant combinator and checking red vs. green wire signals like this: \n \n \n \n grafik.png (105.05 KiB) Viewed 756 times",
"date": "2024-12-11T15:08:27+00:00",
"quotes": []
},
{
"author": "Lighthouse",
"content": "Ah, thanks, feng! Now I understand why the description is the way it is. For me the description text still does not seem helpful. \n \nWith this in mind I guess the original use case could be implemented like this: \n \n \n \n \nSome ideas on the \"order by ID\" part: I guess the corresponding field is \"order\" in the data.raw? \n \nyumako-mash \norder = \"a[organic-processing]-c[yumako-mash]\" \n \nspoilage \norder = \"c[nutrients]-a[spoilage]\" \n \nAssuming the ordering is alphanumerical... but actually its my first time of looking at this data.raw and I am no modder, so this is really more of a question than a deeper insight.",
"date": "2024-12-11T16:04:32+00:00",
"quotes": []
},
{
"author": "PssX",
"content": "https://lua-api.factorio.com/latest/types/Order.html",
"date": "2024-12-12T12:42:14+00:00",
"quotes": [
{
"author": "Lighthouse wrote: Wed Dec 11, 2024 4:04 pm",
"content": ""
}
]
}
] | 9
|
2024-12-10T07:42:26-06:00
|
forum-topic-30515
|
30515
|
[MOD 0.15] More Floors 1.2.3
|
Mods
|
https://forums.factorio.com/viewtopic.php?t=30515
|
Tone
|
More Floors
Name: More Floors
Version: 1.2.3
Factorio-Version: 0.15
Description: Adds more floors to pretty up your factories
License: https://opensource.org/licenses/MIT Release: 2016-08-04
Download-Url: https://mods.factorio.com/mods/Tone/More_Floors
Website: viewtopic.php?f=97&t=30515
Category: Textures
Tags: Textures, building, tiles
License License
https://opensource.org/licenses/MIT
Long description More Floors
This mod currently adds a lot of new floors and the vanilla grass/sand tile that can be placed.
Visit the mod portal to see the change-log.
# New in 1.0.3
- Lava
- Snow
- Alien Metal
- Metal scraps
- Hexagon tiles
- Asphalt
============
- Wood
- Smooth Concrete
- Reinforced Concrete
- Rusty Metal
- Rusty Grate
- Gravel to match train tracks.
- Bi-Directional Arrow grate that is rotatable with the "r" key.
- A slighty rusted Diamond plate
- Some type of ripped up circuit floor
- Grass/Sand tile to cover up any ugly biome transitions
- More to come
####Speed Modifiers
- Vanilla Concrete- 140%
- Grass & Sand Default walking speed
- Lava 100%
- Snow 100%
- Wood/Gravel 120%
- Metal scraps 120%
- Smooth Concrete- 140%
- Reinforced Concrete- 140%
- Rusty Grate- 160%
- Bi-directional Arrow Grate- 160%
- Asphalt 160%
- Hexagon tiles 160%
- Diamond Plate- 160%
- Rusty Metal- 160%
- Circuit Floor- 170%
- Alien Metal 200% (expensive)
Wood, sand, gravel and grass can be crafted without research so you can pretty up your base in the early game. The rest will come after Concrete research mostly because they require concrete to be crafted with. All tiles this mod adds, stacks to 1000.
Credit to /u/PeteTheLich for helping with/creating some of the textures.
Heavily inspired by Floors Mod a mod that was around before concrete and stone path were added into the vanilla game.
Some textures are based off Spiral Graphics
Pictures Pictures
...
Version history Version history
1.0.4- Update to Factorio version 0.14
1.0.3- Added Lava tile, Snow, Alien Metal, Metal-Scraps, Hexagon tile, Asphalt, and changed the recipe of reinforced-concrete.
1.0.2- Changed Circuit floor texture, Added gravel, sand, rusty grate, diamond plate, and bi-directional arrow grate (rotatable with "r" key)
1.0.1 Initial Release
|
[
{
"author": "kiba",
"content": "What Bi-Directional Grate does?",
"date": "2016-08-11T05:15:40+00:00",
"quotes": []
},
{
"author": "Nexela",
"content": "It is just a fancy floor covering that can be rotated like the default hazard concrete.",
"date": "2016-08-11T07:55:54+00:00",
"quotes": [
{
"author": "kiba wrote:",
"content": ""
}
]
},
{
"author": "PeteTheLich",
"content": "1.0.3 is live! \n \nI learned how to code (kind of) \n \nin 1.0.4 were going to work on polishing existing tiles by making edges and variant tiles then focus on adding new ones. \n \nsuggestions are always welcome!",
"date": "2016-08-20T03:50:38+00:00",
"quotes": []
},
{
"author": "hyspeed",
"content": "I *really* appreciate this mod. \n \nI split my factory into areas and this (combined with concrete colors) allows me to do many great designs. \n \nHere's an example of an 'intersection'. \n \n https://drive.google.com/open?id=0B1Bvk ... UxpWGdGLUU \n \n \nThe reason for this is that I use Robot Army and they need a clear path to move to the other side of the base to get to the biters. \nSo I created these 'channels' through my base for them. Your mod lets me make them look awesome. \n \nthanks, \njon",
"date": "2016-08-20T14:20:10+00:00",
"quotes": []
},
{
"author": "Tone",
"content": "Updated to Factorio version 0.14. If you would still like the 0.13 version, you can get it here https://mods.factorio.com/mods/Tone/Mor ... /downloads",
"date": "2016-08-26T19:15:35+00:00",
"quotes": []
},
{
"author": "hyspeed",
"content": "There isn't a way to have one that does both? \n \nBecause if I stay on 0.13, I'll keep getting notified of updates, but I won't be able to take them. \n \nthanks, \njon",
"date": "2016-08-26T20:10:32+00:00",
"quotes": []
},
{
"author": "Tone",
"content": "Unfortunately No, however you shouldn't be getting notifications unless you \"check for updates\" in-game.",
"date": "2016-08-26T21:45:24+00:00",
"quotes": [
{
"author": "hyspeed wrote:",
"content": ""
}
]
},
{
"author": "Nexela",
"content": "Missing Minor Translations, Can you bundle these with your next update Thanks! \n \n[tile-name] \narrow-grate-down=Arrow Grate \narrow-grate-left=Arrow Grate \narrow-grate-right=Arrow Grate",
"date": "2016-08-28T04:04:46+00:00",
"quotes": []
},
{
"author": "Tone",
"content": "It will be included in the next update. Thanks!",
"date": "2016-08-28T16:49:08+00:00",
"quotes": [
{
"author": "Nexela wrote:",
"content": ""
}
]
},
{
"author": "SlopppyEngineering",
"content": "Is it possible for the scripting to add a small electric pole into a tile? This way you could perhaps make an electrified factory floor.",
"date": "2016-09-10T08:06:03+00:00",
"quotes": []
},
{
"author": "Tone",
"content": "Pete and I were actually discussing this a few weeks ago. I would love to add some type of electrified flooring but unfortunately I do not have enough coding experience for something like this. However, if some other modder would be willing to contribute, then I would add it. \n \nThis idea has also been brought up in the past but as others stated this would have to be an entity and have thousands of \"electrified floors\", would create some nasty lag. \n https://www.reddit.com/r/factorio/comme ... ling_with/",
"date": "2016-09-11T02:30:37+00:00",
"quotes": [
{
"author": "SlopppyEngineering wrote:",
"content": ""
}
]
},
{
"author": "hyspeed",
"content": "Hi, \n \nI love this mod and used a lot of it in the Roboport Grid Layout post I did for reddit. \n \nHowever, in multiplayer, the alien floor can consume all of the alien artifacts if someone uses it. Is there an easy way to toggle individual floors? If not, could you add a config file that allows each to be turned off? \n \nthanks, \njon",
"date": "2016-09-24T02:48:39+00:00",
"quotes": []
},
{
"author": "aubergine18",
"content": "Mod settings API is planned for Factorio 0.15 viewtopic.php?f=34&t=32890",
"date": "2016-09-24T03:36:57+00:00",
"quotes": [
{
"author": "hyspeed wrote:",
"content": ""
}
]
},
{
"author": "Tone",
"content": "Kill more biters?",
"date": "2016-09-30T04:10:14+00:00",
"quotes": [
{
"author": "hyspeed wrote:",
"content": ""
}
]
},
{
"author": "PeteTheLich",
"content": "When I created the alien tile since it gave such extreme speed I wanted it to be an expensive tile but I hadn't thought about multiplayer. \n \nI think i'll change it from using alien artifacts to blue circuits but add a new research tier \n \nOr just change it flat out.",
"date": "2016-10-14T15:53:05+00:00",
"quotes": [
{
"author": "hyspeed wrote:",
"content": ""
}
]
},
{
"author": "British_Petroleum",
"content": "Hello, \n \nCircuit floors don't look right to me. They just have the dull background, missing the green stuff. Factorio version 0.14.20. Can you replicate?",
"date": "2016-11-17T10:59:08+00:00",
"quotes": []
},
{
"author": "Lezreth",
"content": "The lava and asphalt tiles are missing. \n Crafting Window \n\nAlso, I can confirm the above report on the problem with the circuit floor texture.\n Circuit Floor Missing Green Texture \n\nEDIT: In the map editor:\n \n The lava and asphalt tiles do appear in the map editor as tiles that can be painted on the world. \n They also appear when placing a container (e.g. steel chest) and putting items in it. \n The circuit floor does appear correctly when painting it in the world, but only when painting large sections at a time.",
"date": "2016-11-29T18:27:12+00:00",
"quotes": []
},
{
"author": "Ranakastrasz",
"content": "I would request that wooden floors use wood to place similar to bricks being placed. Ideally, As a copy of Bio-industries. Being able to pick it up later and recycle it is preferable to leaving it in a chest like any other obsolete item.",
"date": "2016-12-01T18:31:18+00:00",
"quotes": []
},
{
"author": "swni",
"content": "This is great, I'd love to see also a selection of bolder, solid colors (like colored carpets in Rimworld) for color-coding regions of the factory.",
"date": "2016-12-02T17:55:44+00:00",
"quotes": []
}
] | 19
|
2016-08-05T07:51:03-05:00
|
forum-topic-113699
|
113699
|
Version 1.1.108
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=113699
|
Changes
Updated the format of the machine-readable modding documentation to version 5.
Bugfixes
Fixed a crash when exiting the game while steam authentication is failing.
Fixed a crash when starting the game with fractional scaling on newer wlroots compositors.
Fixed a potential desync when calling LuaGui::is_valid_sprite_path() with a sprite path starting with "file.".
Fixed a potential crash when switching audio device fails. ( 113630 )
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
|
[
{
"author": "Amarula",
"content": "Unable to update changelog-switch.txt has unexpected content. Opening a bug report.",
"date": "2024-05-31T14:08:54+00:00",
"quotes": []
},
{
"author": "distortions864",
"content": "Is core-linux_headless64-1.1.107-1.1.108-update going to be fixed? It is still broken. \nShould I switch to downloading the full headless server each update? \n Code: Select all 1.110 Error Util.cpp:86: File /home/username/factorio/data/changelog-switch.txt has unexpected content",
"date": "2024-09-09T06:55:46+00:00",
"quotes": []
}
] | 2
|
2024-05-31T05:09:54-05:00
|
|
forum-topic-13452
|
13452
|
Programming Utilities
|
Mod Packs / Libs / Special Interest
|
https://forums.factorio.com/viewtopic.php?t=13452
|
dalsio
|
As I was making my first mod, I also made a lot of functions to help me out, and because of my programming style they were already mostly independent of my own mod. So, I decided to wrap them all in one file and post it here, with documentation as to how they work. Some might be similar to the factorio util library with different methods, but all are made from scratch. Hopefully others find it useful and if they do, I might update it with new stuff as I go. I'm thinking it will save a lot of modding time to spread some functionality around rather than have everyone build the same stuff individually and maybe make modding the game easier. To see it in action and/or for detailed examples of how to use it, check out my stackers mod: https://forums.factorio.com/forum/vie ... 87&t=13451
First, to use this, just put the "utilities.lua" file in with your mod files/folders. I put mine in a "library" folder but it can go anywhere near your control.lua. Then, just add Code: Select all require "library/utilities.lua" to the beginning of control.lua substituting "library" for whatever folder path you put it in. Then, just use the functions as you would any others that you made in control.lua.
utilities.lua
(5.26 KiB) Downloaded 870 times
getTime() ------ Returns the number of ticks that have passed in-game since this instance of utilities.lua (and by extention control.lua) was started.
EXAMPLE: Code: Select all if getTime()>60 then -dostuff- end
notNil( class, property ) ------ Takes class (the desired object), and checks if it has a property named property (of type string). With most objects in factorio (like entity.lua), trying to access a property that it does not have results in an error being thrown, and the game returning to the main menu. This will check if it has the specified property without throwing an error.
EXAMPLE: Code: Select all if game.real then -dostuff- end ------will throw an error and stop the game, since game.real does not exist
if notNil(game, "real") then -dostuff- end ------won't throw an error
message( text, dialog, asTable ) ------ Takes message and prints it to the player, regardless of what type of argument is passed to it (strings, numbers, booleans, functions, tables, and specific handlers for factorio objects). For a detailed list of what can be given to this method and how it prints each item, check toGameString() below. If dialog is given and is set to true (defaults to false) will print the message as a dialog, interrupting and pausing the game. If asTable is given and is true (defaults to false), will print the item as a standard table, instead of the special format for factorio objects.
EXAMPLE:
Code: Select all message("Try Again", true) ------ prints to a dialog (pauses game): "Try Again"
message(entity) ------ prints: "Entity: Name = biter, Type = unit, Position: 56, -190"
message({1, 5, 10, 43, 81}) ------ prints: "Table: {1, 5, 10, ... 81}"
toGameString(arg, asTable) ------ used by message(). Takes any argument ( arg ) and converts it into a single string. If it is a string, number, or boolean, it simply returns them. If it's a function, it returns that it's a function and then whatever it finds as the function's name. If it is an entity, it returns that it's an entity, it's name, it's type, and it's position. If it's a position, it returns as much and the co-ordinates. If it's a tile, it returns "Tile: " and the name of the tile. If it's any factorio object that can become invalid, it returns "Unknown Valid/Invalid Object" (depending on it's valid state), the name if it has one, the type if it has one, and the position if it has one. If it's any table that has a name, type, or position value, it returns "Unknown: " and any of those values that it has. Anything else by this point should be a table, so it returns "Table: " and proceeds to return the contents of the table. Whatever is stored in the table, it is given back to another call of toGameString(). So whether it's a factorio object, a function, or another table, it should print properly. If there are more than 4 items in the table, since factorio can't print too long of a string (and multi-dimensional tables can get rather long to display), it will show only the first 3 elements of the table, followed by a ... and then the last element of that table. asTable works as above, if true (defaults to false) then (if it's also a table) it ignores any checks for a factorio object and returns the item as a standard table. NOTE: printing as a standard table only works if that table is in sequence (IE all elements are right after each other, starting at 1). The keys must also be sequential numbers starting at 1.
waitToDo( ticks, function ) ------ After ticks number of ticks in-game, will do function . The easiest way to do this is with a temporary, unnamed function. NOTE: to use this properly, you need to put stepTimers() in with the ontick event so that every game tick, it steps the timers. Without this step, what you put in function will not run!
EXAMPLE:
Code: Select all waitToDo(900, ------ will wait 15 seconds and then kill [entity]
function()
entity.die
end
--------------------------------
jerry = function() ------ once called, will check every 60 seconds if [entity] is at position [target] and if so, kill it and stop checking.
if entity.position = target then entity.die else waitToDo(60, jerry) end
end
stepTimers() ------ used by waitToDo() to move the timers forward each tick. A call to this should be placed in an "ontick" event. Should only be called outside of "ontick" if you want to manually speed-up a timer, but be very careful with this, as it can easily lead to complications.
EXAMPLE:
Code: Select all if event.name == defines.events.ontick
then
stepTimers() ------ Steps timers every tick.
end
moveTowards( start, direction, distance ) ------ takes a starting position start and returns a new position distance units away in the direction direction.
EXAMPLE:
Code: Select all newpos = moveTowards(oldpos, defines.direction.east, 5) ------ returns a position 5 tiles east of oldpos
newpos = moveTowards(moveTowards(oldpos, defines.direction.east, 3), defines.direction.north, 4) ------ returns a new position 3 tiles east and 4 tiles north of oldpos
right( direction ) ------ returns the direction 90 degrees to the right of direction
left( direction ) ------ returns the direction 90 degrees to the left of direction
modPosition( position, modx, mody ) ------ returns a new position starting at position , modx distance in the x axis and mody in the y axis.
areaAround( start, radius ) ------ returns an area with the center at position start and of a radius of radius .
EXAMPLE:
Code: Select all areaAround(entity.position, 10) ------ returns a 20x20 area centered on "entity"
centerOfArea( area ) ------ returns the position at the center of a given area
positionInChunk( position ) ------ returns what chunk position is in. chunks have x and y like position, starting at 0,0 and are 32x32 tiles
EXAMPLE:
Code: Select all positionInChunk({x = 5, y = 1}) ------ returns 0,0
chunkArea( chunk ) ------ converts a chunk chunk into it's corresponding area
EXAMPLE:
Code: Select all chunkArea({x=0,y=0}) ------ returns area = {{0,0},{32,32}}
mergeTables( table1, table2 ) ------ returns a new table with all the elements of table1 and table2 combined. Only works on sequential tables with numbers as the keys.
EXAMPLE:
Code: Select all mergeTables({"time", 5, true}, {"warp", 0, false}) ------ returns a table: {"time", 5, true, "warp", 0, false}
findEntitiesInGeneratedChunks( nameList ) ------ first, gets all chunks that have been generated, goes through all the names in the table nameList and finds all entities with those names in the generated chunks, adds them all to a single table, and then returns that table. Very useful for when you want to find your custom mod entitiy that you want to reference, but don't want to search a fixed area. This will find any of your desired entities in only the places that it could possibly exist (areas that have been generated) and expands automatically to any size map. Generally takes less processor resources and time than searching a fixed, and arbitrarily large area.
EXAMPLE:
Code: Select all findEntitiesInGeneratedChunks({"assembling-machine-1", "assembling-machine-2", "assembling-machine-3"})
------ returns a table containing all the assembling machines of any tier in this world
|
[
{
"author": "Afforess",
"content": "Looks helpful. Any chance of moving the code to a place like Github? It might be nice to have version control, or be able to contribute to the library.",
"date": "2015-07-31T14:55:44+00:00",
"quotes": []
},
{
"author": "Tarrke",
"content": "+1, and we can add this repo as a submodule of new mods.",
"date": "2018-11-07T13:51:29+00:00",
"quotes": [
{
"author": "Afforess wrote: Fri Jul 31, 2015 2:55 pm",
"content": ""
}
]
}
] | 2
|
2015-07-13T09:54:55-05:00
|
forum-topic-112972
|
112972
|
Yarn ball junction (8-way RHD unbuffered roundabout+)
|
Railway Setups
|
https://forums.factorio.com/viewtopic.php?t=112972
|
Theikkru
|
A while ago, I posted my Sunflower junction , but a couple things about it started to bug me, so I tried a redesign, and this popped out:
Yarn ball.png (759.35 KiB) Viewed 1010 times
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 Copy blueprint
I had to give up the quick right-hand turns, but it's more compact, the entrances/exits are much more closely aligned, and there's no inner roundabout, so the only way trains can crash into themselves is if they're longer than 21 cars, AND they repath while on the roundabout.
|
[] | 0
|
2024-04-14T13:11:37-05:00
|
forum-topic-63410
|
63410
|
Rotate image, mirror image
|
Modding interface requests
|
https://forums.factorio.com/viewtopic.php?t=63410
|
darkfrei
|
Can you add the possibility to rotate and/or mirror images?
For example it can be very helpful for animations of belts, now horizontal and vertical animations are two different files, but directions 0 (north) and 4 (south) are mirrored, also 2 (east) and 6 (west) come from another file, but also mirrored.
belt_vertical.png (36.42 KiB) Viewed 1321 times
belt_horizontal.png (32.75 KiB) Viewed 1321 times
The curved transport belt has also same animation, all variations can be done just with rotation and, surprisingly, with mirroring sprites.
animations.png (196.07 KiB) Viewed 1321 times
|
[
{
"author": "DedlySpyder",
"content": "+1 on rotating image at least \n \nMy use case is dynamically adjusting equipment in other mods without the need to know they exist. Specifically to allow for rotating equipment. Currently, my mod will just chop off the normal sprite unless the other mod supplies a rotated version of the sprite. \n \nCreating the rotated sprite is trivial to do by hand, but the fact that I can't do it for every equipment out there (in a feasible manner) means that sometimes they're just gonna look bad.",
"date": "2020-09-07T04:05:27+00:00",
"quotes": []
},
{
"author": "protocol_1903",
"content": "+1, recent post on the same topic viewtopic.php?t=115259",
"date": "2025-02-04T16:28:29+00:00",
"quotes": []
}
] | 2
|
2018-11-11T11:36:52-06:00
|
forum-topic-124301
|
124301
|
Version 2.0.25 - Page 2
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=124301&start=20
|
jockeril
|
Yes, true - I forgot about that ,
I'm too old for lower GUI scale, at 50 the CTRL+numpad + key-combo becomes your friend, when all else fails, if you know what I mean...
|
[] | 0
|
2024-12-12T12:11:20-06:00
|
forum-topic-23042
|
23042
|
Factorio Forums • Simple Questions and Short Answers - Page 97
|
The was a problem with dropping slots in previous versions. On current stable version everything allright. You put items in drop slots, eventually they are dropped (under a minute).
Update the game and give us more info if the problem remains.
upd. Even if you don't have cargo bays, items will be dropped in the hub eventually even without requests.
|
[
{
"author": "",
"content": "Is it possible to set condition \"(A or B) and C\" ? \nupd. Immidiatelly after posting it as a formula I realized that (A or B) and C = (A and C) or (B and C), and that condition I can set. \nSo maybe that settles the question, but if it's possible to set (A or B) and C, let me know, please, I didn't find the way in that confusing interface.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Each cargo bay attached to your space platform hub provides an extra slot to drop items, and each cargo bay attached to your cargo landing pad provides an extra slot to receive items. So if you expand both with a lot of cargo bays, you increase the rate at which you can drop and receive items. \n \nThe wiki talks about this a bit here: \n \n https://wiki.factorio.com/Cargo_landing_pad",
"date": "",
"quotes": [
{
"author": "antstar wrote: Sun Jan 12, 2025 12:07 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "Okay. I have 2.0.23. I assume that I can upgrade without anything substantial breaking? \n \nIt is possible that the automatic requests were eating all the deliveries, leaving no capacity for my request. If so, I suggest that the manual requests have highest priority... \n \nI have a followup question.\n \n \n \n 01-13-2025, 00-57-26.png (712.02 KiB) Viewed 1988 times \n \n \n \n \n \n 01-13-2025, 00-57-38.png (1.87 MiB) Viewed 1988 times \n \n \nBased on the wiki - I should be expecting this rocket to be launching belts. It is not. Is this fixed in newer versions, or is something else going on?",
"date": "",
"quotes": [
{
"author": "Kyralessa wrote: Sun Jan 12, 2025 12:51 pm",
"content": ""
},
{
"author": "antstar wrote: Sun Jan 12, 2025 12:07 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "Surely that is incorrect. It can receive 10 stacks?",
"date": "",
"quotes": [
{
"author": "Kyralessa wrote: Sun Jan 12, 2025 12:51 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "It looks like the request (more precisely the group it belongs to) on the platform is not enabled. \nThe rocket looks to be full, that's good. \nOther common reason is another platform is also requesting the same stuff, and has full hub, so the rocket can't actually deliver the stuff.",
"date": "",
"quotes": [
{
"author": "antstar wrote: Sun Jan 12, 2025 1:57 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Updating drones in the logistics network \n \nFinally got to the legendary drones and here's a question: \nHow to quickly clean the entire logistics network on the planet of old drones? \n \nI had only 5000 drones on Aquilo, so I just destroyed drone stations and put new ones, that's how I cleaned it up. but it was long and tedious. on Nauvis I have 80k drones, my strength is not enough to clean them all up.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Open a roboport and locate the \"Robot requests\" part of the GUI. Enter requests for the robots you want to gather and remove. Use inserters with appropriate filters to extract corresponding robots from that roboport.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Yeah that would be it. Thanks.",
"date": "",
"quotes": [
{
"author": "Muche wrote: Sun Jan 12, 2025 5:18 pm",
"content": ""
},
{
"author": "antstar wrote: Sun Jan 12, 2025 1:57 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I plan to build a megabase on drones. \nhow much more seriously does such a strategy affect fps/ups relative to via belt?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "A lot.",
"date": "",
"quotes": [
{
"author": "Mavets wrote: Tue Jan 14, 2025 1:01 am",
"content": ""
}
]
},
{
"author": "",
"content": "01-19-2025, 16-45-49.png (35.04 KiB) Viewed 1489 times \n \n \n\nGiven that there appear to be some errata on the wiki, can someone confirm the above is correct? It doesn't make any sense - where would quality biters be coming from if you can't have quality eggs? What is the dev intended method to obtain quality eggs? (I can think of ways and they are nothing I like) \n \nOh, and does capture bot quality matter, except for the listed effects, or can you only craft higher quality spawners?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Is there a way to make a 3way rail intersection that will give priority to the traffic that is currently on a straight line instead of merge/turn ? i.e. forcing merging to wait. I want to have many subbases and I can afford for them to wait for their free slot on a \"highway\". \nBut currently a train leaving the \"sub base\" and going to merge onto rail highway disturbs the highway traffic that a signal becomes red\n \n \n \n subbase.png (253.19 KiB) Viewed 1464 times",
"date": "",
"quotes": []
},
{
"author": "",
"content": "01-19-2025, 21-33-17.png (1.27 MiB) Viewed 1458 times \n \n \n\nI haven't built trains yet, but looks easy enough. Poll the other signals on your highway leading up to the intersection, some number of them you can choose, and if any is outputting red (read) then set the siding to close if red > 0",
"date": "",
"quotes": [
{
"author": "artemonster wrote: Sun Jan 19, 2025 10:12 am",
"content": ""
}
]
},
{
"author": "",
"content": "Biter nests (re)capturing has been recently touched in 2.0.19, see 121358 crafted biter nests lose quality when not fed then recaptured .",
"date": "",
"quotes": [
{
"author": "antstar wrote: Sun Jan 19, 2025 5:49 am",
"content": ""
}
]
},
{
"author": "",
"content": "Hey, \n \nsorry, really dumb question but I dont get it. \n \nI just want that the returning rocket to Nauvis starts only when its full, actually it starts every time it gets some resources when I activate 'unload'. \nWhat do i have to change? \nFYI: I dont want to produce space science there but i just want to know it in general, my first steps in space.. \n \nThanks",
"date": "",
"quotes": []
},
{
"author": "",
"content": "There is not really a returning rocket to Nauvis, things from the platform are dropped on planets via the little cargo pods which are generated when there is a pending request, but players can't/don't have to manage them directly.",
"date": "",
"quotes": [
{
"author": "Falk77 wrote: Sun Jan 19, 2025 8:58 pm",
"content": ""
}
]
},
{
"author": "",
"content": "When your space platform is orbiting a planet that has requests, it sends down resources by drop pods. This doesn't cost you anything, no matter how many items and no matter how often they're sent. \n \nIf you're using this space platform only to make space science for Nauvis, then you don't need any scheduled stops. You're making space science and you're requesting it in the cargo landing pad, so you're already doing everything you need to do. \n \n(You also don't need any thrusters on the platform if it won't be traveling, and you don't need any weapons because Nauvis orbit only has tiny asteroid chunks that don't do any damage.) \n \nIncidentally, you can also send down excess iron ore to be smelted, and excess carbon to be burned for power generation or in furnaces, if you like.",
"date": "",
"quotes": [
{
"author": "Falk77 wrote: Sun Jan 19, 2025 8:58 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Thank you very much for your detailed answeres.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "What are the rules for biolab recycling? I just recycled 50 rare biolabs, the recycler has 4 legendary quality modules. I only got rare biolabs. Is there a cap on biolab quality when recycling? Or I got very unlucky? Or something else?",
"date": "",
"quotes": []
}
] | 19
| ||||
forum-topic-57361
|
57361
|
[MOD 0.17.x] Inserter Fuel Leech
|
Mods
|
https://forums.factorio.com/viewtopic.php?t=57361
|
Oktokolo
|
Inserter Fuel Leech ( GitHub ) makes all inserters take ("leech") fuel from the fuel inventories of entities at their pickup position. They do that whenever their hand is hovering over the pickup location and they or their drop target need refuelling.
Works with vanilla and modded inserters. Does not add or modify prototypes.
Inserters leech from anything that has a burner. They do not leech if they or their drop target do not need fuel.
If you want to use burner inserters for anything else than smelter input, cascade burner tech (example: ore to steel), or want to be able to leech fuel from vehicles into burner tech - this mod is for you.
Images
InserterFuelLeech.png (166.04 KiB) Viewed 7424 times
Open in new tab for full-size:
burner inserter based smelting.jpg (430.89 KiB) Viewed 7424 times
inserter to inserter.jpg (33.44 KiB) Viewed 7424 times
locomotive to furnace.jpg (35.32 KiB) Viewed 7424 times
|
[
{
"author": "Aphelius",
"content": "I feel like this should be vanilla, at least for black inserters. The ability to build massive low tech power free smelters is really nice. As of now burner inserters serve almost no purpose,which is bad design imo.",
"date": "2018-06-01T09:45:30+00:00",
"quotes": []
},
{
"author": "darkfrei",
"content": "It's another one \"vanilla, but disabled\" feature.\n code Code: Select all inserter_prototype.allow_burner_leech = true",
"date": "2019-09-15T15:07:55+00:00",
"quotes": [
{
"author": "Aphelius wrote: Fri Jun 01, 2018 9:45 am",
"content": ""
}
]
},
{
"author": "",
"content": "Well the logic was just added, and isn't even released yet...",
"date": "2019-09-15T17:40:20+00:00",
"quotes": [
{
"author": "darkfrei wrote: Sun Sep 15, 2019 3:07 pm",
"content": ""
},
{
"author": "Aphelius wrote: Fri Jun 01, 2018 9:45 am",
"content": ""
}
]
},
{
"author": "darkfrei",
"content": "And the burnt_result_inventory is still unavailable for all inserters?",
"date": "2019-09-15T19:00:27+00:00",
"quotes": [
{
"author": "Klonan wrote: Sun Sep 15, 2019 5:40 pm",
"content": ""
}
]
},
{
"author": "Oktokolo",
"content": "Nice. Will happily replace the on-tick teleport logic with that single flag. \n \nHaving an additional leech-enable flag for recipe ingredients would also be nice. \nImplementing recipe ingredient leeching is the feature i planned to implement next and it would come with the same UPS implications and uglyness like the current fuel leeching.",
"date": "2019-09-16T15:24:30+00:00",
"quotes": [
{
"author": "Klonan wrote: Sun Sep 15, 2019 5:40 pm",
"content": ""
},
{
"author": "darkfrei wrote: Sun Sep 15, 2019 3:07 pm",
"content": ""
}
]
},
{
"author": "Roady",
"content": "Got this error loading a save today. \nPlaying with full Angel, Bob, Clowns and Omni.",
"date": "2020-04-27T07:57:04+00:00",
"quotes": []
},
{
"author": "Oktokolo",
"content": "There seems to exeist an item without a fuel value that is still accepted by a burner inventory. That should never happen (and in vanilla it doesn't happen). \nOne of the mods probably added such an item. I will add a check for items to actually have a fuel value to my mod soon (TM).",
"date": "2020-04-27T14:51:51+00:00",
"quotes": [
{
"author": "Roady wrote: Mon Apr 27, 2020 7:57 am",
"content": ""
}
]
},
{
"author": "Oktokolo",
"content": "I added a check to ensure a fuel value greater than zero. This should prevent the fuel cheat from trying to feed the inserters with an item wich's prototype is defined to be in the accepted fuel category but having no fuel value. \nIf you by now know the mod defining that prototype, it would be nice to inform that author too. An item prototype having a fuel category but no fuel value makes no sense, so it probably isn't meant to be that way...",
"date": "2020-05-03T22:51:44+00:00",
"quotes": [
{
"author": "Roady wrote: Mon Apr 27, 2020 7:57 am",
"content": ""
}
]
},
{
"author": "darkfrei",
"content": "There is another same mod Burner-Leech that uses vanilla-side logic, that can be enabled just with: \n Code: Select all for i, v in pairs (data.raw.inserter) do\n if v.energy_source and v.energy_source.type == \"burner\" then\n v.allow_burner_leech = true\n end\nend \n\nWorks it better with such zero fuel values?",
"date": "2020-05-04T06:52:39+00:00",
"quotes": []
},
{
"author": "Oktokolo",
"content": "The vanilla-side logic is enabled in my mod too. \nThe issue occured in the refuel-cheat logic, wich regularly feeds made-up items having a tiny amount of power to burner inserters wich are out of power to enable them to sloooowly grab themselves some real fuel. \nThe prototype of that item is automatically determined by iterating over all prototypes having a fuel category supported by the inserter's burner. The fix was to add fuel_value > 0 to the filter.",
"date": "2020-05-05T03:25:21+00:00",
"quotes": [
{
"author": "darkfrei wrote: Mon May 04, 2020 6:52 am",
"content": ""
}
]
},
{
"author": "Oktokolo",
"content": "Just in case, anyone was still waiting for the 2.0 update. It is available now. \n \n Inserter Fuel Leech 1.0.0 is a complete rewrite for less UPS impact. \nThere are now settings for when you need to exclude non-burner inserters (probably to further save UPS) or only want to enable the vanilla burner fuel leeching mechanic (for potato PCs and megabasers). \nThe mod can be added or removed to/from a running game at any time. \nIt is fully Space Age and multiplayer compatible (but doesn't require Space Age). \nThe cheat refuel logic doesn't generate energy from thin air anymore, but just teleports a fuel item from the hand, pickup, or dropoff into the inserter's burner. \nThe cheat refueling should also trigger less now, as the hand position prediction and update scheduling has been improved. \nThere is also support for inserters leeching fuel from their drop target now. It's unreliable, but the cheat refuel logic catches the cases where the inserter hand is never over the drop target when the code looks at it. Drop target fuel leeching is feasible for low-traffic applications.",
"date": "2025-01-23T12:52:34+00:00",
"quotes": []
}
] | 11
|
2018-02-01T04:54:44-06:00
|
forum-topic-124887
|
124887
|
Nuke it from orbit?
|
Questions, reviews and ratings
|
https://forums.factorio.com/viewtopic.php?t=124887
|
zuben42
|
Is there such a mod that allows me to annihilate my factory from my space platform, stocked with nuclear rockets?
I ask because the idea came to me that it would be faster to just nuke my old Nauvis base than it would to deconstruct it and rebuild it, now that I've conquered the solar system and find my original design to be lacking in efficiency. I was hoping perhaps someone else had already had this thought and perhaps taken the initiative to make it so.
Thank you for your time, either way.
|
[
{
"author": "eugenekay",
"content": "I don't know of a Mod that will do this exactly.... the closest I can think of is Orbital Ion Cannon ; but even this would not let you auto-target Friendly forces. \n \nBecause I like chaos, here is a LUA snippet to try (no mods required!):\n Code: Select all /c local nauvis=game.get_surface(\"nauvis\")\nfor chunk in nauvis.get_chunks() do\n if math.random() > 0.99 then\n nauvis.create_entity({name=\"atomic-rocket\", position={chunk.x*32, chunk.y*32}, target={chunk.x*32,chunk.y*32}})\n end\nend \n\nYou can copy-paste this into the Console to run. It will instantly deliver an Atomic Rocket to 1% of the \"Chunks\" which have been generated, which is fairly destructive to a factory. This will cause a LOT of lag for about a minute in my testing; you may need to run it several times to get the desired effect. \n \nOr, try a Deconstruction planner set to exempt Roboports, Power Poles, and Logistic Storage Chests. \n \nGood luck!",
"date": "2024-12-21T21:52:39+00:00",
"quotes": []
},
{
"author": "zuben42",
"content": "Thank you! \n \n I'll tinker around with this. Luckily it didn't lag quite so much as I thought, but unluckily my factory is a tad bit too expansive already for this and I'll need to cluster it somehow or just detonate every chunk if my computer can handle it. \n \n \n \n {7A8B6151-44D7-4B0E-83B4-F44861E5B986}.png (758.99 KiB) Viewed 404 times",
"date": "2024-12-21T22:34:12+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "Excellent! You can change “0.99” to “0.95” to increase the Hit rate from 1% to 5%, or even lower/higher if you dare.",
"date": "2024-12-21T22:37:56+00:00",
"quotes": []
}
] | 3
|
2024-12-21T14:04:26-06:00
|
forum-topic-119681
|
119681
|
[kovarex] [2.0.14] Smart Belt adds underground when dragging backwards over existing belt (MR)
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=119681
|
n_slash_a
|
What did you do?
I was trying to extend my main bus. Was in Remote View (all belts were ghosts). Added my new connections to the new build, and was bringing the belts backward to reconnect with the bus.
What happened?
When my new belt connected with the existing belts, it added an underground belt pair.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
It should have just connected up belt to belt.
Does it happen always, once, or sometimes?
Always happens, but only under certain conditions. First, it must be going backward. Second, it must have already gone over another belt. It is a bit hard to put into words, so please see the screen shot.
This is the setup to replicate the problem. Start with the single belt pieces on the right, drag left to connect to the belts on the left. Note that all horizontal belts are facing right.
20241103220703_1.jpg (675.72 KiB) Viewed 1703 times
Result. The bottom belt connected as expected. The top belt correctly jumped over the vertical belt, but then when attempting to connect to the horizontal belt, it added the extra undergrounds.
20241103220710_1.jpg (672.98 KiB) Viewed 1703 times
This is where I saw it first. Not sure if it adds any more info, but might help with context. I had added the long vertical belt to the right, and was extending the rest of the bus. The belt just below the cursor I dragged forward, so it worked fine. The the belt with the cursor I dragged backward, and it showed the problem.
20241103220608_1.jpg (679.38 KiB) Viewed 1703 times
Added log file, but not sure you need it. I can add a save if you need, but it was 23MB and I think the screenshots should be sufficient.
Note: I did search and found a post that seemed similar, and might have a similar root cause, but there the reproduction steps required that you drag first one way and then back, while this but was dragging in just one direction. viewtopic.php?f=7&t=119080
Lastly, just want to say that I really like this feature, and this is the first bug I have found with it. Thank you again for all your hard work, and so far am loving Space Age. Just reaching space for the first time, and am super excited about it!
|
[
{
"author": "elmbald",
"content": "Since you linked to my post, I think your report is better, but also the reproduction is fundamentally the same (drag belt over belt obstacle, and drag belt backwards beyond that), so I assume this is the same issue. I just happened to notice it when reversing direction and didn't bother to check if that was necessary for reproduction.",
"date": "2024-11-06T13:44:47+00:00",
"quotes": []
},
{
"author": "seky16",
"content": "Ref.: 119798",
"date": "2024-11-26T18:25:04+00:00",
"quotes": []
},
{
"author": "AntiElitz",
"content": "When can we expect an update on this? It's been 10 weeks since the Space age release and the core mechanic of placing belts is still that broken that it's unusable. You cannot drag a single belt right now without it breaking in wierd ways. You have those bugs show up like once in every minute of gameplay. This is a serios issue and makes the game feel unfinisched. \nI have encountered people move back to playing 1.1 due to thess bugs.",
"date": "2025-01-07T18:45:09+00:00",
"quotes": []
},
{
"author": "Anti-Antidote",
"content": "Have to agree, this has been a particularly infuriating bug. Would love to at least hear what's going on. Are there any additional logs we could help provide?",
"date": "2025-01-10T02:22:57+00:00",
"quotes": [
{
"author": "AntiElitz wrote: Tue Jan 07, 2025 6:45 pm",
"content": ""
}
]
},
{
"author": "pantabo1",
"content": "119798 \n \nwhile my post has been moved into the duplicates, it still contains bugs that were either not listed in this post or any other (that i found).",
"date": "2025-01-10T19:28:04+00:00",
"quotes": []
},
{
"author": "grandexar",
"content": "I am also having these issues. Dragging ghost belts exclusively and having bots build things seems to be a decent workaround for now, but this is still an issue in 2.0.28",
"date": "2025-01-20T03:23:14+00:00",
"quotes": [
{
"author": "pantabo1 wrote: Fri Jan 10, 2025 7:28 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Thanks for the report, this has been fixed for 2.0.34.",
"date": "2025-02-06T16:56:17+00:00",
"quotes": []
}
] | 7
|
2024-11-03T22:47:03-06:00
|
forum-topic-109252
|
109252
|
Lazer Power for da win - Laser Turret via Accumulator - supported by 4 Gun Turret
|
Medium/Big/Gigantic Sized Structures
|
https://forums.factorio.com/viewtopic.php?t=109252
|
SKaterle
|
Hello Community,
not sure, if this is fitting here, as it is a rather small build for weaponry, but I'm not sure where else to post this.
I am using military terms here, if you are unsure about the meaning, please do not hesitate to contact me via PM and I'm happy to clarify.
The build is centered around covering areas of overlapping fields of fire ranges to optimize the defense zone (or if you prefer the old term, the killing field).
The area of engagement is at a range of roughly 19, measured from the out wall of the build. The overview is provided by the Laser Turret (range 24 and 5 steps behind the outer wall) and the flankers are the two Gun Turret just behind the outer wall, given a range of 18.
The red zone is defined by the two inner Gun Turret and doubling the flanking cover at a range of roughly 13 measured from the outer wall.
As the game doesn't provide infantry, we don't have a hot zone.
Current assumption based on my time playing so far:
- The drain on accumulators placed in the same electrical field provided by a singular pole seems to be equalized across all accumulators. As such, measuring the power level of a single accumulator within the same filed is a reflection of the sate of all accumulators within the field.
A Laser Turret is a burst consumer of 1.2 MW and requires a minimum of 4 Accumulators to satisfy this need. With even spacing we can place 6 Solar Panels on the same square. Going by the ration of 0.89 of Solar Panels to Accumulators, the Solar Panels can provide for a total of 5 Accumulators with change to spare to keep the other consumers on standby supplied. The drain in standby over night on the Accumulators is negligible.
5 Accumulators can supply the Laser Turret with enough power for 19 fire sequences, before they run dry.
To avoid the Laser Turret failing, the Decider Combinator has been set to connect to the main power network via the switch after 16 fire sequences.
The 4 Gun Turret are supplied via the chest - you might want to replace at a later stage with a Requester Chest from your logistic network.
The Lights are just there to look fancy and to display the status of the array overall (connected to power grid - red, battle ready - green).
The optimal spacing between the arrays seems to be 10 squares from Laser Turret to Laser Turret.
Feedback, Questions, Suggestions towards the build or the math applied, please post - anything else, please send me a PM.
|
[
{
"author": "SKaterle",
"content": "Hello Community, \n \nthe main question seems to be the power consumption per engagement. Let's build a sample outpost for demonstration, the layout has been chosen on purpose to visualize the different fire zones. Images at the end of the post. \n \nThe small wall pieces going out, representing the estimated range for the zone of engagement and the little bigger ones in between are the estimated boarder for your red zones. This allowed us to define 2 defense zones (DZ). \n \nThe first defense zone would be the corners of the base, the weak points in this layout. The DZ estimated overview is either Laser:1 and Gun:4 or Laser:2 and Gun:6. Based on the stored power, our Time of Engagement (ToE) is 80 to 156 seconds, before the accumulators run dry. \n \nThe second defense zone are the long walls. The DZ estimated overview is either Laser:3 and Gun:10 or Laser:4 and Gun:12. The ToE is 41 to 54 seconds, before your accumulators run dry. \n \nCalculations of ToE and estimated DPS of the weaponry, based on the magazine loaded. \n \n \n \nThe what about research? Good question. The factorio wiki states that the power requirement per laser fire sequence is constant, only the frequency of the sequence increases and this will impact the sped of the drain on the accumulators. \n \n For fully researched Laser and Gun technology, the following recalculations will take place: \n \nFor DZ 1, the ToE is reduced to 26 to 52 seconds, before your accumulators are dry. \nFor DZ 2, the ToE is reduced to 13 to 18 seconds, before your accumulators are dry. \n \nCalculations of ToE and estimated DPS of the weaponry, based on the magazine loaded. \n \n \n \nIf this ToE at full research is to short, you can always build a backup base. The backup base designed (see below) is providing and additional 56 accumulators that can switched onto your defense power grid. The 21 Solar Panels will need an estimate of 3 (in game) days to be fully charge the accumulators. \n \nWith the additional power from the backup base, the following recalculations take place: \n \nFor DZ 1 (no research), the ToE is 156 to 302 seconds, before your accumulators are dry. \nFor DZ 2 (no research), the ToE is 79 to 105 seconds, before your accumulators are dry. \nFor DZ 1 (full research), the ToE is 52 to 100 seconds, before your accumulators are dry. \nFor DZ 2 (full research), the ToE is 26 to 35 seconds, before your accumulators are dry. \n \n \n \nBase Design of Outpost, to do: separation of the 3 power grids (defense, mining and roboport) and implementation of the power switch logic. \n \n \n \nPower Backup Base design, to do: implementation of the power logic and contact to the different outposts - why only supply one with backup? If you are attacked on multiple fronts anyway - your early warning and prevention measures have most likely failed.",
"date": "2023-10-19T11:56:19+00:00",
"quotes": []
}
] | 1
|
2023-10-18T10:43:06-05:00
|
forum-topic-121907
|
121907
|
Factorio Forums • [2.0.19] Mod using get_blueprint_entities fails when building directly from blueprint library
|
1. What did you do?
I am working to update a mod for 2.0 that intercepts blueprint construction requests in the on_pre_build() event. It searches the get_blueprint_entities() list for instances the modded entities to do some additional setup.
Specifically, it adds a hook to on_pre_build() that executes the following code snippet:
if player.is_cursor_blueprint() then
local entities = nil
if player.cursor_stack and player.cursor_stack.is_blueprint_book then
local bp = player.cursor_stack.get_inventory(defines.inventory.item_main)[player.cursor_stack.active_index]
entities = bp.get_blueprint_entities()
elseif player.cursor_stack and player.cursor_stack.is_blueprint then
local bp = player.cursor_stack.item
entities = bp.get_blueprint_entities()
elseif player.cursor_record and (player.cursor_record.type == "blueprint-book" or player.cursor_record.type == "blueprint") then
entities = player.cursor_record.get_blueprint_entities()
end
... continues
2. What happens?
In the examples below blueprints of a single entity are sufficient (no modded content required). Starting a new freeplay game and placing the stone furnace is enough as long as you have preexisting blueprints and blueprint books in your blueprint library.
[works] Copy/paste (ctrl-c, ctrl-v) works via player.cursor_stack.is_blueprint
[works] Copying, placing the result into the inventory (or directly on the quickbar), then selecting and placing the blueprint via player.cursor_stack.is_blueprint
[works] Selecting a blueprint book from inventory, scroll-selecting a blueprint, and placing it via player.cursor_stack.is_blueprint_book
[works] Opening the blueprint library, selecting a blueprint, and placing it via blueprint.cursor_record
[crash] Opening the blueprint library, selecting a blueprint book, scroll-selecting a blueprint, and placing it
The failure when sourcing from the library occurs as the player.cursor_stack == nil. Then, although player.cursor_record is a LuaRecord and player.cursor_record.type == "blueprint-book", the call to player.cursor_record.get_blueprint_entities() crashes with "Record is not a BlueprintRecord."
When player.cursor_record.type == "blueprint" (i.e., the fourth scenario) the call to player.cursor_record.get_blueprint_entities() works as expected.
3. What did you expect to happen?
From the LuaRecord API page, I expected player.cursor_record to properly be a BlueprintBookRecord when it's type was "blueprint-book."
Access to the currently-selected blueprint in the cursor should behave correctly regardless of the source of a blueprint (and blueprint-book). At minimum, I would expect read-only access to the selected blueprint through the player.cursor_stack (as an item) or player.cursor_record (as a library entry).
Tangentially: When selecting a blueprint directly from the Blueprint Library, player.cursor_record does populate with data but there is nothing like an active_index into player.cursor_record.contents[???] or player.cursor_record.get_active_blueprint(). Perhaps there is some complication with nested blueprints.
References: viewtopic.php?p=597386
4. Does it happen always, once, or sometimes?
Consistently replicated from a new game.
|
[
{
"author": "",
"content": "Probably not a bug, but definitely a missing API feature to read the active_index of a Blueprint Book Records (like you already can on Blueprint Book items). See modding interface requests 120533 and 117993 . \n \nWhen player selects a blueprint-book, you have to write code to find which blueprint in the book is actually selected by the player and then ask that blueprint for its entities. The book item doesn't know what it's placing, and the active item might be an upgrade or deconstruction planner for all it knows. Your example does this for the cursor_stack handler. Not sure why you expected cursor_record to behave differently. It's definitely a missing API feature.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "LuaRecord::get_active_index() was added in 2.0.29. \n \nEverything else is working as expected.",
"date": "",
"quotes": []
}
] | 2
| ||||
forum-topic-73668
|
73668
|
Why did the ship crashed ?
|
Campaign / Scenario suggestions
|
https://forums.factorio.com/viewtopic.php?t=73668
|
mmmPI
|
I had this idea when reading the thread about oil change.
Something so obvious that you can't miss it, the ship crashed because some fluid output were full.
What about an introduction that would play the first time the game is launched ,that explain how the ship crashed. You'd start in a surface ressembling the tile lab that would be a room inside the ship, there would be some indestructible entities, such as refineries, pipes, pumps , tanks, wire, combinators, such as those compilatron build in the tutorial. It would look like the ingame one that would act as the picture in the "hint and tips" ( or not, to stay in line with the idea of the ship being little higher tech than the DIY we make on the planet).
The idea would be a scenario where it always crash the ship because the output backs up, so you learn it's ok to fail, probably every new player would know factorio is about survival in a planet and would expect the ship to crash so wouldn't be disappointed, you could get a new player to follow instruction to "replace the broken pump" , " set the logic for the new pump ", "read the level in the tank" , "transform all excess liquid in solid fuel/sulfur whatever" , "replace the refinerie receipe" , " compilatron says it still doesn't work we miss a piece" in a setup that would not be designed to scale, but would give an overview of how things looks when tied together and give the new player a feeling of "deja-vu" when it gets to oil, where it could take a look at the "tutorial" if ever he face a wall, no matter what at the end "oh it seems like a bigger problem than expect, the ship is crashing !"
What do you think ?
|
[] | 0
|
2019-07-25T20:49:15-05:00
|
forum-topic-123768
|
123768
|
Quality and Speed: How much waste does haste make?
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=123768
|
Romayne
|
What?
So, I've been plagued with the sight of discussion about people using speed modules in conjunction with their builds with quality modules in them. At first, and even at the time of writing, it just seems like a ridiculous idea. Ultimately, any influence of speed on a building will reduce the quality output, which means more input materials for the same output.
However, I do have just a lingering doubt about this being so simple as an open and shut case, as there are situations and reasons that surely must have evoked this kind of curiosity from people, such as not enough space or materials for a full-scale quality setup (reasonable, Vulcanus/Fulgora are terrible with free space for this)
Well, undoubtedly it's true that a faster building will produce more items, but the real question I want to answer here is what are the differences in design, stats, and use cases for designs which do and do not use speed modules?
Methodology/Constraints
Naturally I want this to be as objective as possible, and to do so this requires adding on constraints that can make the application of this information situational or inapplicable. That's kind of the gist of things here, but oh well. Let's assume:
- Production goal is the highest quantity of legendary electric engine units possible
- There needs to be SOME kind of target, and I think EEUs are good here as it's a relatively far up ingredient that doesn't benefit from much of what SA has to offer that would bias towards either. Not the +300% prod of rocket parts and/or plastic, not the insane buildings, etc.
- Unlimited resources (raw resources to get it finished. molten metal & lubricant, along with prod technology. No intermediaries, no final products, of course. and only normal inputs, not uncommon/rare/epic/legendary. that defeats the point. )
- This favors the haste part, since surely if you have all the materials you want the waste doesn't matter. Right?
- 200x200 space to get production done
- This enforces the spacial kind of constraint that this design approach seems to be derived from
- All resources (infinity chests, infinity pipes) must come from some unload zone on the left, all production must happen to the right of that zone.
- This forces the constraints to be more like Freeplay mode, as materials tend to come from one side with designs rather than from infinity chests and pipes in the midst of things.
As for the buildings, I've made a few starter designs to kick things off. I'll measure the effectiveness of builds by a few metrics, so as to allow the greatest comparison between them:
- Input/Output ratio: The fractional ratio of each input raw ingredient to the output ingredient, from their (items or fluids)/minute.
- Space usage: Roughly what tile area was used by the design to produce the materials. This will be the square area (farthest extremities in the NE/NW/SE/SW corners).
- Actual output rate: How many EEUs the design outputs per minute.
Overall, this should compare the resource efficiency vs. the throughput density of these kinds of designs, and see how the two differ, if much at all, or if greatly so.
Design 1: Demo/Standard (no speed)
- Molten Iron: ~39,737/m (~974.0 molten iron : 1 Q5 Electric Engine Unit)
- Molten Copper: ~7,188/m (~176.2 molten copper : 1 Q5 Electric Engine Unit)
- Lubricant: ~10,851.8/m (~266.0 lubricant : 1 Q5 Electric Engine Unit)
- Q5 Electric Engine Unit: ~40.8/m
- Width: 97 | Height: 69
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 Copy blueprint
Design 2: Demo/Standard (legendary speed 1 modules)
This design scattered normal beacons with 1 legendary speed 1 module and 1 empty slot around the design.
- Molten Iron: ~44,079.7/m (~1057.1 molten iron : 1 Q5 Electric Engine Unit)
- Molten Copper: ~7,205.3/m (~172.8 molten copper : 1 Q5 Electric Engine Unit)
- Lubricant: ~13,563.8/m (~325.27 lubricant : 1 Q5 Electric Engine Unit)
- Q5 Electric Engine Unit: ~41.7/m
- Width: 102 | Height: 70
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 Copy blueprint
So interestingly, the total EEU output increased by 2.2%, for a space increase of 6.6%, and an increase of material cost (for which I will only check lubricant for now) of 25% .
Also, if you're wondering 'but what about T3 Q5 speed modules instead of T1 Q5?' I tried this and it decreases the output of Q5 EEUs by somewhere around 25%.
Here's cryoplants for the best possible case for quality, where the relative decrease in quality is minimal due to the 8 module slots available.
Design 3: Cryo/Default
Consumption:
- Refined Concrete: 2,276.5/m (227.7 refined concrete: 1 q5 cryoplant)
- Processing Unit: 1,138.3/m (113.8 processing unit 1 q5 cryoplant)
- Superconductor: 1,138.3/m (113.8 superconductor: 1 q5 cryoplant)
- Lithium Plate: 1,138.3/m (113.8 plate: 1 q5 cryoplant)
- Width: 68 | Height: 32
- Q5 Cryoplant: ~10.0/m
Design 4: Cryo/Speed (legendary speed 3 modules)
Consumption:
- Refined Concrete: ~6825.3/m (~437.5 refined concrete: 1 q5 cryoplant)
- Processing Unit: ~3412.7/m (~218.8 processing unit 1 q5 cryoplant)
- Superconductor: ~3412.7/m (~218.8 superconductor: 1 q5 cryoplant)
- Lithium Plate: ~3412.7/m (~218.8 plate: 1 q5 cryoplant)
- Width: 68 | Height: 40
- Q5 Cryoplant: ~15.6/m
(Editor's note: Blueprint strings not provided for these designs as it brings the post above its character limit.)
The result?
- 25% increase in space
- 56% increase in output
- 92.27% RELATIVE increase in resource usage per Q5 cryoplant, 300% increase in TOTAL resource usage
I only have found evidence against any level of speed in quality setups. Please submit your designs if you have evidence suggesting otherwise.
EDIT: So far one post about plastic with speed being a notable space saver, see below.
|
[
{
"author": "ichaleynbin",
"content": "Which of these three setups produces the most legendary plastic per second?",
"date": "2024-12-06T11:02:29+00:00",
"quotes": []
},
{
"author": "ichaleynbin",
"content": "inb4 \"What about the rest of the setup?\" you do the same thing at all tiers and get a 800%++ increase across the board. Roll common plastic the same way. \n \nIt's very simple. In the extreme version, would you rather roll a 1% dice one million times, or a 50% dice one thousand times? The 1% is expected to succeed more times than you even roll the 50%, at 10k. 37% of 178 is 65, more than four times as many successes as you even roll dice without the speed beacon. \n \nIt's not even remotely close, you apply this at every step of the chain and it's not about equal, plastic cryoplants have truly absurd gains on per second outputs. This particular example is over an 800% increase.",
"date": "2024-12-06T11:15:25+00:00",
"quotes": []
},
{
"author": "Romayne",
"content": "Hi, I see where you are coming from but please provide an actual working design.",
"date": "2024-12-06T15:53:39+00:00",
"quotes": []
},
{
"author": "RockPaperKatana",
"content": "Just a suggestion, don't block everyone who told you you are wrong. Your hostility means nobody cares about your opinion and nobody wants to spend any effort to give you counterexamples, even though it's so simple and obvious.",
"date": "2024-12-07T08:54:39+00:00",
"quotes": []
},
{
"author": "mtzu",
"content": "120/s of Coal consumption, no speed (doesn't completely fit on one screenshot): \n \n \n \n grafik.png (475.69 KiB) Viewed 3015 times \n \n \n 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 Copy blueprint \n \n~ 120/s of coal consumption, 1 Legendary Beacon with 2 Legendary Speed 3 Modules per Machine: \n \n \n \n grafik.png (1.25 MiB) Viewed 3015 times \n \n \n 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 Copy blueprint \n \nMy save has Plastic Productivity 1 unlocked, but that's just a multiplicative factor on all plastic output, so it doesn't really matter, when we compare both designs. Both Designs consume roughly the same amount of coal. \n \nThe no speed design: \n- takes 100 Cryoplants and 800 legendary quality 3 modules to build. \n- outputs 120 / s * 2 * 1.1 * 0.496 = 131 quality plastic (uncommon or better) per second. \n \nThe 2nd Design: \n- takes 9 Cryoplants, 72 legendary quality 3 modules, 3 legendary beacons and 6 legendary speed 3 modules to build. \n- outputs 120 / s * 2 * 1.1 * 0.375 = 97.9 quality plastic per second. \n \nSince the chance to skip a quality tier is always 10 %, independend of the quality chance, the ratio of uncommon:rare:epic:legendary plastic is in both cases 900 : 90 : 9 : 1. I will always tank a 25 % productivity decrease for a 10 fold decrease in build size. 800 legendary quality 3 modules are expensive, even in late game. \n \nEdit: I corrected a small mistake in the quality ratios.",
"date": "2024-12-07T10:19:50+00:00",
"quotes": []
},
{
"author": "ichaleynbin",
"content": "Exactly this. OP, if you has just listened to me instead of blocking me on discord, you could've avoided this entire embarrassing thing when I showed several examples. It's funny because you kept saying \"I haven't seen any examples,\" lol yeah because you blocked the people who disagreed with you and were showing you examples. If you had read my messages you could've seen several. \n \nIt's not even remotely close and I showed you that with envelope math before you posted this thread. I'm not going to put a bunch of work in to prove something to your standards when a back of the envelope calculation can show an 800% difference. I don't know what's optimal, so far it seems one legendary Speed 1 module is excellent, but speed beacons are in an entirely different league. \n \nProve? Setup? No, ~800% per machine. It's not even close, why would I waste more of my time when you can't see the obvious?",
"date": "2024-12-07T11:25:23+00:00",
"quotes": [
{
"author": "RockPaperKatana wrote: Sat Dec 07, 2024 8:54 am",
"content": ""
}
]
},
{
"author": "ichaleynbin",
"content": "I posted videos of the comparative designs I am using in my actual base, on discord. Unblock me and apologize to me, and I'll relink it to you there.",
"date": "2024-12-07T11:31:09+00:00",
"quotes": [
{
"author": "Romayne wrote: Fri Dec 06, 2024 3:53 pm",
"content": ""
}
]
},
{
"author": "Romayne",
"content": "You can add it to this post or create a new post if you'd like.",
"date": "2024-12-07T16:15:51+00:00",
"quotes": []
},
{
"author": "Romayne",
"content": "It's good to know there's an application out there where this can be seen as worth it for space concerns. It's unfortunate to hear that the total output still tanks, but at least there's an upside here. I'm interested to see how far this idea can be taken with other intermediary products, and whether this kind of efficiency is limited only to cryoplants -- though I don't imagine it is so much as it merely is on a lesser scale for other buildings. \n \nIn any case, thank you for this submission :)",
"date": "2024-12-07T16:20:01+00:00",
"quotes": [
{
"author": "mtzu wrote: Sat Dec 07, 2024 10:19 am",
"content": ""
}
]
},
{
"author": "mtzu",
"content": "Well, the more quality modules you have, the less your productivity is relatively decreased by adding a speed beacon. So the cryoplant definitely is the best building to do this with. \n \nBefore I knew about the concept of asteroid rerolling I used a Lava -> Molten Iron -> Iron Plates -> Upcycle loop to create legendary iron and I used speed beacons for the Molten Iron -> Iron Plates foundries, since you really do not care about the productivity of these buildings but only their output rate.",
"date": "2024-12-07T16:44:31+00:00",
"quotes": []
},
{
"author": "mtzu",
"content": "I wished, that quality actually worked like the corresponding page in the tips suggested. If the quality chance actually affected the fixed 10% chance to skip quality tiers, then it would probably not make a lot of sense to add speed or even productivity into any quality builds. But as the quality system doesn't work the way, it is described ingame, you will always benefit from adding speed beacons to your \"base producers\", as long as you do not care about the increase in consumption of the used resource.",
"date": "2024-12-07T16:57:28+00:00",
"quotes": []
},
{
"author": "aka13",
"content": "Is asteroid rerolling still a thing? I hoped it would be removed.",
"date": "2024-12-07T18:35:51+00:00",
"quotes": []
},
{
"author": "coffee-factorio",
"content": "None of the above. \n \nI built models to see what a single plant could actually do. Based off 3 scenarios: \n \nPlastic with no beacons and quality. \nPlastic with 1 beacon and quality. \n \nPlastic with full productivity modules and quality in the drills \nwith a recycler scheme. \n \nWhen I tried out doing a toy version of just green chips to have something to come to the thread with, it seemed that there where some issues in numbers being reported because I could get 6300 rate off an impractical toy. But off 10 buildings I could both beat that rate and as OP suggested I would get better material use doing it. \n \nOP, you're right on by the way. \n \nSo what I thought then is: arrange the recyling so it's done in front. Then use best productivity to boost the scenario and see what comes of that - it's hard to calculate what .18/1000 and .31/1000 rate is through recyclers but it's easy to build toy builds in the map editor to practically test the thing. \n \n \n \n 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Copy blueprint \n \nThis one does 10 plastic per minute off 1 building over an hour run by using productivity instead of quality. \n \n 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 Copy blueprint \n \nBy using quality at the point of the lab you get 1.1 item per minute and 6 drills. \nCoal use over 1 hour is 180 items/minute off a yellow belt. For the other one you get a nonsense number of 1.4K items a minute, but it underfills a yellow belt visibly even though I'm using 8 drills. I tried upgrading to red belts (I might as well as follow my own advice and make sure I'm not making an i/o mistake on an impractical toy build). But for an infeed of 3 machine energy I'm seeing that 1.1 items/minute number consistent. Another person reported 90 IPS plastic off 100 buildings, if they were reading off the production chart those units are in minutes. I would welcome a practical check and a sanity check on this toy, but that doesn't seem like it scales right. \n \nDoes this invalidate using speed modules for quality? Not yet. \n \nThis is what happens: \n \n \n \n \n0eNrtXe1u40YSfBf9lhacL5KzQO5FgoUh21xHiCz5KCl3vsDvfpTslbgWx6qq4QZItEGAxJbVNdMcDmu6q5t/Tm6Xu+apXay2k89/ThZ369Vm8vnXPyebxcNqvtz/bjV/bCafJ9tde7uebdv5avO0brez22a5nbxMJ4vVffPfyWfzMh340u3iYfa4WC1WD7P7drFc9r5gX75MJ81qu9gumlfIww/PN6vd423TdhanRyvNvBvXZDp5Wm+6P+/+t0PYmyg+henkefJ5ZsOn0Jn+926+7Ex0X1k2D83qft4+d99abJvHV4TFfW9sm6emuZ89ru93y2bmJsPffjl+vfv26max+qMb5br74GDu9FM32M12fvf75HOxd8TgJ+bly0v37/Rspnb6oZPP522P8/aHed8v2ubu9Q/q1DzOUN0Rtfvy892y+9050tG/36MYSzr77Y/HcrdPutv33J36xCY/calL5E+Lcbf8fbZYbZp2O+ixKn1tPHxtgr4irL4iSh3V6agVsw7d+Tp8XLTturOzbXfNla3KWliVTl+VkV0fMY1q7ACAKViEmkUwJIIzLAK7m7uCRXAsgmMRPItgWQR2h3OBRWB3M+dZhIpFqFiEmkUoWQT2nnbsHWfZe9qxu4Zl72nP3nGWvac9u2tY9p727B1n2Xvas7uGZe9pz95xttQR9rxoyGSlk55CJz221mFNBmxkyJa5ctLvCoFfFTq/ckYnWAV0AzmrEywQwekEC0TwOsECEYJOsECEUidYIEKlEywQodYJFogQdYKFIfhCJ1gggtEJFohgdYIFIjidYIEIXidYIELQCRaIkEFOzDA58ZVuskiY1ImHqXXi4aMOG3XYUBB8x8SfwaW+7wzPfs6vFRHztDL7OYcdvEODk9kPiuBl9oMiBJn9oAilzH5QhEpmPyhCLbMfFCHK7AdEKAuZ/aAIRmY/KIKV2Q+K4GT2gyJ4mf2gCEFmPyhCqSPUw0SirGRCdRj0kMlaN5kaZZQZVGqUVaGbTIyyMjo7KjMyb3ri2VQZsEzm2VRXHoSqhNTz+aLAaVgVdJJUfgJ1AkO4pU7/snBP+9hmd9tdjYOFARr17RZ+wU3XOlfLmlLUWWgJPU/qQueIIILROSKIYHWOCCI4nSOCCF7niCBC0DkiiFDqHBFEqHSOCCLUOr+qhjlBHXWT5bDJWOhMFvNDNDqDS/ghWt1kyg9OZ3CpUXrdZGqU7++83eq+aR/adfffhNHTjeE/wYq97fPTHmO92z7ttoOyn/KiEtOcfP63VmLGiva5CRlOX6xSPq/5gZQ/5uqf9qFm2dlrF3ezZtWN5bmjoh0P/Tq/a4YG821xJxfD7e7r16a92Sz+1+yVX8d/BnVhBSEGfpv+33QJmiLjMJghBzZFxmkw5OBSx8HwM0b/nfM8vU/0jokjblimCMI5NejnVFOU/NR/zAPSFJV+Zg4ZBz1T1PqhOQ846kfbLGBaItw72wZQImzohdU73o55T/FaYkdP1unnbBSC36N6B+FRb9QM2TE8W113DEPowmMYQlcewxC69BiFyNAewxBGh/DDBz+TITc+DHvQptNtJseZkRlLjjPoNpPjLPUQQnKcGemv5Dj5Q5//IadPYzPSZimPuYy8WcpjtGLWC4fkQWD6Fq1GAj7dx2fFtWegs15MYKhC7684DNvkmcgmz0Q2eSaywJmoJxBGXGSu0UWBcdFVLqKSWkTX6CH2CXhaRjYZoBsEgstcq3cI6h57evotVl+7K799nt391mw+jLjbj4KOb1ZuNs12262jw9Vsm8f1H83Nrvts2c2mub95u9D7ONbg087D9Sgx7QifGuTrMN7W6VtTh9Tf3q0fn+btfLsPu01+mexbOew2zc3RxGEKQzMw5559WjwNBZCLd7cU4dk3hKdm266Xze5x9jDf7BGa9q4b0PyhOcysc3b3m3m3dpvX+GJ3J+6/Nt/Ols28u9jD18Ci16CXGMhajWfq+81T971hyCoFSMRje1r8jwQR+xPiK50hbmWvNzbIm5Pe2sC4HFymuYFxVy51Ml5oaADvcIOAUQ/cWrDQvdBDtCiE3tQAhtC7GsAQGZFIFMLr8VQUIujhPxSi1IOYKESlh/9QiFoPYqIQEX5y+uIi2RjsMVHoUbVEQbop9XYGaZsW94QFaNcr0dt/4/T5btWxwscDVXhPD6dvMfmbp3axbr+Z+zoceyoz1DkuNf8MeU7Sp0EPAZGrrNSRuKMWLervR5gyKt8NLf0/KLHGAI40sB8FmC4jmPUOFFnAhga24wBbGtiNA+xo4GIcYE8Dm3GA2b1pVo+Dy+5UszgOLr1vjbNt0Qr/2Ti7Fq3wn42zadG6/9k4exZdDTAbZ8uiawRm4+xYdOXAbJwNq+Y3rHFw2f1qJFh2uxrJy/TpahxYWiw2DmyE4onfjh2WoKt0QcM4uxFf5TAOLLsZjfOsoaslxnm09ioqLssgTpDmg1PrZX1YZPehD2gTESbuV1igiZ0iJ6fQq3O4a5/X3Z8u7mZPy/lq+2FtBzrH6T7avTg4uzO62XbGb+ft8dc3p++s1u3jfPkPCGmnPvHJT0LykzL5SZUMncdayEuZrDUUBcScVWuLgs+E5fRoPKvEAPBymjPmVGBk4TodN8u/nsmOmZ+VH985T6m3MPoD2RalniszYKvgSs+VoRC1nitDITJqI0AIvgrC0hBGz5WhEFbPlaEQTs+VoRBez5WhEEHPlaEQJfys6+nwrf4wNxlF+eicaj7/VzD5EmsyivQTPR+tzajST9rEmYx3qavrmWzgR2qxoXRgu3j4bfBMZq2QuyzI3GU7b5v3A/0XPVC9h/vAg3kQISONeU7UBhH0Hu4DFHQQISOZaaib0/LF/P59yEQMJFibkc+M3CyjjlRTSHQBxykoTQIZGSij/6ilazrGQXVq6DsLlYmuWRbxcoWRpXush+QgiBMn3Xc9fL+CRWdXhLO97OwPtiO6V3sp3rlRCdrGy1tteiHRLdzrMRaSN3TENuaEvhTZeR6g4wHrLEBPB9vqnAsYaLis9UIHT0x65xkEqOD5WDvCfPQ28jVEEz2h3TSXt5Eh0n/MPeTIFW3QJaCJbrA26ApQbrsOem+1GnwllC7mxNZJ0I9EEQMIUPp6Zt9WYcX4v9S5e8Vd6UpHKjmkmiqc9N/P593D4x9ZOWnp3vGn8w13LUr9xMYtL1qzHr+f0KWbsMTpjxFngPMd1UdwI+eT7JVEgFNCp5w+iQALFd7f2DACu1G936cuESVaaf5+y724Vtm7+yShr6AZ0MpxEzkX0QpxU5MAVmbDIACd0S5IAJZ2WEcC6JWyIEApzwBcpvqbNUEA+gwSSBfR1aGeA6Dl1KcZYC6iddPWkwD0nUxu17QS2pYkgJdnALooyDMAAfQ3J4AAentLEEBvY5nxpgtb69XfObBRb2GJuZPWJ7uCBLDyDLIc5+R5ZcHqVeOgO4Os5gEB9Fe6ZTlOf89bFqz+8jfQnfq73yAAVxTyDDIc5+jO486PAmtldRPoTicrtEAA/TUsWY7T382SBcs33nYfMA418+dotairyctayxK1LP/qjXFzYM80pUCu2siXNZ2sdkZPf1CxJkfrT70Wh3VGV4Yl3jfjjJ73yHh1nzO6PqzMgS0zpFxlhrzAmYzESeAWSYZkzHNIev6BA7J6/oHzHd2F23w/oQsxXXemQSVEU2M2sHe0xtSlJ0q416uoIQeVfwGW152e3gKsLBrzUJLc8b3Ek+4lFDeO1qiGcWCjqkUD3UnrVCsWwKgzyHKck+u/82CdKrALoDu9mjxGAeSqbnRBlOoMUABc3XVKT5cZ1xyvnDkl3HPw6JxpQXqQlokawyIQ1cJ2BJ95vC7mJCjIwaOF6pb1ILsRGMciEKpPP4bP2I3BeHZGtF6CZSe01NOwD2y6C69hn9i0SNOwjwBas2nYZwAt1rTsHkmLNS27R/JqzTTnJEJbQY9aZMHqpW7c8ZdWd/pylPllRCwcN8GMIjeqA6rrSSYp+aq9GvmqK/XyvER/Xlda2aRNmZTr6hyUHCjxehWXWCL1X16t4OimxTbplcFAGd2q2KXtEzdtJT+4kiuyputpyI0myvI4hz1shQ7Dp/Jnai5CS+EjUsEh6RtFojeCq/Rem0XKpFf3ngK8tPg5xvYvqLr5jNEfwfGK06RXBveeSm6rCdon2olwTh9Ei2pQuICeX7UcJQXty0FS0L5VY26gfTnsCdr3ckAKBAhyTA0EKOWAEAhQyfEgEKCWgycgQJTjPxhAhF8JZ8oPnjH4ttTTlqZ79u0TzIf97+xoecUd+1zUq144khT1OA7H+6KXeR85oyADkTMqVTIIdT9ytCT2aB/jKBHnKEfDaKL8h7b5cjGSlDaP0Y70tiJPS3Utcz09L8nlzFuS0mYwWl/gL7IMw2vTE2BepLfQc9fT0tuSM68mlEHzlchtQfO1Sm1B+3K2GLNPd1c1lrNvVF4L2rcqrQXtO5XVgvY9TWpzOK3viVovcloDypz/oSTWG7mREcX4vJFDuobD0XNYlgPSU1hUrsxbLYN1PQksb+UEFpQE8VYOUlvMvpraAoevRq/B0aspKHD0apQZHL0aZAZHX4vmwdFHUfIL5UQ9rbz1nHn1vUuYc2h9bcmN3oknEtC8Fzk9aD6IJxLQfKlSetB+pR5JQPu1SumdLsDxvGzWUrPiRbNhhFl5ox4vslAtfehwOYeOnpz24qHD/Yyj9z3n1aMBx9h9UHE4wt4TCd8287vBlyO6izP4a8i6SV5t07vaySunF1N6zqX6qS5wQHIpZYA4SZArKD1mXy2cBIdvRfPg6J3I9cHRe9E8OPogcn0PPbyDWrYImleLFkHzasd60HwUyThmvlSb0oPm1XaroHmrknHQvlPJOGhfriPyGQSSltYay82qVMl41qwqlYxnodY0Gfc5ZLwnxr1IxsOVZwBoWbE1EoejRcXWSBSOlxQfuWLJATkZqOKAvJQBuJ4O7J7urnuk1VAPaF/JMqISs1+JvBocfi2aB0cfReILte3ytSrJAc0b0TzmHFrXHLjRO5G2g+a9SNtB80Gk7aD5UqTtoPlKpO2g+Vql7aD9qNJ2zH6UZTegfVl2A9q3KlUG7Tv1AADa99CbbsyrErAkCEkMNJ2vcuh8T8V7kc5XP2Prfc/JshuOC9M9eq2RqHCU47PQ26FCIcdna8y+Gp+F3hoX+Na7nHk1Pgua9yJVAs0HkSqB5kuRKoHmK5EqgeZrkSqB5qNIlTDzvMK34OwblSqB9q1KlUD7TqVKoH2vUiXQflCpEmi/pAlNzstRQ08Ne5HQxOuOTwYjUwvq5ZmBFvQecagXvAe9ia4x0GLW5bAGqjIKVs0CoxNw4ovbUftq+1vUvqqIRe2rmWDUvpoKRu2ruWDUvpoMBu07NRuM2lfTwah9OR+MAsgJYRTAq3wJBQgqYUIB5E6SKIDcSBIF4HO655YZ0uSIpK752aqg7zov53gNVeYVvJzkNYYD4uW9xuasPkbfa9yVc3Zd0msstwwCrrU17u8jtv0ynfynWz/7Ef1aVdMwNZ1Lw5fpr4f/Tk0dez/tI/2Hn/a/ne7fcB++fHkd094vy13z1C5We6//0bSbg2dCaaOPMfho69IXLy//BziQWJE= Copy blueprint \n \nI had to upgrade everything and then turn all my belts green. And add an entire second belt. To get, 4.7 ipm out of it for 2000 coal input. So the best choice was: 8 drills and 1 productivity modded beacon, 8 super speed drills and 1 beacon each did half that rate. 6 drills and no beacons did 1/10th of the best rate. \n \nI'm sorry that I can't give you better than practical toys, but OP is right",
"date": "2024-12-07T22:20:08+00:00",
"quotes": [
{
"author": "ichaleynbin wrote: Fri Dec 06, 2024 11:02 am",
"content": ""
}
]
},
{
"author": "Khazul",
"content": "No need to mix them. \n \nYou use pure quality via highest quality quality modules you have in recycling/reprocessing steps and use highest quality productivity modules + speed beacon in the production steps. The only place I tend to mix depending on need is miners and for low levels of opportunistic passive quality byproduct - ie where I dont really care, but a few quality products are useful. \n \nThere are highly scalable ways of getting some basic legendary resources (iron ore, coal, cooper, steel etc) at end game. The challenge is getting to that stage of the game in the first place as you need a lot of science for maxing out productivity while in the background you keep cranking up you quality of modules and eventually some production buildings for the speed. \n \nThe two modules to crank the quality up ASAP are obviously quality but also productivity as high productivity can at least partially offset losses in recycling/reprocessing. If you are pure quality only in the recycling/reprocessing steps, then it is easy to massively scale that up as its just one machine and not a complex production chain. Eventually you crank up the quality of building including beacons and also speed modules, then you end up with fast production chains that dont need very many buildings and productivity that largely offset the losses in recycling to upcycle for more obscure parts. \n \nSome may argue the end game is broken, but to get to that stage in the first place to be able to abuse it is a massive undertaking, so breaking it is your reward IMHO",
"date": "2024-12-08T01:19:07+00:00",
"quotes": []
},
{
"author": "RockPaperKatana",
"content": "You are missing the point and the comparison wasn't about quality modules in drills at the first place.",
"date": "2024-12-09T02:58:52+00:00",
"quotes": [
{
"author": "coffee-factorio wrote: Sat Dec 07, 2024 10:20 pm",
"content": ""
},
{
"author": "ichaleynbin wrote: Fri Dec 06, 2024 11:02 am",
"content": ""
}
]
},
{
"author": "Khazul",
"content": "Why it that any different to recycling and building ladders? If anything it lacks the option for a productivity gain step as is the case with many make a component something and recycle it ladders so you basically have to brute force it via huge numbers of crushers. \n \nI use asteroid reprocessing to get a couple of specific raw materials to legendary and I am not even sure there are other routes for one of them.",
"date": "2024-12-09T04:19:31+00:00",
"quotes": [
{
"author": "aka13 wrote: Sat Dec 07, 2024 6:35 pm",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "You mean you have quality modules in the asteroid reprocessing and loop it to get legendary asteroid chunks and then you make legendary iron ore? \n \nYou can always recycle iron ore with quality modules to get 25% * 10% = 2.5% better iron ore and 75% loss. It exists, it's just not as good an option.",
"date": "2024-12-09T07:41:00+00:00",
"quotes": [
{
"author": "Khazul wrote: Mon Dec 09, 2024 4:19 am",
"content": ""
},
{
"author": "aka13 wrote: Sat Dec 07, 2024 6:35 pm",
"content": ""
}
]
},
{
"author": "Khazul",
"content": "I was using it for making coal and calcite.",
"date": "2024-12-09T13:22:09+00:00",
"quotes": [
{
"author": "mrvn wrote: Mon Dec 09, 2024 7:41 am",
"content": ""
},
{
"author": "Khazul wrote: Mon Dec 09, 2024 4:19 am",
"content": ""
},
{
"author": "aka13 wrote: Sat Dec 07, 2024 6:35 pm",
"content": ""
}
]
},
{
"author": "Dictator",
"content": "Quality quality modules can handle some haste due to higher base quality, but you can forget about skipping whole tiers of quality. \nLegendary speed modules create more haste with same waste (quality reduction) \n \nHere are quality chances with legendary quality modules.\n \n \n \n obraz.png (283.31 KiB) Viewed 2479 times \n \n \n\nCryogenic plants get 8 modules, so 50% quality chance. \n \nOne beacon with one legendary module reduces quality chance by -6.25% chance while tripling speed. \nCrusher doubles quality+1 production, while cryogenics almost triple it. \n \nEven with two legendary speed modules affecting it cryogenics can generate quality very fast.\n \n \n \n obraz.png (255.96 KiB) Viewed 2479 times \n \n \n\nSo there is net positive combination of quality quality and speed module, where lower chances are more than countered with increase of speed.",
"date": "2024-12-09T21:15:23+00:00",
"quotes": []
}
] | 19
|
2024-12-04T23:59:27-06:00
|
forum-topic-113869
|
113869
|
Use delta-compression to speed up joining a multiplayer game
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=113869
|
mrudat
|
TL;DR
Create and send deltas (delta compression) to update a multiplayer save to the latest version to reduce the bandwidth and time required to join a server.
What ?
Every time a new multiplayer save is created, create a delta file between the latest save and the previous save, for example, using librsync/xdelta/etc. on the uncompressed data.
The delta file should only contain the data that has changed since the last save and should be tiny compared to the save as a whole.
The delta file name should include the tick from the old save file. This allows the client to request all deltas since the tick in the save it has, and the server to efficiently supply the required files or report that it no longer has the required deltas and the client needs to fetch a fresh save.
When a client connects, if it does not have an existing save or the save it has is too old, it will download the latest full save.
If the client (now) has a recent save, it will download and apply any deltas before loading the save and catching up as usual.
This should improve the experience for both returning and new players.
Old deltas can be removed when the total size of the delta files exceeds the size of the latest save, as it no longer saves bandwidth to download the deltas.
As , using delta files allows for the possibility of requesting delta files in a torrent-like manner (in terms of impact on server bandwidth) from other clients, as unlike saves, delta files are static and long-lived.
It is also possible that, depending on bandwidth constraints, downloading more data in the form of deltas from multiple clients may be faster than downloading the latest save from the server.
To optimise save files for delta-compression,
Why ?
Using delta compression to transfer multiplayer saves should result in a significant reduction in bandwidth required and, thus, the time needed to join a server.
---
Copied from
Edit: many many edits.
|
[
{
"author": "Illiander42",
"content": "Prove the save files are exactly the same for returning players.",
"date": "2024-06-14T21:11:04+00:00",
"quotes": []
},
{
"author": "mrudat",
"content": "That's pretty easily done; rsync and xdelta are both byte-accurate, and the save itself has a checksum, which I believe is sent to the server to verify that the save you just loaded matches a previous state on the server. \n \nOr do you mean prove that the local save matches the old save that the delta is based on? I believe both rsync and xdelta confirm the original file + delta have correctly recreated the target file, but you could store the n-1 and n save's checksums to double-check that nothing got missed.",
"date": "2024-06-15T08:56:01+00:00",
"quotes": [
{
"author": "Illiander42 wrote: Fri Jun 14, 2024 9:11 pm",
"content": ""
}
]
},
{
"author": "Illiander42",
"content": "This, obviously. And now do it without needing to sent nearly as much data as just sending the whole file.",
"date": "2024-06-15T09:06:59+00:00",
"quotes": [
{
"author": "mrudat wrote: Sat Jun 15, 2024 8:56 am",
"content": ""
},
{
"author": "Illiander42 wrote: Fri Jun 14, 2024 9:11 pm",
"content": ""
}
]
},
{
"author": "mrudat",
"content": "Rsync can do it for a fraction of the file size, but it requires a checksum file of that old save or a copy of the old save. \n \nIf you use rsync directly, it's possibly more efficient to compute an on-the-fly delta from the save you think is right and the current save; the worst-case scenario is a fraction larger than a straight download (transmitting checksums in addition to the save). \n \nThat said, it should be sufficient to send the save's checksum and tick, grab the delta file for that tick (if it still exists), and check if the checksum (that we would need to store in the delta earlier) matches the expected value. If not, it's not a valid save. \n \nYou can download the delta, and as part of attempting to apply the delta, it verifies that the final file is correct (which verifies the original file was correct). I believe you could stream the delta file and abort on checksum failure, which would be slightly more expensive in terms of bandwidth than a rsync checksum verify, but not by much. \n \nThat said, that could only happen if the correct save and the local (modified) save had a checksum collision, which seems sufficiently unlikely to happen often, but a process to abort applying an invalid delta during download/apply would still be necessary. \n \n \nHmm. It could be more straightforward to use librsync to update the local save to the latest version instead of keeping deltas; if the hot parts of the save are constantly changing, applying a chain of deltas doesn't buy you much, as you keep downloading the changed state of the hot objects, only to overwrite them in the next delta. The stored deltas would be nearly identical to the data sent by librsync (the changes to the hot objects), no matter how old the original save was. \n \n \nFor significantly more work than just feeding the save to librsync, you could create a custom delta algorithm that creates a 'hot' delta that includes the parts that change every save and a 'cold' delta for the parts that were only changed in this delta; effectively doing a second level of delta compression. \n \nYou'd apply all the 'cold' deltas (new chunks, static entities like power poles or walls) and the last 'hot' delta to come up to date. \n \n \nHmm, thinking about delta algorithms, I suspect that git might do the right sort of delta compression if you were to commit a series of uncompressed saves to a git repository and explicitly request only the data to checkout the current commit.",
"date": "2024-06-15T13:47:52+00:00",
"quotes": [
{
"author": "Illiander42 wrote: Sat Jun 15, 2024 9:06 am",
"content": ""
},
{
"author": "mrudat wrote: Sat Jun 15, 2024 8:56 am",
"content": ""
}
]
},
{
"author": "Illiander42",
"content": "You're basically saying we should force replay for multiplayer games, and send the replay instead of the save file. \n \nGo turn on replay for a megabase game, and compare the file size to a non-replay game of similar size.",
"date": "2024-06-15T14:28:00+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "No, the server saves the map and sends it to the client, who also saves it. \nNext time, the server can make a diff to the latest save the client has, and sends only the diff. Client saves the updated save, rinse and repeat.",
"date": "2024-08-04T23:34:48+00:00",
"quotes": [
{
"author": "Illiander42 wrote: Sat Jun 15, 2024 2:28 pm",
"content": ""
}
]
},
{
"author": "",
"content": "The only way the server can do this is to *keep* all previous versions of the game that it has saved. That would massively bloat the amount of disk space needed to host any game.",
"date": "2024-08-05T00:01:38+00:00",
"quotes": [
{
"author": "DarkShadow44 wrote: Sun Aug 04, 2024 11:34 pm",
"content": ""
}
]
},
{
"author": "DarkShadow44",
"content": "One version per player is enough. Once a player successfully joins you know they have the map, so you can delete the previous version. \nI don't think there's usually too many players, so the overhead shouldn't be too big. Even if you only keep it for the last 10 players, it would help most players.",
"date": "2024-08-05T00:32:40+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Mon Aug 05, 2024 12:01 am",
"content": ""
},
{
"author": "DarkShadow44 wrote: Sun Aug 04, 2024 11:34 pm",
"content": ""
}
]
},
{
"author": "DarkShadow44",
"content": "Similar suggestion here: viewtopic.php?f=6&t=23014 \nAlthough this one is about the delta between \"save at joining\" and \"save again after download finished\" to prevent catch-up and pausing. \nI have a few benchmarks over there, although a bit older. You still get good results when having uncompressed autosaves (Can't get uncompressed saves another way). \n \nApart from xdelta, zstd works as well. Just putting this out there, just in case this is seriously considered some day",
"date": "2024-08-16T14:55:38+00:00",
"quotes": []
}
] | 9
|
2024-06-14T11:40:32-05:00
|
forum-topic-30845
|
30845
|
About Cables and Wires / Make Wires Free / Power Poles Contain Cables
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=30845
|
In the following article instead of always write cables (electric network) and wires (circuits) I always write just wire but I mean both.
Handling around with wires is currently
- not very comfortable,
- not intuitive (to delete a wire you need to connect the same wire, see https://wiki.factorio.com/index.php?tit ... _structure ),
- unfair, cause you don't get the erased wires back,
- not very logical, cause when you place poles the wires are free,
- and from the gameplay questionable, cause there is no game-value in creating wires just to place them.
So there are some suggestions about making the wires free.
Suggestion
viewtopic.php?f=6&t=367 Separation of poles and power wires
viewtopic.php?f=18&t=6133 green/red wires and trains
viewtopic.php?f=6&t=9070 Red and Green Wires (and blue?) and their components
viewtopic.php?f=58&t=9081 Green / red wires don't recycle
viewtopic.php?f=76&t=9092 Free cables/wires (Poles contain all)
viewtopic.php?f=6&t=14465 Make colored wire "free"
viewtopic.php?f=6&t=21958 Large poles should automatically connect Red&Green wires
viewtopic.php?f=18&t=29314 Red/green wire in blueprint are free?
viewtopic.php?f=6&t=30477 A better Way to Built Electric Network / New way of connecting to electricity
viewtopic.php?f=16&t=33701 Wires should not be consumed
viewtopic.php?f=6&t=35333 Change wire to have a "durability"
viewtopic.php?f=6&t=38600 Toggle autoconnection and power suply of power poles
viewtopic.php?f=6&t=41176 Improve Basic Circuit Overview
viewtopic.php?f=6&t=42453 power and blueprints workaround
viewtopic.php?f=6&t=45577 Red/Green Wire Tools
viewtopic.php?f=80&t=30845 About Cables and Wires / Make Wires Free / Power Poles Contain Cables
|
[] | 0
|
2016-08-12T05:55:06-05:00
|
|
forum-topic-122642
|
122642
|
Factorio Forums • [2.0.20] FR: "gravats" should be "ferraille"
|
Hi,
There are two different names used in french translation for the Scrap object/entity:
" Gravats " is used for the entity name ;
The recycling recipe is "Recyclage de ferraille " ;
The mines are identified as "Gravats" in the map but searched and found with "ferraille".
I suggest replacing "Gravats" by "Ferraille" in the entity name (and in the map if that is not automatic).
Bonus: if possible, the recipe name should be "Recyclage de la ferraille", instead of "Recyclage de ferraille"
Thx,
|
[
{
"author": "",
"content": "A better term would probably be «débris», because «ferraille» would be better translated as «iron scrap» (or, abusively, «scrap metal»), and some of these «rebuts» are very much not iron-based or even metal-based (solid fuel, ice, stone...) ? \n \nAnd «gravats» is even worse, that's «rubble», but specifically «stone-like rubble» \n(though of course postmodern building rubble might also have steel from at least the steel-reinforced concrete).",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Agreed, I picked \"Ferraille\" since it was used in the recipe name, but \"débris\" is better. \nI tried updating crowdin accordingly, I don't know if that's enough.",
"date": "",
"quotes": []
}
] | 2
| ||||
forum-topic-111639
|
111639
|
connected_rail for rail signals
|
Already exists
|
https://forums.factorio.com/viewtopic.php?t=111639
|
SupplyDepoo
|
LuaEntity::connected_rail should work for rail signals too, not just train stops.
|
[
{
"author": "",
"content": "LuaEntity::get_connected_rails()",
"date": "2024-03-03T13:25:22+00:00",
"quotes": []
},
{
"author": "SupplyDepoo",
"content": "My bad, thank you!",
"date": "2024-03-03T13:30:57+00:00",
"quotes": []
}
] | 2
|
2024-03-03T07:23:38-06:00
|
forum-topic-73592
|
73592
|
Corsair iCue Support
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=73592
|
SkyOnForums
|
TL;DR
Add support for the Corsair iCue RGB Peripheral Engine
What ?
There is already support for Logitech, and Razer, so why not add the third engine, iCue? A lot of people use Corsair keyboards, and mice, and all sorts of other RGB peripherals using iCue. This would add great enjoyment to Factorio because iCue on it's own is rather limited, and has no support in the program for situations inside of games. The most iCue can see is whether or not a game is running. Thats it.
Why ?
I think that it would increase the value of Factorio as a game because it would increase the number of supported peripherals with the game.
|
[
{
"author": "",
"content": "Corsair's SDK is made in a way that we would have to link and distribute their DLL and load it always, as opposed to game loading API only and only if there is Corsair software already installed on users' computer. That's why we have not done it.",
"date": "2019-07-24T06:55:27+00:00",
"quotes": []
},
{
"author": "tehfreek",
"content": "In the same vein, is there any way to allow Factorio to interact with a user-supplied RGB engine?",
"date": "2019-07-25T11:25:17+00:00",
"quotes": []
},
{
"author": "jojo1541",
"content": "Sorry for digging this out, but I didn't want to open a new thread just for this. \n \nIs support for icue planned for the foreseeable future? \nWrapping with Aurora doesn't really work and after seeing the cool effects you guys made, I would love to have them for my keyboard, too. \n \nEdit: \nAs an Idea: \nMaybe make it so users can place the needed DLLs for icue support next to their executable manually. \nSo you would just need to check if the dll is present. This way you wouldn't need to distribute and load a whole dll all the time.",
"date": "2019-09-28T14:28:32+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "/necro \n \nSupposedly, Aurora does cross-platform RGB. \n \nPer Reddit, /u/saors: https://old.reddit.com/r/factorio/comme ... _factorio/",
"date": "2020-04-04T02:51:00+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "ptx0",
"content": "also on Linux there's ckb-next which provides support for Corsair keyboards, and it is open-source.",
"date": "2020-11-28T16:06:39+00:00",
"quotes": []
}
] | 5
|
2019-07-24T01:43:12-05:00
|
forum-topic-119866
|
119866
|
[Kovarex] [2.0.14] Parameters not parsing in display panel message/text
|
Resolved for the next release
|
https://forums.factorio.com/viewtopic.php?t=119866
|
Trollseidon
|
I don't know if this is a bug or needs to be moved to a feature request or a can't/won't fix due to how it might be coded but when adding in a parameter (icon) in the message/text field for display panel, and then pasting the parametrized blueprint down, everything but the message/text is updated.
11-04-2024, 18-02-54.png (333.57 KiB) Viewed 305 times
Raw blueprint above and a pasted blueprint where gears were selected below.
|
[
{
"author": "",
"content": "Hello, thanks for the report, it is now fixed for the next release.",
"date": "2025-03-13T16:35:47+00:00",
"quotes": []
}
] | 1
|
2024-11-04T20:10:30-06:00
|
forum-topic-109487
|
109487
|
Workaround for broken mouse click functionality when debugging Factorio in a mouse event
|
Development tools
|
https://forums.factorio.com/viewtopic.php?t=109487
|
sparr
|
I was using the modding toolkit debugger with a breakpoint that triggered when I clicked on something in-game. This left my mouse clicks captured by factorio, so I couldn't click on anything anywhere else while other mouse and keyboard functionality worked fine.
https://unix.stackexchange.com/a/62252/2434 led me to `xdotool key "XF86LogGrabInfo"` which puts a list of active and registered input grabs into `Xorg.0.log`, where I found factorio with the sole grab and a mask for clicks.
https://unix.stackexchange.com/a/40472/2434 led me to `setxkbmap -option grab:break_actions; xdotool key XF86Ungrab` to release the grab!
|
[
{
"author": "",
"content": "Version 1.1.95 features a new hidden setting disable-mouse-auto-capture that will prevent this issue.",
"date": "2023-11-07T18:22:21+00:00",
"quotes": []
},
{
"author": "justarandomgeek",
"content": "If anyone has any suggestions for how I can detect, from the debugger (in TS), that this has occurred (or is likely to occur in a given environment), i can also offer to set the setting for the future.",
"date": "2023-12-08T06:16:29+00:00",
"quotes": []
}
] | 2
|
2023-11-02T12:36:04-05:00
|
forum-topic-123921
|
123921
|
[2.0.23] LuaEntity minable always reads back as false
|
Won't fix.
|
https://forums.factorio.com/viewtopic.php?t=123921
|
haih_ys
|
The LuaEntity member minable seems to always read back as false.
To reproduce, put in control.lua the below. Place a car, confirm it is minable, now get in the car. The assert will fail despite the car being minable and it being explicitly set to true
Code: Select all script.on_event(defines.events.on_tick, function(e)
for index, player in pairs(game.connected_players) do
if player and player.driving and player.vehicle then
player.vehicle.minable = true
assert(player.vehicle.minable)
end
end
end)
|
[
{
"author": "robot256",
"content": "Vehicles are generally not minable when players are inside, but I also didn't think the minable property to dynamically reflect that. It appears that reading vehicle.minable actually returns (minable==true AND occupied==false). You can still set the minable property while riding, but you can't read it back without also reading the driving state \n \n1. Read the state of the vehicle with \"/c game.print(game.player.selected)\" and it prints true. \n2. Enter the vehicle with the character. \n3. Read the state of the vehicle with \"/c game.print(game.player.selected)\" and it prints false because minable is true but player is driving. \n4. Force the minable state to false by command with \"/c game.player.selected.minable = false\" \n5. Exit the vehicle. \n3. Read the state of the vehicle with \"/c game.print(game.player.selected)\" and it prints false because minable is false.",
"date": "2024-12-07T17:07:00+00:00",
"quotes": []
},
{
"author": "",
"content": "Thank you for the report. \n \nWell, there is currently a disconnect between lua entity minable read and write. minable write (like setting minable = something via command) changes the entity minability flag. The read also has some mineability logic on top of reading the flag, namely for driven vehicles, and rail elements with dependent entities (trains, elevated rails etc.). What would be the read equivalent of lua write we call internally as isMinableBasic. \n \nWhile this is unfortunate, I don't think fixing this is worth breaking existing mods. \n \nWe could expose the read of equivalent of isMinableBasic, that would just read the flag. If that would be useful to you, please create a feature request topic for it. \n \nMarking this as Won't fix",
"date": "2024-12-12T11:25:04+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "Thank you for identifying this as a disconnect in the API. This actually explains many cases of mysteriously-unminable vehicles when using my mods which naively read and write the minable property of vehicles that might have players driving them. I understand now your intent is that reading the minable property would reveal whether or not a mine() command would succeed. Personally, I had assumed that the minable property returned the same value that was written, and that you would use the return value of mine() to see if anything else was blocking it. We could check to see if any mods actually use minable the other way, or if they all made the same assumption I did. It's definitely suboptimal to have a data member with different read and write behaviors, rather than separate get() and set() methods with their own definitions.",
"date": "2024-12-12T14:43:07+00:00",
"quotes": []
},
{
"author": "Xorimuth",
"content": "I would also prefer that this 2.0 change be reverted and a separate 'would mine() succeed' API be added instead if need be. I have some code which needs to check to see if a mod has specifically set a vehicle to be un-minable, but I can't detect the difference between a mod having set `vehicle.minable = false` and there simply being a character in the vehicle. I had to remove the `minable` check when porting to 2.0 ( https://github.com/tburrows13/Spidertro ... c1ef94611b ), which means that I'm no longer checking to see if a mod marked the vehicle as 'should not be able to be mined' at runtime. Not run into any mod compat issues yet, but it could happen.",
"date": "2024-12-12T15:58:43+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "As Xorimuth noted, and I just confirmed, this behavior is NEW in 2.0. In 1.1, minable reads true when a player occupies a locomotive, for example. So this change is what broke the existing mods, not the other way around. Reverting it to the 1.1 behavior (indicating the state of the isMinableBasic flag, rather than the expected result of a mine() call) would fix mods rather than break them.",
"date": "2024-12-12T17:12:40+00:00",
"quotes": [
{
"author": "Lou wrote: Thu Dec 12, 2024 11:25 am",
"content": ""
}
]
},
{
"author": "curiosity",
"content": "Moreso, as Xorimuth has also noted, this is a degradation of the API since there is no longer a way to obtain the same information. This extra information should have been exposed separately, not tacked onto an existing already readable property.\n \nWhat kind of a malicious suggestion is this? You propose to create more confusion in the API. It is natural to expect a property behave like a variable: read and write accessing the same data. If this was the case of the data not being preserved, fine. But you explicitly point out that it is preserved. Imagine if every property was as you suggest: property read and write operate on unrelated data, reading and writing the same underlying data is done via unrelated properties. Using such a system would be mind-boggling.",
"date": "2024-12-12T21:15:51+00:00",
"quotes": [
{
"author": "Lou wrote: Thu Dec 12, 2024 11:25 am",
"content": ""
}
]
},
{
"author": "",
"content": "This read was always returning a value that an entity could override, in 1.1 this was observable in case of a rail under rolling stock which would report as not minable regardless of minable flag set by script on the entity. If there was a reason to make vehicle reports as not minable then it was made to report as not minable the same way as rails were reporting as being not minable. Implementation of LuaEntity::minable is functionally the same as it was introduced in 0.7.1 about 11 years ago. \n \n@curiosity if you want to focus on throwing \"malicious suggestion\" i can lock this topic already and noone will win. \n \nI can add a separate read that exposes the raw flag but i would need to come up with extra name so there will be ability to read the \"minability\" and to read the \"raw minable flag\" separately. If the raw flag would be to be exposed under \"minable\" i would have to know the scope of how much breaking change it would be, i would rather prefer to have a new variable with read/write where write would effectively overlap with existing minable's write but read would return raw flag. \n \nUnder the same change i could also straighten up other operations like LuaEntity's \"active\" which on write causes disabling by control behavior but when read reports if the entity is active taking all the active flags (disabled by script, disabled by control behavior, disabled by to deconstruct, disabled by recipe, disabled by freezing, and current wakeup state).",
"date": "2024-12-12T21:28:48+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "This is acceptable.",
"date": "2024-12-12T21:31:22+00:00",
"quotes": [
{
"author": "boskid wrote: Thu Dec 12, 2024 9:28 pm",
"content": ""
}
]
},
{
"author": "",
"content": "",
"date": "2024-12-13T10:57:28+00:00",
"quotes": [
{
"author": "2.0.26 changelog wrote:",
"content": ""
}
]
},
{
"author": "robot256",
"content": "Thank you!",
"date": "2024-12-14T18:16:30+00:00",
"quotes": [
{
"author": "boskid wrote: Fri Dec 13, 2024 10:57 am",
"content": ""
},
{
"author": "2.0.26 changelog wrote:",
"content": ""
}
]
}
] | 10
|
2024-12-06T19:52:44-06:00
|
forum-topic-126735
|
126735
|
Sound menu checkboxes
|
Implemented Suggestions
|
https://forums.factorio.com/viewtopic.php?t=126735
|
sokyj
|
Hi!
I think the sound menu would benefit from checkboxes - the same way splitters have them when it comes to belt priorities.
This way I wouldn't have to change the volume of music every time I want to just switch it off for example.
You're doing an amazing job, thank you!
|
[
{
"author": "",
"content": "Hello, \n \ndo you have in mind a \"mute\" checkbox next to each volume slider? \nWe were thinking about something like that in the past but we didn't come to any conclusions. In general, we don't want cluttered settings. A mute checkbox is just a shortcut to setting a volume to 0, I'm not convinced it's worth cluttering the GUI for that. \n \nBtw, there is a keyboard shortcut (unbound by default) for pausing music.",
"date": "2025-02-10T12:03:18+00:00",
"quotes": []
},
{
"author": "",
"content": "Bilka made a great point that having a mute checkbox could preserve the preferred volume setting for when you want to un-mute again. \n \nWith that in mind I think it might be worth it adding the checkboxes.",
"date": "2025-02-10T12:16:26+00:00",
"quotes": []
},
{
"author": "",
"content": "Implemented for the next release, 2.0.36.",
"date": "2025-02-24T17:15:29+00:00",
"quotes": []
}
] | 3
|
2025-02-10T05:02:47-06:00
|
forum-topic-4361
|
4361
|
You know you play Factorio too much when...
|
Off topic
|
https://forums.factorio.com/viewtopic.php?t=4361
|
Steel
|
as it says in the title, how do you know when you have played Factorio too much?
|
[
{
"author": "Coolthulhu",
"content": "When you cram 64 slices of bread into a toaster \nWhen you keep a tub full of boiling hot water in case of power shortage \nWhen you never turn on any of the lights in your house because they waste electricity \nWhen you empty any box before picking it up, so that it doesn't fill your house with its contents",
"date": "2014-06-16T04:48:58+00:00",
"quotes": []
},
{
"author": "starxplor",
"content": "That last one had me really laughing there, just imaging the timelord tech needed to make a box inside your house contain enough stuff to fill said house... brilliant!",
"date": "2014-06-16T04:54:32+00:00",
"quotes": []
},
{
"author": "vmetal",
"content": "During breakfast you start thinking of ways to automate your sandwich making process. \nYou keep looking around for inserters when on escalators. \nThe moment you grab a piece of paper at work and start making automation blueprints.",
"date": "2014-06-16T11:48:00+00:00",
"quotes": []
},
{
"author": "muzzy",
"content": "I tried to think of something clever, and now I REALLY want a logistics network support in my fridge and some bots to fetch me drink... But this isn't really a case of too much factorio, this is just inadequacy of the real life. Right?",
"date": "2014-06-16T12:23:22+00:00",
"quotes": []
},
{
"author": "",
"content": "... you take always the left entry, because it is faster. \n... you search for the express belt on the sidewalk. \n... install gun turrets at the door. \n--- try to compress the shopping on the cash-belt. \n... stand besides a track to jump into the locomotive, when it passes by. \n... on street when the car with the same brand before you turns left, you need to turn right. \n... when you search for a knife in the kitchen you don't turn on light, but search for the ALT-key. \n... search for the (speed-)module-slots in your car.",
"date": "2014-06-16T14:32:12+00:00",
"quotes": []
},
{
"author": "Gammro",
"content": "You look up the recipe and expect to find where you put that cake in the fridge.",
"date": "2014-06-16T15:30:01+00:00",
"quotes": []
},
{
"author": "",
"content": "... you try to craft the cake in your pockets. \n... place guests always on the far end of the sofa.",
"date": "2014-06-16T15:50:08+00:00",
"quotes": []
},
{
"author": "Xterminator",
"content": "Sit down for a meal, and wait for a inserters to put food in your mouth or on your plate.",
"date": "2014-06-16T16:43:01+00:00",
"quotes": []
},
{
"author": "Der_Doodle",
"content": "...randomly pick up stones from the ground to get your first smelter build soon.",
"date": "2014-06-16T19:58:35+00:00",
"quotes": []
},
{
"author": "Coolthulhu",
"content": "You tear down a wall and then rebuild it to save materials \nYou wash yourself with just a tiny trickle of boiling hot water instead of a stream of warm water \nYou don't leave your house until you acquire a machine gun (also works for \"you live in America for too long when\") \nYour house has no doors and you just tear down and rebuild walls \nYou see 2 stacked boxes and think \"Brilliant! Why didn't I think of this before?\"",
"date": "2014-06-16T20:09:08+00:00",
"quotes": []
},
{
"author": "",
"content": "Whenever you have some trash to get rid of, you put everything in a box and shoot at it.",
"date": "2014-06-16T21:28:23+00:00",
"quotes": []
},
{
"author": "Der_Doodle",
"content": "Or for people not living in America.... \"...in a box and drive over it with your car.\"",
"date": "2014-06-17T17:30:15+00:00",
"quotes": [
{
"author": "Koub wrote:",
"content": ""
}
]
},
{
"author": "Robbedem",
"content": "You run away from big worms in your backyard.",
"date": "2014-06-17T19:09:47+00:00",
"quotes": []
},
{
"author": "rk84",
"content": "When you can't remember where you parked the car and you look for another one from pocket.",
"date": "2014-06-17T20:20:37+00:00",
"quotes": []
},
{
"author": "squisher",
"content": "My favorites so far \n \n \nYou know you play Factorio too much when... \n...you chop down random trees in case you might need to build a factory there later \n...you refuse to put solar panels on the roof of your house because free energy is OP \n...you're surprised to discover there are other people on the planet",
"date": "2014-06-18T04:18:01+00:00",
"quotes": [
{
"author": "Koub wrote:",
"content": ""
},
{
"author": "Coolthulhu wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "... you grab your shotgun when you have a tree in your way (also works with a car if you're living in peaceful mode and don't have a shorgun )",
"date": "2014-06-18T06:12:13+00:00",
"quotes": []
},
{
"author": "CreeperDaReeper",
"content": "You know you're playing too much Factorio when you use your car to bulldoze rocks.",
"date": "2014-06-18T06:32:24+00:00",
"quotes": []
},
{
"author": "ficolas",
"content": "...when you automate you (home)work so you have more time to build your factory.",
"date": "2014-06-18T14:41:56+00:00",
"quotes": []
},
{
"author": "schelmischerwolf",
"content": "... when you try to fuel your car with some spare logs.",
"date": "2014-06-27T19:00:04+00:00",
"quotes": []
}
] | 19
|
2014-06-15T19:12:22-05:00
|
forum-topic-65989
|
65989
|
[0.17.2] Unknown key: "gui.not-operable"
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=65989
|
_npo6ka_
|
I was learning and faced with such a problem. I tried to put the iron plate in the loader with ctrl + left click and saw a strange message. I think this is a flaw: Unknown key: "gui.not-operable"
|
[
{
"author": "",
"content": "I cannot reproduce this. I guess it was fixed, the locale just works for me. Maybe try updating your game. \n \nEdit: Found the commit that fixed this, it's part of 0.17.3 :)",
"date": "2019-02-28T21:35:55+00:00",
"quotes": []
}
] | 1
|
2019-02-28T15:08:50-06:00
|
forum-topic-127177
|
127177
|
Drop item (z) being context dependent
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=127177
|
konage
|
What I mean by that is when you use z, you typically want it to drop the item only to a specific place, e.g. only on ground, only in turrets, only on belt, only in assemblers (maybe with specific recipe).
My recommendation is when you first press z and hold, it checks what it dropped to on press, and then as long as you hold, it will continue to drop but only to the same type of... thing.
The same could be done when holding an item and ctrl+clicking into something.
I've noticed that right now there is already some kind of functionality like this where if you press z and drop to a couple chests, it will block it from dropping to the ground for a couple seconds. But I can't think of any cases where I'd want to do both.
|
[] | 0
|
2025-02-27T19:44:07-06:00
|
forum-topic-123980
|
123980
|
[2.0.23] Plasma distribution between connected fusion reactors causes lower fuel efficiency
|
Duplicates
|
https://forums.factorio.com/viewtopic.php?t=123980
|
TappTapp
|
When two fusion reactors are connected by plasma ports and running at 50% load, one of the reactors works at 100% and the other at 0%. This reduces the neighbour bonus and therefore fuel efficiency of the system. In some cases, 70% higher fuel efficiency is achieved by avoiding the plasma connectors. This doesn't seem like the intended or intuitive way to design fusion reactor layouts.
Finding the most fuel efficient load distribution is NP-hard, so I wouldn't expect the game to find the optimal solution. However, the current load distribution is often the worst possible. If reactors sharing plasma ran at equal load as each other, that would be very close to optimal fuel efficiency and reward players for using the plasma sharing mechanic as intended.
|
[
{
"author": "",
"content": "122346",
"date": "2024-12-07T22:12:11+00:00",
"quotes": []
},
{
"author": "TappTapp",
"content": "There are no fusion generators connecting their output back into fusion reactors in my example layouts, so I don't think that is relevant here. \nEDIT: I also haven't seen any evidence that plasma is being lost.",
"date": "2024-12-08T00:42:04+00:00",
"quotes": [
{
"author": "Loewchen wrote: Sat Dec 07, 2024 10:12 pm",
"content": ""
}
]
},
{
"author": "TappTapp",
"content": "Another example of plasma fluid flow affecting fuel efficiency in an unintuitive way \n \n \n \n Chart2.jpg (1.8 MiB) Viewed 556 times",
"date": "2024-12-08T00:45:26+00:00",
"quotes": []
}
] | 3
|
2024-12-07T15:55:20-06:00
|
forum-topic-126363
|
126363
|
localised description for shortcuts
|
Modding interface requests
|
https://forums.factorio.com/viewtopic.php?t=126363
|
Quezler
|
Currently shortcuts either have the spawned item's description or nothing at all, it would be nice if you could add a description for lua shortcuts and such.
|
[
{
"author": "picklock",
"content": "You can give your shortcut a description by assigning the description to your shortcut via \"localised_name\".",
"date": "2025-01-28T06:06:52+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "Isn't that just the name? i am referring to what comes after the horizontal line under it.",
"date": "2025-01-28T09:16:26+00:00",
"quotes": []
},
{
"author": "picklock",
"content": "No, this is the text that is displayed as a tooltip when you hover over the shortcut icon in the shortcut bar. Do you mean something else?",
"date": "2025-01-28T10:37:43+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "You can currently only set the name, the description is only there when the shortcut spawns an item, otherwise it is always blank:",
"date": "2025-01-28T11:11:28+00:00",
"quotes": []
},
{
"author": "picklock",
"content": "OK. Then I misunderstood you.",
"date": "2025-01-28T11:54:56+00:00",
"quotes": []
},
{
"author": "Xorimuth",
"content": "+1 \n \nSpecifically I'd like to be able to alter the description of the Spidertron Remote shortcut. Currently it is hardcoded, and I can sort of override it by re-defining the locale key of one of the bullet points but \na) that looks a bit weird as I can only alter text of existing bullet points, not add more \nb) I can't do that dynamically depending on mod settings, existence of other mods, etc, which I would like to be able to do (so I need `localised_description`)",
"date": "2025-01-28T12:07:52+00:00",
"quotes": []
},
{
"author": "protocol_1903",
"content": "+1",
"date": "2025-02-04T17:07:46+00:00",
"quotes": []
}
] | 7
|
2025-01-27T04:32:29-06:00
|
forum-topic-77206
|
77206
|
Fluid mechanics
|
Implemented in 2.0
|
https://forums.factorio.com/viewtopic.php?t=77206
|
Radiation
|
Please fix the fluid mechanics. Right now it is not possible to precisely calculate how fast a fluid is travelling because on the official wiki no such information is given. Please cleanup this important and huge mechanic of the game, make it clear and reliable.
|
[
{
"author": "",
"content": "The devs are working on it, please wait.",
"date": "2019-10-25T13:21:11+00:00",
"quotes": []
},
{
"author": "Radiation",
"content": "I am glad to hear this!",
"date": "2019-10-25T14:08:36+00:00",
"quotes": []
},
{
"author": "Horus773",
"content": "any update on this? trying to better understand how fluid work",
"date": "2020-01-20T15:46:12+00:00",
"quotes": []
},
{
"author": "",
"content": "No, if there is new information it will come in form of an official statement or in the changelog of a new release. See: 678",
"date": "2020-01-20T15:51:42+00:00",
"quotes": [
{
"author": "Horus773 wrote: Mon Jan 20, 2020 3:46 pm",
"content": ""
}
]
},
{
"author": "Radiation",
"content": "No, and this is really unfortunate.",
"date": "2020-01-20T19:29:45+00:00",
"quotes": [
{
"author": "Horus773 wrote: Mon Jan 20, 2020 3:46 pm",
"content": ""
}
]
},
{
"author": "Freddie Chopin",
"content": "Just FYI, at this moment new fluid system got cancelled - viewtopic.php?p=475106#p475106 - so it seems we are stuck with the current one.",
"date": "2020-01-26T09:07:04+00:00",
"quotes": [
{
"author": "Horus773 wrote: Mon Jan 20, 2020 3:46 pm",
"content": ""
}
]
},
{
"author": "Honktown",
"content": "Pipes and fluids transfer at up to 1200 units per second, and pipes average the amount they have per tick, but direct tank connections flow seemingly based on amount (not \"percent\"), up to 1200/second per connection (they can connect on each side, in each corner, for a total of 8 connections) Edit: I forgot they normally have connections only in opposing corners, and it depends on rotation (flip). 4 connections. Machines seem to fill like pipes, so if a collection of tanks are stealing all the fluid, the pipes may be at a small percent and not fill machines quickly. Pumps act like a virtual 0 at their back end, and a virtual 100/maximum at their front (and are one-way and circuit connectable). \n \nPipes have terrible transfer rate fall-off and distance issues depending on the fluid. Nuclear reactor people (including me) can tell you all about it. Trying to push 1200 water or steam per second becomes a challenge - heat exchangers tend to go up to around 10-12 before the pipes start \"clogging\" and you end up with weird stuff like 100 in an exchanger and 0 in the pipes near it.",
"date": "2020-01-27T04:34:23+00:00",
"quotes": []
},
{
"author": "leadraven",
"content": "I'm fine with throughput degradation, for me major issue is an unpredictable behavior. 100% simmetrical design doesn't result in even split, 2 pumps connected to one pipe do not divide fluid equally, pump connected in the middle of a long pipe doesn't grab entire flow, etc. \nAnd yes, forced pipes connection in vanilla is terrible.",
"date": "2020-01-27T06:49:04+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Implemented in 2.0 yay \\o/ : \n https://factorio.com/blog/post/fff-416",
"date": "2024-06-21T12:19:37+00:00",
"quotes": []
},
{
"author": "Radiation",
"content": "les go",
"date": "2024-06-21T12:24:11+00:00",
"quotes": []
}
] | 10
|
2019-10-25T07:54:54-05:00
|
forum-topic-92450
|
92450
|
Factorio modded gameplay
|
Videos
|
https://forums.factorio.com/viewtopic.php?t=92450
|
toonski games
|
hello everyone i started a brand new channel only uploaded 2 videos so far but I'm planning an making a ton more
I will be uploading gameplay and commentary for 3 different games starting with a modded run of factory. the mod in question is space exploration, this will be my 1st time playing the mod and when ever I start a new mod I always think I want to record this so this time around I am.
here is my channel https://www.youtube.com/channel/UCQ4PmS ... T0TVopVQTw toonski plays
here is episode 1 https://www.youtube.com/watch?v=J-mCi9g-qTE&t=547s factorio ep1 - space exploration
here is episode 2 https://www.youtube.com/watch?v=pfWMpE_Bjdk&t=786s factorio ep2 - building the wall - space exploration
here is episode 3 https://www.youtube.com/watch?v=OkCVuBAGs3Y Factorio ep3 - Base 2.0 - Space exploration
here is episode 4 https://www.youtube.com/watch?v=kCp8AJD ... e=youtu.be Factorio - Ep 4 - military Science - SpaceExploration
if this is something you think you'd like then be sure to check it out and hopefully I will see you there.
thank you
|
[
{
"author": "toonski games",
"content": "episode 03 is now live",
"date": "2020-12-03T18:35:00+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "Hi, just some things I noticed: the links for video 1+2 don't start at the beginning. At video 2 at https://youtu.be/pfWMpE_Bjdk?t=754 , after you return, your voice is super low. \nOtherwise keep em coming",
"date": "2020-12-03T19:03:59+00:00",
"quotes": []
},
{
"author": "toonski games",
"content": "thanks man i see what you mean about the audio i just have lowered the voice audio on the last cut somehow only way i can think to fix is is to reupload it. \n \nbut anyway thanks man i didn't notice that",
"date": "2020-12-03T21:45:26+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "Luckily it happened almost at the end. Was just more of a fyi, so you know next time when returning to check it. \n \nGood news: no complaints for episode 3",
"date": "2020-12-03T22:42:27+00:00",
"quotes": []
},
{
"author": "toonski games",
"content": "thank man \n \nepisode 4 isnt going to be until monday ive recorded 3 episodes of satisfactory which will be up tonight and tomorrow, i want to add a 3rd game in there it's either going to be cities skyline, fortressCraft or minecraft \n \ni haven't decided which yet \n \nbut i love the feedback thank you man",
"date": "2020-12-03T22:51:01+00:00",
"quotes": []
},
{
"author": "toonski games",
"content": "Episode 4 is now live done some improvements let me know what you think? \n \nepisode 4: https://www.youtube.com/watch?v=kCp8AJD ... e=youtu.be",
"date": "2020-12-10T00:08:07+00:00",
"quotes": []
}
] | 6
|
2020-12-02T21:01:17-06:00
|
forum-topic-110181
|
110181
|
The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=110181
|
Epb7304
|
TL;DR
The recycler shouldn't be introduced since it forces a cap on productivity bonuses, which go against the very nature of "the factory must grow"
There is also another option to fix this
What ?
The recycler (shown in FFF #375 ) shouldn't be introduced because it necessitates a cap on the amount of productivity any given machine could have.
To make sure that there are not tons of useless low-quality items floating about a new machine should be introduced that takes an item of lower quality and attempts to make it higher quality if it fails, it dumps the same quality as the input out.
Why ?
In FFF #376 (the very next FFF after quality) We are introduced to quality research, take that and the boost from max level quality modules and we would very quickly reach the incredibly low cap of 300% productivity, this would stunt the growth of the factory, which is clearly unacceptable. so short of giving each item a custom return value (based on how much productivity was used to make it) there is no other method of removing the cap except through the removal of the recycler.
One other option
There is one other option
We could have the recyclers return less of a percentage of the ingredients from a recipe the further its productivity research is done (each level does 10% so at research level 10 the recycler would return only 12.5% of ingredients (25% base)).
This solution would also allow the removal of the productivity cap as well
|
[
{
"author": "Illiander42",
"content": "> a new machine should be introduced that takes an item of lower quality and attempts to make it higher quality if it fails, it dumps the same quality as the input out. \n \nThat completely trivialises the quality mechanics. There would be no point in doing anything else but that machine.",
"date": "2023-12-13T10:42:53+00:00",
"quotes": []
},
{
"author": "Epb7304",
"content": "I am not a game designer, I was just proposing a potential solution, not necessarily the best one, I'm curious, assuming the recycler were not in play, how would you choose to fix the issue described?",
"date": "2023-12-13T17:35:20+00:00",
"quotes": [
{
"author": "Illiander42 wrote: Wed Dec 13, 2023 10:42 am",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "You could have a machine that can update the quality of an item. But unlike your proposal when it fails it destroys the item. Or it has a chance to output a better item, the same item or nothing. The point though would be that there is a risk of loosing. Updating the quality costs material, not just time (and power). \n \nHow you would rationalize how the machine actually improves the quality would be interesting. Maybe say it's quality testing. The items actually have the better quality, they just aren't recognized as such and the test reveals the actual quality. Sometimes the test is destructive though. \n \nNote: there still wouldn't be any reason to use anything but this machine but it would preserve the fact that upgrading quality is something you only do for special cases, at least at first. Too costly to do for everything.",
"date": "2023-12-13T18:23:29+00:00",
"quotes": []
},
{
"author": "evanrinehart",
"content": "> a new machine should be introduced that takes an item of lower quality and attempts to make it higher quality if it fails, it dumps the same quality as the input out. \n \nDyson sphere program has a building like this. The deuterium fractionator. Loop its output back to input to get what's basically a hydrogen to deuterium factory. It's not much more interesting than a building which just turns hydrogen to deuterium very slowly. Which makes no sense either way.",
"date": "2023-12-13T20:35:29+00:00",
"quotes": []
},
{
"author": "Illiander42",
"content": "Amusingly, that's the actual process for computer chips.",
"date": "2023-12-14T00:26:15+00:00",
"quotes": [
{
"author": "mrvn wrote: Wed Dec 13, 2023 6:23 pm",
"content": ""
}
]
},
{
"author": "computeraddict",
"content": "I would hardly call 20-30 levels of infinite research per recipe \"very quickly\"",
"date": "2023-12-14T23:02:39+00:00",
"quotes": [
{
"author": "Epb7304 wrote: Wed Dec 13, 2023 4:23 am",
"content": ""
}
]
},
{
"author": "DarkShadow44",
"content": "Sorry, but I think that's a terrible idea. \n \nThe recycler is a great concept and long awaited by a bunch of people. I'd rather have that than potentially infinite productivity. I'd rather have the recycler, even if it means having a limit (that I probably won't reach anyways). \n \n\nAs others noted, this would lead to simple loops like in Dyson Sphere Program, hardly interesting. \n \n\nYou mean when I research productivity I get punished with lower recycling yields? I don't think that makes any sense.",
"date": "2023-12-14T23:39:07+00:00",
"quotes": [
{
"author": "Epb7304 wrote: Wed Dec 13, 2023 4:23 am",
"content": ""
},
{
"author": "Epb7304 wrote: Wed Dec 13, 2023 4:23 am",
"content": ""
}
]
},
{
"author": "Ranakastrasz",
"content": "I would flat out prefer having the recycler over having any productivity at all, if I had to choose between the two.",
"date": "2023-12-15T03:48:54+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "Having the recycler use a negative productivity kind of makes sense. \n \nIf you recycle an existing item you get less resources. But the fewer resources would recreate the item again because the higher productivity creates the item cheaper. If you recycle a new item you get less resources, but you also spend less to create the item. So yeah, for old items you don't get back what you put into. But what you get back is worth more than it was before the research. \n \n \nWhere I see this failing is productivity modules. That still would allow you to produce the item with a ton of productivity modules and then recycle it without, because why would you put (negative) productivity in a recycler? \n \nSo the 300% cap for modules would still be needed but research based productivity could be unlimited and would be balanced by a negative productivity on the recycler.",
"date": "2023-12-15T09:03:50+00:00",
"quotes": [
{
"author": "DarkShadow44 wrote: Thu Dec 14, 2023 11:39 pm",
"content": ""
},
{
"author": "Epb7304 wrote: Wed Dec 13, 2023 4:23 am",
"content": ""
}
]
},
{
"author": "coppercoil",
"content": "I agree with that. So let's make a special expensive recipe with x2.718 cost and producing time factor.",
"date": "2023-12-15T09:49:26+00:00",
"quotes": [
{
"author": "mrvn wrote: Wed Dec 13, 2023 6:23 pm",
"content": ""
}
]
},
{
"author": "Ranakastrasz",
"content": "Are you suggesting an... e^xponentally increasing cost? \nI mean, that has to be intended as a joke, right?",
"date": "2023-12-18T02:55:21+00:00",
"quotes": [
{
"author": "coppercoil wrote: Fri Dec 15, 2023 9:49 am",
"content": ""
},
{
"author": "mrvn wrote: Wed Dec 13, 2023 6:23 pm",
"content": ""
}
]
},
{
"author": "coppercoil",
"content": "By saying \"x\" aka \"*\" aka \"multiply\" I mean that an appropriate cost factor may be set to match the original idea. Setting up a splitter filter and recycler in the loop is not er... challenging enough. Not interesting. Despite the recycler may be useful in other area, producing quality items may be \"linear\", just more expensive.",
"date": "2023-12-18T10:15:23+00:00",
"quotes": [
{
"author": "Ranakastrasz wrote: Mon Dec 18, 2023 2:55 am",
"content": ""
}
]
},
{
"author": "Ranakastrasz",
"content": "I meant more the usage of 2.718, I.e. e, the exponential constant.",
"date": "2023-12-22T02:13:38+00:00",
"quotes": [
{
"author": "coppercoil wrote: Mon Dec 18, 2023 10:15 am",
"content": ""
},
{
"author": "Ranakastrasz wrote: Mon Dec 18, 2023 2:55 am",
"content": ""
}
]
},
{
"author": "coppercoil",
"content": "I think I should have written some another interesting number . It means just quality expenses. I have no real numbers, so I wrote random number I like.",
"date": "2023-12-22T09:13:04+00:00",
"quotes": [
{
"author": "Ranakastrasz wrote: Fri Dec 22, 2023 2:13 am",
"content": ""
}
]
},
{
"author": "EustaceCS",
"content": "I'm under impression that Recycler introduction is not the most pressing matter to which Productivity cap attends to... \nWe don't know enough to justify it yet. \n \nWhat we know to date: \n- Recycler is planned but where in Tech Tree it would gonna appear is currently unknown \n- Global Productivity boosts for particular Intermediates are planned but where in Tech Tree these would gonna appear is currently unknown \n- Productivity bonus cap is planned to be introduced \n \nWe also know that when Productivity cap is reached, we can swap redundant Productivity modules with Speed modules. . .",
"date": "2023-12-23T08:42:02+00:00",
"quotes": [
{
"author": "Epb7304 wrote: Wed Dec 13, 2023 4:23 am",
"content": ""
}
]
},
{
"author": "Illiander42",
"content": "The implication is that it's up near beacons and blue chests.\n \nThe implication is that they'll be white science after the first couple of levels. \n \nAnd they'll be running on exponential cost curves, so *really* expensive.",
"date": "2023-12-24T12:24:20+00:00",
"quotes": [
{
"author": "EustaceCS wrote: Sat Dec 23, 2023 8:42 am",
"content": ""
},
{
"author": "EustaceCS wrote: Sat Dec 23, 2023 8:42 am",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "With vanilla Space Age the maximum productivity bonus of an assembling machine 3 with 4 legendary productivity modules is +100%, resulting in 200% productivity or doubling the output. It's not possible to get higher productivity with additional items. The devs give modders the option to again double productivity to 400% with their mods, but that's a hardcoded limit then. \nKeep in mind, the 300% is the bonus, resulting in an absolute 400% productivity - 4 items instead of 1 without productivity bonus. \n \nGlobal productivity bonuses gained from research are nothing more than increasing numbers even more. They boost everything equally, so the only thing they do is increasing every number a bit. The limit in the end is the throughput of inserters and the fastest belts. If the productivity is so high inserters and fastest belts are saturated with even a single machine, that's the real limit. Combined with the speed bonuses from beacons and legendary speed modules and legendary assembling machines, I guess we hit that limit well before the productivity cap becomes relevant. \n \nIn my opinion, we need to play the game to be able to judge if these values and limits are balanced. But to outright refuse to accept the limit of +300% is a bit premature.",
"date": "2023-12-24T13:43:36+00:00",
"quotes": [
{
"author": "Epb7304 wrote: Wed Dec 13, 2023 4:23 am",
"content": ""
}
]
},
{
"author": "Ranakastrasz",
"content": "I would be absolutely shocked if the limit of 300% is not itself moddable.",
"date": "2023-12-24T22:35:51+00:00",
"quotes": []
},
{
"author": "Nidan",
"content": "It is moddable",
"date": "2023-12-25T03:36:45+00:00",
"quotes": [
{
"author": "Ranakastrasz wrote: Sun Dec 24, 2023 10:35 pm",
"content": ""
},
{
"author": "FFF 375 wrote:",
"content": ""
}
]
}
] | 19
|
2023-12-12T22:23:24-06:00
|
forum-topic-127397
|
127397
|
10x7 legendary biter egg creator
|
Show your Creations
|
https://forums.factorio.com/viewtopic.php?t=127397
|
mika
|
03-11-2025, 19-36-05.png (1.81 MiB) Viewed 131 times
This runs really well. The circuit condition is for the rare case when it would overflow (disables inserter if any item there). The spawner is legendary though. For common spawner the ideal setup is 2.4 spawners per recycler. I've got 150 of these. Add roboports where needed.
Code: Select all 0eNqlVttuozAQ/Rc/QxVuIUS7X1JFyICTWHVs6kvabMS/7xgI5GJQ2ki8YI/PHM8cH/uMCmZILSnXaH1GtBRcofX7GSm645jZMY4PBK1RiWtNj8QvqCbSVzX+4kQiD30azKg+QQQjO8IrLE+o8RDlFflG66DxHFgMK8DQRkqir4LDZuMhwjXVlHQs2p9Tzs2hgGTrwHMieKgWChYJbnMAkB9EiYeAkx9laWMp3AGFzwNFs0DR80DBLFD8NFCYzQIlzwOls0DLAagw7MOnHNB02/LHvS3ehnonbwl0tKKSlF1MAMUGWWkpWF6QPT5SIe3KksrSUJ0TjgtGKrTW0hBvGIYl1ZBlS6XS+agjfaotsSOVGuSHBqZdhE+ORJ70nvKdVZfVtMZW4Av7c6ixxNpyQH9Q49p5OuBB8Qrha4m5qoXUfkGYu5TL2wI4QFcDaI2VsiepluJIK2hRuSdqokMjbOyGzV7iOgEaLJ7v/TXHh97HLvDxFE95iuMUjkmiNonLdjwEiWmrjA6R7HbDYD6u4EIeQDUubqMxwKpTySb2PBzB+Ha/qyliQOfQWRqtroywD/YPojKM+NGMn3YAsJ7nlB+Bt4CJFnD8AxMBpZcfoHS7OedMMDkTTs5EzaaBz1Gv6HdCie6FsnKBxy9pO5rQdnKHqmqo9yTnC1rYMt5SZiNh2t3mG3f5a/smjK6NzuGGFfISv9VO7f3ScIOHQwdZwQAleEveNhCM8x/pO3+fNL0S/KcBH5r1o+w+bb8o7wrTClR1PHq198+AS+nuRy8bpmLLzPeN/PtT+lBUO2Csm8cgSXgwgCrUPudC55cd9HeJs/urn2tqNV/rubtNElzle8wre51p4KIc11w73oWCDxB7EF3MX3P6wH0awsXPUdO5etiOfMG/bfT70gs9qHi42XQGZjs9PDc9BCJV7apkGWZxliVJlqZhAK+R/zbng64=
|
[
{
"author": "computeraddict",
"content": "What's the average output rate?",
"date": "2025-03-11T23:48:27+00:00",
"quotes": []
}
] | 1
|
2025-03-11T13:29:44-05:00
|
forum-topic-54612
|
54612
|
[0.16.x] Bob's Mods: General Discussion - Page 41
|
Bob's mods
|
https://forums.factorio.com/viewtopic.php?t=54612&start=800
|
SuperSandro2000
|
Yes. Sadly. Now we need to make a mod that takes materials to upgrade the "pick" instead of the real pick...
I think he just converts them to tech and makes them plain, flat, boring and uninteresting like all the other techs....
He sometimes gives sneak peaks in the Omni discord.
|
[
{
"author": "bobingabout",
"content": "there is a legacy option to allow you to get all 3 water types from the water pump entity. (the one used for barrelling)\n \n\nBase game replaces the pickaxe with a technology called \"Steel pickaxe\" or something like that, which increases hand mining speed. \nBob's mining adds several tiers to this research to produce speeds on par with the old diamond pickaxe.",
"date": "2019-01-09T10:32:49+00:00",
"quotes": [
{
"author": "Serenity wrote: Tue Jan 08, 2019 3:43 pm",
"content": ""
},
{
"author": "Recon777 wrote: Wed Jan 09, 2019 9:33 am",
"content": ""
}
]
},
{
"author": "RocketManChronicles",
"content": "I used to go straight for the diamond pickaxe through the gem processing long before ever unlocking some of the others like titanium and tungsten. Will this no longer be possible? As in the new pickaxe techs are linear, where they have a requirement of researching the tech to produce the material (i.e. Titanium processing is needed for the titanium \"pickaxe\" crafting speed; and then tungsten requires the titanium pickaxe and tungsten processing)? Or can it be non-linear, where a diamond pickaxe mining speed can be researched with gem processing technologies and not requiring tungsten pickaxe mining speed as a pre-requisite?",
"date": "2019-01-10T13:55:59+00:00",
"quotes": [
{
"author": "bobingabout wrote: Wed Jan 09, 2019 10:32 am",
"content": ""
}
]
},
{
"author": "SuperSandro2000",
"content": "AFAICT it won't be possible to skip techs. Would be stupid if so. \nThe requirements are a very good idea. +1",
"date": "2019-01-10T14:52:17+00:00",
"quotes": [
{
"author": "RocketManChronicles wrote: Thu Jan 10, 2019 1:55 pm",
"content": ""
}
]
},
{
"author": "Light",
"content": "I'm also guilty of using early diamonds to bypass upgrades and yet it felt like cheating due to the massive jump in speed from steel to diamond. Proper linear progression makes more sense here, even if it's less involved than before. \n \nI'm also hoping Bob can find the right place to put the tech so it's not too easy to max out, yet not too out of the way that you don't bother to get it. No pressure, Bob.",
"date": "2019-01-11T08:28:03+00:00",
"quotes": [
{
"author": "RocketManChronicles wrote: Thu Jan 10, 2019 1:55 pm",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "Current implementation is simply just... \nSteel pickaxe -> Steel pickaxe 2 -> Steel pickaxe 3 -> Steel Pickaxe 4 and maybe a 5, I forgot, each tier requires an additional type of science pack, so it wouldn't be too hard to get to 2 off the bat. The first tier may require steel as a requirement. \nIt doesn't have to remain this way, it was mainly just a \"This is the new method now, lets just add more tiers.\" \n \nOne possible solution would be to just add a branch to Titanium processing \"Titanium Pickaxe\", with no other requirements. Like many other technologies, the unlock is simply a +mining speed, and they all add together, so it doesn't really matter what order you research them in, but they're not all buffing by the same, so you'd notice a difference if you research diamond pickaxe last, but probably wouldn't if you researched steel pickaxe last. \n \nAt the moment though, there is no plan to do anything else with this.",
"date": "2019-01-11T09:41:52+00:00",
"quotes": [
{
"author": "RocketManChronicles wrote: Thu Jan 10, 2019 1:55 pm",
"content": ""
},
{
"author": "bobingabout wrote: Wed Jan 09, 2019 10:32 am",
"content": ""
}
]
},
{
"author": "RocketManChronicles",
"content": "Yes, it was quite nice to max out the mining speed after steel. And it was a comforting feeling to know I did not have to worry about the pickaxe again after having a few made in my inventory. \n \nOk, so you just confirmed my suspicions on how the new \"pickaxe\" will work, just adding percentage to hand mining speed. Maybe I can make a suggestion here to keep the previous pickaxes \"in the game.\" \n \nKeep the progression as you have it, but on top of each \"tier\" requiring a new science pack, also have the requirement of the pickaxe it replaces. In 0.16, you had Iron, Steel, Brass, Cobalt, Titanium, Tungsten, and Diamond. The new \"Steel Pickaxe 2\" replaces that of the former Brass Pickaxe. Have that tech require the previous tier \"Steel Pickaxe\" + next science pack + \"Alloy Processing\" (iirc that is what gives you access to brass). Do the same for the next one, require \"Cobalt Processing\" + next science pack + previous tier. You may run out of science packs at the highest tiers, which is fine, just have the material processing tech as an unlock. The progression may be a little flatter than four or five tiers along with small increases, but obviously over all of them, it is a utility that makes a big difference once all are researched.",
"date": "2019-01-11T13:58:30+00:00",
"quotes": [
{
"author": "Light wrote: Fri Jan 11, 2019 8:28 am",
"content": ""
},
{
"author": "RocketManChronicles wrote: Thu Jan 10, 2019 1:55 pm",
"content": ""
},
{
"author": "bobingabout wrote: Fri Jan 11, 2019 9:41 am",
"content": ""
},
{
"author": "RocketManChronicles wrote: Thu Jan 10, 2019 1:55 pm",
"content": ""
},
{
"author": "bobingabout wrote: Wed Jan 09, 2019 10:32 am",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "Probably don't need all of those tiers, but... Tier AND material, doesn't sound like a bad idea. \nSteel -> Cobalt -> Titanium -> Tungsten Carbide? then maybe diamond on top. \n \nWe'll see.",
"date": "2019-01-11T16:32:31+00:00",
"quotes": []
},
{
"author": "Light",
"content": "I'd like to suggest that those who use warfare could get an extra tier using alien science. Essentially creating an axe out of refined alien metal that can top diamond. \n \nIt's an incentive to get out there and hunt nests for the final mining speed increase, which is befitting of the warfare mod where aliens provide you with the best military and power armour upgrades. It just needs a high science pack count given the ease of farming small artifacts to better encourage nest hunting.",
"date": "2019-01-12T02:35:44+00:00",
"quotes": [
{
"author": "bobingabout wrote: Fri Jan 11, 2019 4:32 pm",
"content": ""
}
]
},
{
"author": "RocketManChronicles",
"content": "As one who plays Deathworld+ (Bob's, NE, Rampant, Wisps, modifying vanilla deathworld settings to even harder...), I will back this. One tech that requires all other alien alloy techs (blue and orange?) before unlocking. And yes, high science pack count to just counter the farming of artifacts to this point in the game. \n \nI still vote for an infinite alien science; just one. I think it would be nice to have something to continue investing alien artifacts in. The last I played of my 0.16 world, I had nearly 150k pink alien artifacts stored up along with about 20k each of the Bob's colors. It would be nice to have an incentive to continue warfare on them for better tech.",
"date": "2019-01-14T12:46:03+00:00",
"quotes": [
{
"author": "Light wrote: Sat Jan 12, 2019 2:35 am",
"content": ""
},
{
"author": "bobingabout wrote: Fri Jan 11, 2019 4:32 pm",
"content": ""
}
]
},
{
"author": "Inoom",
"content": "How much pollution oil burner generator produce?",
"date": "2019-01-14T20:01:06+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "it looks like T1 is about that of a boiler, 0.016 (boiler is 0.01538... it's 0.1/6.5), T2 is 0.013 and T3 is 0.01. Hydrazine generator is 0.002, so 20% of the T3.",
"date": "2019-01-15T09:01:21+00:00",
"quotes": [
{
"author": "Inoom wrote: Mon Jan 14, 2019 8:01 pm",
"content": ""
}
]
},
{
"author": "Inoom",
"content": "So, oil burners is not more ecological?",
"date": "2019-01-15T15:16:26+00:00",
"quotes": []
},
{
"author": "mexmer",
"content": "guess you have never seen oil burner generator or diesel generator",
"date": "2019-01-15T16:37:13+00:00",
"quotes": [
{
"author": "Inoom wrote: Tue Jan 15, 2019 3:16 pm",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "It's more of opening up options to the player. don't forget that I also wrote into the game emissions multipliers. different fuels will pollute more than others. If you burn Hydrogen for example, it produces very little pollution.",
"date": "2019-01-15T17:01:46+00:00",
"quotes": [
{
"author": "Inoom wrote: Tue Jan 15, 2019 3:16 pm",
"content": ""
}
]
},
{
"author": "mexmer",
"content": "Burning hydrogen? Don’t you mean hydrazine? For effectively burning hydrogen, you will need something similar to tokamak reactor, getting it to plasma state, then taking out heat.",
"date": "2019-01-15T20:41:45+00:00",
"quotes": [
{
"author": "bobingabout wrote: Tue Jan 15, 2019 5:01 pm",
"content": ""
},
{
"author": "Inoom wrote: Tue Jan 15, 2019 3:16 pm",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "You can actually burn Hydrogen. To compensate for it being too OP, I set it to a low fuel value. and the consumption rate of the generator is capped, so the amount of power you get out of it makes it seem like a joke. \nin any case, you should be aware you can't filter fluids, either a fluidbox allows only a specific fluid to enter, or all fluids, and if it has a fuel value, you can burn it as fuel. as a result, you can't ban hydrogen specifically from the liquid generator. \n \nI always intended for hydrogen to be a fuel, if you recall the original implementation had a burnable hydrogen canister.",
"date": "2019-01-16T08:55:56+00:00",
"quotes": [
{
"author": "mexmer wrote: Tue Jan 15, 2019 8:41 pm",
"content": ""
},
{
"author": "bobingabout wrote: Tue Jan 15, 2019 5:01 pm",
"content": ""
},
{
"author": "Inoom wrote: Tue Jan 15, 2019 3:16 pm",
"content": ""
}
]
},
{
"author": "Durabys",
"content": "Wouldn't it be more realistic if you increased the energy/steps required to generate a unit of Hydrogen correspondingly while leaving the fuel value the same?",
"date": "2019-01-19T08:27:00+00:00",
"quotes": [
{
"author": "bobingabout wrote: Wed Jan 16, 2019 8:55 am",
"content": ""
},
{
"author": "mexmer wrote: Tue Jan 15, 2019 8:41 pm",
"content": ""
},
{
"author": "bobingabout wrote: Tue Jan 15, 2019 5:01 pm",
"content": ""
},
{
"author": "Inoom wrote: Tue Jan 15, 2019 3:16 pm",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "Balance. it kind of makes hydrogen as a fuel overpowered if it has a realistic fuel value. \non top of this, if you make it more expensive to create, you make creating it for other uses too expensive, or having a recipe that require 0.01 units of hydrogen to balance the cost. \n \nGiving it a low fuel value was the better of a bunch of bad options.",
"date": "2019-01-20T21:56:04+00:00",
"quotes": [
{
"author": "Tomik wrote: Sat Jan 19, 2019 8:27 am",
"content": ""
},
{
"author": "bobingabout wrote: Wed Jan 16, 2019 8:55 am",
"content": ""
},
{
"author": "mexmer wrote: Tue Jan 15, 2019 8:41 pm",
"content": ""
},
{
"author": "bobingabout wrote: Tue Jan 15, 2019 5:01 pm",
"content": ""
},
{
"author": "Inoom wrote: Tue Jan 15, 2019 3:16 pm",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "Doesn't hydrogen have a low fuel value in reality too because it isn't dense? There simply isn't that much hydrogen in a liter or hydrogen. \n \nOn the other hand converting 100 liter of water into 60 liter of hydrogen would mean it is under extreme pressure (maybe even liquid?). Releasing that pressure in the boiler would cool it down a lot and eat into the gain from burning it, right? So a low fuel value seems right.",
"date": "2019-01-21T14:21:38+00:00",
"quotes": [
{
"author": "bobingabout wrote: Sun Jan 20, 2019 9:56 pm",
"content": ""
},
{
"author": "Tomik wrote: Sat Jan 19, 2019 8:27 am",
"content": ""
},
{
"author": "bobingabout wrote: Wed Jan 16, 2019 8:55 am",
"content": ""
},
{
"author": "mexmer wrote: Tue Jan 15, 2019 8:41 pm",
"content": ""
},
{
"author": "bobingabout wrote: Tue Jan 15, 2019 5:01 pm",
"content": ""
}
]
}
] | 19
|
2017-12-13T12:50:11-06:00
|
forum-topic-127080
|
127080
|
Factorio Forums • remove the auxilary migrations example
|
It came up on the discord today, an user tried getting lua migrations to work so their recipes stay unlocked, but since 2.0 the technology effects reset by default:
https://discord.com/channels/1396775903 ... 1793585193
https://lua-api.factorio.com/latest/aux ... ml#example
Also, weren't lua migrations removed or something? idk ( https://discord.com/channels/1214952937 ... 5910604892 )
|
[
{
"author": "",
"content": "You keep linking to inaccessible messages. What's your source on Lua migrations being removed?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "That's something else. Early in the 2.0 beta it was possible to add lua snippets to the json migration file to replace entities smartly. And for others not having access to the link, the linked message says it had a massive performance cost, so it was removed.",
"date": "",
"quotes": [
{
"author": "Quezler wrote: Sun Feb 23, 2025 6:00 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Then the example shouldn't be removed. It fulfills its purpose of showing how to use migrations. If you have an issue with the example premise being obsolete, they could simply add a note at the start, along the lines of \"back before technologies reset automatically\".",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I agree with Quezler. Ideally the example code should be changed to something that might not confuse new modders.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "@curiosity note that it was just a small remark on the section as a whole, but in either case the current example does something that is no longer needed.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I don't think it's fair to demand an example be practical. Most examples are contrived, but effective nevertheless. \n \nThe description spells out clearly that you don't need to manually reset recipes. If someone was confused, that means they didn't read or didn't pay attention. And that is something that can't be helped by changing the text.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "the current example leads new modders to believe that this is what they must do when they shuffle technology effects around, but since the game itself resets the technology effects now this example serves no practical purpose whatsoever, and not sure how you are seeing \"it spelled out\" because it is not, the text above it still very much reflects the pre 2.0 way things worked.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "It's right there in your screenshot.\n \nYou might complain that it's not clear what \"resets recipes and technologies\" is supposed to mean, but in no way is it unsaid. \n \nWhile copypasting the docs, I've uncovered an actual problem with that example: its HTML anchor is \"example\", which is identical to the one for the JSON example above. Thus it can not be navigated to via URL.",
"date": "",
"quotes": [
{
"author": "",
"content": ""
}
]
}
] | 8
| ||||
forum-topic-119819
|
119819
|
A weaker, non-spoilable Nutrient to kickstart Gleba
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=119819
|
JackTheSpades
|
Most of the actually relevant recipes on Glabe can only be made in Biochambers, which is very much in line with Vulcanus and Fulgora.
However, the Biochambers need Nutrients to run and Nutrients spoil which, for me at least, is one of the biggest hurdles when getting started on Gleba.
Nutrients have a Yummy (fuel) Value of 2.0MJ. A Biochamber consumes 500kW meaning that one Nutrient can make it run for 4 seconds.
My proposal is the ability to make "Chemical Nutrients" that provide a worse fuel value ( e.g 250kJ ) to help kickstart Gleba without the need to worry about spoilage too much early on.
A player can use Efficiency Modules to reduce the demand of a Biochamber down to 100kW which might be desirable early on. But if one wants to upgrade to Speed, Productivity, Quality and Beacons, the Chem-Nutrients just won't cut it anymore requiring the upgrade in production.
Gleba to me lacks the learning curve that other planets provide. There is no real way to upgrade other than the landfill for closer/more efficient tree/fruit farms. I think having one less spoilable thing to worry about when getting started would be helpful and provide an actual way to upgrade later.
|
[
{
"author": "kiwidrew",
"content": "Regular assemblers can make use of the nutrients-from-spoilage recipe, and spoilage doesn't spoil. It's not an efficient recipe but it gives you the ability to \"bootstrap\" your biochambers even if your normal nutrient loop fails for any reason.",
"date": "2024-11-05T01:23:32+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "I think it's fine as-is, since you can always use assemblers to make nutrients from spoilage, that's how my reset-vector is made.",
"date": "2024-11-05T13:21:15+00:00",
"quotes": []
},
{
"author": "DeadMG",
"content": "I also did nutrients-from-spoilage as my reserve option. However the most important thing that you cannot bootstrap automatically is Pentapod eggs which has no bootstrap option; if your setup breaks you have to manually fix it.",
"date": "2024-11-05T14:34:48+00:00",
"quotes": []
},
{
"author": "Dannyps",
"content": "And here I was trying some advanced mechanic to make a feedback loop of biochambers which could feed each other! \n \nThanks for the huge tip!",
"date": "2024-12-22T18:25:17+00:00",
"quotes": [
{
"author": "DarkShadow44 wrote: Tue Nov 05, 2024 1:21 pm",
"content": ""
}
]
},
{
"author": "mystik",
"content": "If you have recyclers just keep few biochablers in reserve and rececle them to get fresh pentapod eggs to recover if your setup breaks.",
"date": "2024-12-23T16:34:46+00:00",
"quotes": [
{
"author": "DeadMG wrote: Tue Nov 05, 2024 2:34 pm",
"content": ""
}
]
},
{
"author": "BHakluyt",
"content": "No. Just no. The equation should go up, not down. Gleba is too easy. Trees should require nutrients to grow.",
"date": "2024-12-23T17:37:51+00:00",
"quotes": []
},
{
"author": "Factoruser",
"content": "I removed the spoilage of \"nutrients\" in my not yet released mod, because it doesn't make sense. The stuff microorganisms are metabolising could last for thousands of years if \"properly\" stored, they can't get a foodborne disease... - And there's enough spoilage to remove out of production lines.",
"date": "2024-12-23T20:24:58+00:00",
"quotes": []
},
{
"author": "Alfonse215",
"content": "Are Biochambers using \"microorganisms\" to do stuff? Biochambers are just a jar with a Wriggler inside; that's why they require an egg. The nutrients are their food. Even if you're making use of gut bacteria in a Wriggler, those bacteria still rely on the Wriggler to be alive. So it's the Wriggler that needs the food, and that food needs to be appropriately nutritious.",
"date": "2024-12-23T20:36:08+00:00",
"quotes": []
},
{
"author": "jaylawl",
"content": "So what you're saying is biochambers should spoil into wrigglers when not fed with nutrients.",
"date": "2024-12-23T21:47:53+00:00",
"quotes": [
{
"author": "Alfonse215 wrote: Mon Dec 23, 2024 8:36 pm",
"content": ""
}
]
},
{
"author": "Khazul",
"content": "Nope - stompers",
"date": "2024-12-23T23:09:29+00:00",
"quotes": [
{
"author": "jaylawl wrote: Mon Dec 23, 2024 9:47 pm",
"content": ""
},
{
"author": "Alfonse215 wrote: Mon Dec 23, 2024 8:36 pm",
"content": ""
}
]
}
] | 10
|
2024-11-04T15:16:58-06:00
|
forum-topic-117861
|
117861
|
Allow option to import item from more than 1 planet to platform without duplicating the request
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=117861
|
Erichteia
|
TL;DR
Add option to import items from more than 1 planet to the space platform.
What?
Unless I’m mistaken, you can only import materials from a single planet per request. If you want to import it from another planet, you need to duplicate the request (and thus potentially double the amount of that item you can have on board.
I would like to add the option to select more than 1 planet an item can be imported from per request. And even add the option ‘any planet’. And if you allow me some feature creep, even add the option ‘any planet that has more than x of that material’. This makes it much more feasible to automatically redistribute materials over planets without accidentally overflowing your storage.
Why?
This is mostly for building materials. I want the platform to stock up on them anywhere they are available, without ever requesting more than 1 stack of them. As an example: My main base is split on Fulgora and Vulcanus. And I really don’t care which one makes my assembler 3’s I want to export to Gleba.
I even think ‘any planet’ should maybe be default for all materials that can (and generally are) created anywhere. Although that would make it easier to accidentally create a loop, so keeping these ones by default Nauvis only is fine
|
[
{
"author": "Niizuki",
"content": "tl dr \nallow import on platform from any planet \n \nwhy \nsome items could be imprted from anywhere where they are present",
"date": "2024-11-02T21:56:18+00:00",
"quotes": []
},
{
"author": "Tinyboss",
"content": "Then you need to have it available on every planet, otherwise the \"all requests satisfied\" condition becomes useless. I think it would add confusion and hassle.",
"date": "2024-11-04T16:58:24+00:00",
"quotes": []
},
{
"author": "Blailus",
"content": "I'm battling the same issue currently. I'm semi solving it by taking a stop back by Nauvis because it doesn't take any more time than changing all of my materials import from repeatedly. Feels bad, and I was genuinely surprised that it wasn't an option to remove the filter, or add a 2nd planet.",
"date": "2024-11-11T12:26:32+00:00",
"quotes": []
},
{
"author": "Xellnix",
"content": "+1 either a option to enable \"black/whitelist\" for the planet slot and a option for \"any\" or free selectable locations \n \ni have platforms that just suck resources from every planet, or should resupply from each location, resulting in multiple groups with doubled settings like:\n \n \n \n loading.PNG (90.97 KiB) Viewed 3802 times \n \n \n\nthe platform loads the needed items for crafting quantums at the different locations, but also unloads quantums if needed at the planets, to prevent dropping the ingredients i need to set 0 requests for each planet, with a more advanced planetary selection i would be able to cut that list down to 2 groups",
"date": "2024-11-11T12:50:54+00:00",
"quotes": []
},
{
"author": "Tinyboss",
"content": "Just a thought, I think that would become \"more than one planet an item MUST be imported from\", unless you don't use the \"all requests satisfied\" condition. If that item isn't available on Fulgora, the ship will wait there until it is, rather than going on to Nauvis where it is available. \n \nNot sure if that's your vision, but I just wanted to bring it up.",
"date": "2024-11-11T14:16:50+00:00",
"quotes": [
{
"author": "Erichteia wrote: Sun Oct 27, 2024 7:10 am",
"content": ""
}
]
},
{
"author": "Zaflis",
"content": "You don't need 0/0 \"requests\" on platforms at all really, just request everything from the planets landing pad. Or i am somehow confusing why you need platform to decide if item should be dropped instead of the planet based on its reserves? \n \nTo say it in other words, landing pad is a \"passive buffer chest\" in terms of logistics where it only requests items from platforms. Its storage priority to logistics network is lower than (red) passive provider chests, i presume.",
"date": "2024-11-11T14:45:15+00:00",
"quotes": [
{
"author": "Xellnix wrote: Mon Nov 11, 2024 12:50 pm",
"content": ""
}
]
},
{
"author": "Xellnix",
"content": "well the planets do request the ingredients too on their own from other platforms, but as i want to produce quantums at the platform, so i need these 0/inf requests to keep the stuff up",
"date": "2024-11-11T15:03:43+00:00",
"quotes": [
{
"author": "Zaflis wrote: Mon Nov 11, 2024 2:45 pm",
"content": ""
},
{
"author": "Xellnix wrote: Mon Nov 11, 2024 12:50 pm",
"content": ""
}
]
},
{
"author": "Erichteia",
"content": "Well, must is a big word. The filter will say 'hey, this is an item that you are lacking and I am allowed to import it from this planet'. Whether you want the ship to wait until the request is satisfied or not, only relies on the wait conditions of the ship. So if you put an 'all request satisfied', it will wait until it has all of the materials. If you put 'wait until these specific items are satisfied and then continue' it will fill up all other items if possible, but just ignore them if they are not in storage.",
"date": "2024-11-22T13:06:00+00:00",
"quotes": [
{
"author": "Tinyboss wrote: Mon Nov 11, 2024 2:16 pm",
"content": ""
},
{
"author": "Erichteia wrote: Sun Oct 27, 2024 7:10 am",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "I believe there's even currently an interface bug here, as you can clear the planet filter, but it will not be saved once you confirm. \n \nAnd consider an even simpler use case : \nYou want the spaceship to waste as little time as possible, waiting for ammo to be fabricated in orbit, so request iron / explosives / ... if it gets too low on those. \n(And you don't care where they take them from, «current planet» is what you want.)",
"date": "2024-11-22T13:16:00+00:00",
"quotes": []
},
{
"author": "Erichteia",
"content": "Not sure whether is a bug though. More protecting players from saying an item cannot be imported from anywhere. \n \nBut yes your use case is exactly the type of cases for which it would be nice to import from anywhere",
"date": "2024-11-22T13:49:00+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Fri Nov 22, 2024 1:16 pm",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "The bug is that you shouldn't be allowed to clear the planet (when «any/no planet» is not a valid selection yet).",
"date": "2024-11-22T13:54:59+00:00",
"quotes": []
},
{
"author": "Foxy_Boxes",
"content": "TL;DR \nAllow us to select \"any planet\" (or perhaps multiple planets) as an import location. \n \n What? \nCurrently each Logistics Request on a ship must come from a single planet. This is fine for shipping goods from location to location, but not for - say - importing repair packs. Instead let us select one or more locations to import from - in the example we'd want to import from any planet when low, without care for which. \n Why? \nIt's quality of life. I *can* set up the same logistic requests five times over to do the same thing, but damn if it isn't tedious AF.",
"date": "2024-12-01T20:21:24+00:00",
"quotes": []
},
{
"author": "judos",
"content": "+1 had the same idea. I have most production on vulcanos and nauvis. It's annoying to have to request basic materials from both...",
"date": "2024-12-03T18:54:22+00:00",
"quotes": []
},
{
"author": "nuhll",
"content": "+1",
"date": "2024-12-03T20:51:57+00:00",
"quotes": []
},
{
"author": "adisander",
"content": "+1 Yes, please!",
"date": "2024-12-04T21:28:54+00:00",
"quotes": []
},
{
"author": "armagin",
"content": "Yup, this would be super helpful!",
"date": "2024-12-05T17:02:52+00:00",
"quotes": []
},
{
"author": "HEROgoldmw",
"content": "I personally would recommend a *Any* planet import filter, so you can import from any planet. \n \nTo fix the issues where some requests may not be usable due to conditions being based on planets, I would recommend also adding a new condition. \nThe \"Request Group satisfied\" condition. And ofc the not satisfied variant. \nThis group looks at all requests from a certain named request group. This way players can make a request group which is mandatory on all planets, and a group for maybe available on planet items. \nThe new condition will also fit within the current conditions as it only adds new functionality, and doesn't overshadow or completely make another condition check obsolete. \nThe new condition would also be slightly dynamic, as when a request group is changed, so are the conditions. \n \nAlternative solution: \nMake the import filter a whitelist/blacklist. That way you simply select which planets may send up rockets with required materials for that item. This way you don't import items from a planer, that is also requesting those items. As long as the player has set up their filters correctly. \n \n \nPersonally I suggest adding both, as they would compliment each other, and the game.",
"date": "2024-12-06T15:48:43+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged several threads with the same suggestion.",
"date": "2024-12-08T20:41:00+00:00",
"quotes": []
},
{
"author": "nuhll",
"content": "push",
"date": "2024-12-12T09:50:11+00:00",
"quotes": []
}
] | 19
|
2024-10-27T02:10:37-05:00
|
forum-topic-116918
|
116918
|
[Raiguard] Modlist window too wide on Steamdeck
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=116918
|
apriori
|
2.0.9 and earlier
Mods list window, the first tab.
The button to delete a selected mod is out of the screen and is inaccessible.
dragging the window to the left doesn't help.
|
[
{
"author": "apriori",
"content": "The issue visualised in attachments. \nMute it)",
"date": "2024-11-04T07:54:22+00:00",
"quotes": []
},
{
"author": "",
"content": "This was resolved in 2.0.30.",
"date": "2025-01-20T23:11:55+00:00",
"quotes": []
}
] | 2
|
2024-10-23T11:47:36-05:00
|
forum-topic-125361
|
125361
|
[2.0.28] Crash (GraphicsInterfaceDX11::bindTexture)
|
1 / 0 magic
|
https://forums.factorio.com/viewtopic.php?t=125361
|
Epoch_141
|
Running about on Gleba and the game crashes randomly no mods Has happened a few times on different planets Previously
Code: Select all 0.000 2024-12-30 17:26:37; Factorio 2.0.28 (build 81088, win64, steam, space-age)
0.000 Operating system: Windows 11 (build 22631)
0.000 Initializing Steam API.
0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.001 Config path: C:/Users/andre/AppData/Roaming/Factorio/config/config.ini
0.002 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data
0.002 Write data path: C:/Users/andre/AppData/Roaming/Factorio [89888/952513MB]
0.002 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
0.041 System info: [CPU: Intel(R) Core(TM) i7-14700KF, 28 cores, RAM: 5561/32581 MB, page: 6147/37445 MB, virtual: 4374/134217727 MB, extended virtual: 0 MB]
0.086 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]
0.232 Video driver: windows
0.232 Available displays: 1
0.232 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 2060 {0x05, [0,0], 1920x1080, 32bit, 144Hz}
0.276 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll
0.373 Initialised Direct3D[0]: NVIDIA GeForce RTX 2060; id: 10de-1f08; driver: nvldumdx.dll 32.0.15.6636
0.373 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none
0.373 [Local Video Memory] Budget: 5187MB, CurrentUsage: 6MB, Reservation: 0/2721MB
0.373 [Non-Local Vid.Mem.] Budget: 15522MB, CurrentUsage: 0MB, Reservation: 0/7889MB
0.373 Tiled resources: Tier 2
0.373 Unified Memory Architecture: No
0.373 BGR 565 Supported: Yes
0.373 MaximumFrameLatency: 3, GPUThreadPriority: 0
0.374 Graphics settings preset: very-high
0.374 Dedicated video memory size 5955 MB
0.496 Desktop composition is active.
0.496 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]
0.496 [Max threads (load/render): 32/28] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:0,C:0,S:100]
0.526 [Audio] Driver:wasapi, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear
0.880 Joystick device connected: instance: 0, DualSense Wireless Controller
0.880 Game controller connected: instance: 0, DualSense Wireless Controller, DualSense Wireless Controller
1.052 Info ModManager.cpp:438: FeatureFlag expansion-shaders = true
1.052 Info ModManager.cpp:438: FeatureFlag freezing = true
1.052 Info ModManager.cpp:438: FeatureFlag quality = true
1.052 Info ModManager.cpp:438: FeatureFlag rail-bridges = true
1.052 Info ModManager.cpp:438: FeatureFlag segmented-units = true
1.052 Info ModManager.cpp:438: FeatureFlag space-travel = true
1.052 Info ModManager.cpp:438: FeatureFlag spoiling = true
1.130 Loading mod core 0.0.0 (data.lua)
1.276 Loading mod base 2.0.28 (data.lua)
2.953 Loading mod elevated-rails 2.0.28 (data.lua)
3.208 Loading mod quality 2.0.28 (data.lua)
3.359 Loading mod space-age 2.0.28 (data.lua)
9.043 Loading mod base 2.0.28 (data-updates.lua)
9.062 Loading mod quality 2.0.28 (data-updates.lua)
9.087 Loading mod space-age 2.0.28 (data-updates.lua)
9.171 Checksum for core: 283742623
9.171 Checksum of base: 1505520187
9.171 Checksum of elevated-rails: 3624276517
9.171 Checksum of quality: 1945933776
9.171 Checksum of space-age: 507955763
9.525 Prototype list checksum: 3777526167
9.562 Loading sounds...
21.046 Info PlayerData.cpp:68: Local player-data.json unavailable
21.046 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1735574429
21.070 Post-data load graphics options: [Light occlusion: YES]
21.317 Initial atlas bitmap size is 16384
21.327 Created an atlas bitmap (size 16384x16380) [none]
21.340 Created an atlas bitmap (size 16384x16384) [none]
21.356 Created an atlas bitmap (size 16384x16380) [none]
21.357 Created an atlas bitmap (size 16384x14456) [none]
21.357 Created an atlas bitmap (size 16384x8392) [decal]
21.361 Created an atlas bitmap (size 16384x16384) [low-object]
21.361 Created an atlas bitmap (size 4096x1088) [low-object]
21.362 Created an atlas bitmap (size 16384x13440) [corpse-decay]
21.362 Created an atlas bitmap (size 16384x5596) [none]
21.362 Created an atlas bitmap (size 1676x79) [not-compressed]
21.362 Created an atlas bitmap (size 16384x4208) [mipmap, linear-minification, linear-magnification, linear-mip-level]
21.368 Created an atlas bitmap (size 16384x16352) [terrain, mipmap, linear-minification, linear-mip-level]
21.368 Created an atlas bitmap (size 16384x4944) [terrain, mipmap, linear-minification, linear-mip-level]
21.368 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
21.368 Created an atlas bitmap (size 4096x3104) [smoke, mipmap, linear-minification, linear-magnification]
21.368 Created an atlas bitmap (size 8192x2576) [mipmap]
21.368 Created an atlas bitmap (size 2048x1520) [mipmap]
21.368 Created an atlas bitmap (size 4096x3152) [mipmap]
21.368 Created an atlas bitmap (size 4096x3152) [mipmap]
21.368 Created an atlas bitmap (size 4096x3152) [mipmap]
21.369 Created an atlas bitmap (size 8192x3808) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
21.369 Created an atlas bitmap (size 16384x6120) [alpha-mask]
21.388 Created an atlas bitmap (size 16384x16384) [shadow, linear-magnification, alpha-mask]
21.391 Created an atlas bitmap (size 16384x16364) [shadow, linear-magnification, alpha-mask]
21.391 Created an atlas bitmap (size 16384x7648) [shadow, linear-magnification, alpha-mask]
21.391 Created an atlas bitmap (size 8192x3952) [shadow, mipmap, linear-magnification, alpha-mask]
21.392 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
21.392 Loading 3D bitmaps.
21.422 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
21.432 Parallel sprite loader initialized (threads: 27, bitmaps: 8226)
39.769 Sprites loaded
39.848 Generated mipmaps (4) for atlas [5] of size 16384x16384
39.860 Generated mipmaps (4) for atlas [6] of size 4096x1088
39.882 Generated mipmaps (3) for atlas [10] of size 16384x4208
39.925 Generated mipmaps (3) for atlas [11] of size 16384x16352
39.948 Generated mipmaps (3) for atlas [12] of size 16384x4944
39.959 Generated mipmaps (3) for atlas [13] of size 8192x3872
39.970 Generated mipmaps (3) for atlas [14] of size 4096x3104
40.007 Generated mipmaps (3) for atlas [15] of size 8192x2576
40.018 Generated mipmaps (3) for atlas [16] of size 2048x1520
40.029 Generated mipmaps (3) for atlas [17] of size 4096x3152
40.053 Generated mipmaps (3) for atlas [18] of size 4096x3152
40.064 Generated mipmaps (3) for atlas [19] of size 4096x3152
40.075 Generated mipmaps (5) for atlas [20] of size 8192x3808
40.086 Generated mipmaps (3) for atlas [25] of size 8192x3952
40.101 Custom mipmaps uploaded (3189)
40.117 Video memory usage: 3573.98 MB (Atlases: 3443.68 MB, Textures: 130.30 MB)
40.227 Factorio initialised
40.245 Steam Storage Quota: 23538/23841
1737.076 Loading map C:\Users\andre\AppData\Roaming\Factorio\saves\_autosave3.zip: 17661938 bytes.
1737.111 Loading level.dat: 45341245 bytes.
1737.114 Info Scenario.cpp:178: Map version 2.0.28-1
1737.582 Loading blueprint storage: Local timestamp 1735482623, Cloud timestamp 1735482621
1737.670 Loading script.dat: 1222 bytes.
1737.672 Checksum for script __level__/control.lua: 2824674896
1988.659 Info AppManagerStates.cpp:1419: Deleting active scenario.
1988.783 Loading map C:\Users\andre\AppData\Roaming\Factorio\saves\Andrew to space.zip: 23275345 bytes.
1988.819 Loading level.dat: 61151596 bytes.
1988.822 Info Scenario.cpp:178: Map version 2.0.28-1
1989.439 Loading blueprint storage: Local timestamp 1735482623, Cloud timestamp 1735482621
1989.530 Loading script.dat: 1222 bytes.
1989.532 Checksum for script __level__/control.lua: 2824674896
2262.067 Info AppManager.cpp:313: Saving to _autosave2 (blocking).
2262.336 Info AppManagerStates.cpp:2095: Saving finished
2562.351 Info AppManager.cpp:313: Saving to _autosave3 (blocking).
2562.615 Info AppManagerStates.cpp:2095: Saving finished
2862.717 Info AppManager.cpp:313: Saving to _autosave1 (blocking).
2863.007 Info AppManagerStates.cpp:2095: Saving finished
2959.136 Time travel logging:
1988.659 Scenario is being deleted
2959.136 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\libraries\StackWalker\StackWalker.cpp(924): StackWalker::ShowCallstack
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Util\Logger.cpp(337): Logger::writeStacktrace
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Util\Logger.cpp(379): Logger::logStacktrace
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Util\CrashHandler.cpp(183): CrashHandler::writeStackTrace
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Util\CrashHandler.cpp(654): CrashHandler::SignalHandler
minkernel\crts\ucrt\src\appcrt\misc\exception_filter.cpp(219): _seh_filter_exe
D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl(304): `__scrt_common_main_seh'::`1'::filt$0
D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\riscchandler.cpp(389): __C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEF083543F)
00007FFEF083543F (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEF07AE886)
00007FFEF07AE886 (ntdll): (filename not available): RtlFindCharInUnicodeString
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEF083443E)
00007FFEF083443E (ntdll): (filename not available): KiUserExceptionDispatcher
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFED001E50E)
00007FFED001E50E (nvwgf2umx): (filename not available): NVAPI_Thunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFED001E812)
00007FFED001E812 (nvwgf2umx): (filename not available): NVAPI_Thunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFED001E9F1)
00007FFED001E9F1 (nvwgf2umx): (filename not available): NVAPI_Thunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEE87743F7)
00007FFEE87743F7 (d3d11): (filename not available): CreateDirect3D11SurfaceFromDXGISurface
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Graphics\DX11\GraphicsInterfaceDX11.cpp(2213): GraphicsInterfaceDX11::bindTexture
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Graphics\GraphicsInterface.cpp(156): GraphicsInterface::bindBindings
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Graphics\DX11\GraphicsInterfaceDX11.cpp(2615): GraphicsInterfaceDX11::drawIndexed
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Graphics\DrawCommandBatch.cpp(393): DrawCommandBatch::flushSpritesBatch
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Graphics\SetClippingDrawOrder.cpp(18): SetClippingDrawOrder::render
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Graphics\GuiRenderer.cpp(97): GuiRenderer::renderOthers
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Graphics\GuiRenderer.cpp(88): GuiRenderer::render
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\MainLoop.cpp(718): MainLoop::mainLoopStep
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\MainLoop.cpp(412): MainLoop::run
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Main.cpp(1357): fmain
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Main.cpp(1379): wmain
D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl(288): __scrt_common_main_seh
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEEF20259D)
00007FFEEF20259D (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEF07EAF38)
00007FFEF07EAF38 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
2961.459 Error CrashHandler.cpp:190: Map tick at moment of crash: 9473769
2961.496 Info CrashHandler.cpp:318: Executable CRC: 2137041080
2961.496 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
2966.215 Uploading log file
2966.225 Error CrashHandler.cpp:270: Heap validation: success.
2966.226 Creating crash dump.
2966.402 CrashDump success
|
[
{
"author": "",
"content": "Try those drivers: https://www.nvidia.com/en-us/drivers/details/232934/",
"date": "2024-12-31T01:47:08+00:00",
"quotes": []
},
{
"author": "Epoch_141",
"content": "I downloaded the drivers and about 10 minutes into playing it crashed again same message",
"date": "2024-12-31T18:44:08+00:00",
"quotes": []
},
{
"author": "",
"content": "Post the log of the new crash.",
"date": "2024-12-31T19:39:09+00:00",
"quotes": []
},
{
"author": "Epoch_141",
"content": "New log",
"date": "2024-12-31T19:49:27+00:00",
"quotes": []
},
{
"author": "Epoch_141",
"content": "Can anyone tell me exactly what it is that is causing the crash is there something in my base I can remove to keep playing",
"date": "2025-01-01T13:21:44+00:00",
"quotes": []
},
{
"author": "",
"content": "As far as I know, this specific error is caused by bad drivers and or a failing GPU. It's crashing inside the Nvidia driver when attempting to create a GPU resource and (as far as I know) that should never happen.",
"date": "2025-01-01T15:42:13+00:00",
"quotes": []
},
{
"author": "Epoch_141",
"content": "ah ok thank you ill try change more stuff and see what happens",
"date": "2025-01-01T15:44:45+00:00",
"quotes": []
},
{
"author": "Epoch_141",
"content": "reinstalled all my drivers and started playing again this time could go longer however still crashed this time with no crash message and no factorio current log",
"date": "2025-01-01T16:35:01+00:00",
"quotes": []
}
] | 8
|
2024-12-30T12:23:29-06:00
|
forum-topic-117382
|
117382
|
Return sandbox mode back to the game.
|
Implemented Suggestions
|
https://forums.factorio.com/viewtopic.php?t=117382
|
Tabovl
|
The sandbox mode was removed from the game without further explanation of the decision.
I'm rooting for sandbox mode to come back to the game, I'm sure I'm not the only one missing this mode. (I admit that I often spent more time in this mode than in the game itself.)
The /editor and /cheat commands are not sufficient substitutes for sandbox mode. I'm not saying commands don't have their place, they are good tools. But they are not suitable for quickly testing different options and structures. What I have built in the sandbox and tested in a short period of time is lengthy and less clear with commands. Especially when testing on space platforms.
It would be enough to modify the original sandbox mode a little so that it works on other planets and space platforms and you can switch between them.
Thank you in advance for listening and I hope that the game mode will return or at least we will be more familiar with the decision to cancel it.
|
[
{
"author": "Metaing",
"content": "Yes, please.",
"date": "2024-10-26T13:44:25+00:00",
"quotes": []
},
{
"author": "jerode3",
"content": "I second that",
"date": "2024-10-26T14:32:33+00:00",
"quotes": []
},
{
"author": "NanomasQ",
"content": "I concur. Please put it back.",
"date": "2024-10-27T06:00:47+00:00",
"quotes": []
},
{
"author": "DmitryGromov",
"content": "Yes, bring it back! It's very inconvenient to play with /editor! A game about planning and construction should definitely have a sandbox mode with a convenient inventory and so on (in the editor you can't save what you need for construction on the quick access panel). Thank you",
"date": "2024-10-28T13:56:06+00:00",
"quotes": []
},
{
"author": "CyberCider",
"content": "I don’t know what you people are talking about. The editor is superior in every way to the sandbox. That’s why they removed it in the first place. In fact, I think removing it is very beneficial to the game. When I was new to factorio, I logically assumed that the thing named “sandbox” would be the ideal testing environment. I was very disappointed by it, and went looking for mods to improve it, and only then discovered that the editor existed in vanilla. It’s good that sandbox is gone, all it did was confuse new players into playing a worse editor mode.",
"date": "2024-10-28T15:03:51+00:00",
"quotes": []
},
{
"author": "paul.bayside",
"content": "This seems like a pretty basic request, but I don't see a response. The sandbox mode is very useful and productive for those of us who don't find fighting off endless hordes of mindless aliens the least bit exciting. I would much rather just focus on building/designing the factory thus achieving my own production targets. The primary advantage of the sandbox mode imho is that I don't have to spend an inordinate (re: absolutely infuriating) amount of time trying to walk my avatar over/under/around my designs and, heaven forbid, that you drop one of your carefully crafted blueprints on top of the avatar using the wonderful force placement!! I also have used the sandbox mode many, many times to craft and improve my designs; i.e. it makes a wonderful testbed in my opinion. Factorio 2.0 is great, and I am loving (spending way too much time with it) but I do miss my sandbox........",
"date": "2024-10-28T19:53:58+00:00",
"quotes": []
},
{
"author": "alexz",
"content": "BTW, some of the sandbox features can be obtained by just enabling cheatmode and god mode (deleting the player) using console, right after starting the normal game. But as far as I see, it isn't fully equal to the sandbox mode - the first thing I saw is the absence of infinity items, even in the manually added infinity chest. \n \nThe commands I used:\n Code: Select all /c game.player.cheat_mode=true\n/c game.player.character.destroy()\n/c game.player.insert{name=\"infinity-chest\"}\n \n\nBut possibly we can use various sandbox-oriented blueprints, which supply you with all of these. \n \nP.S. I just opened Factorio 2.0 first time, but I have played a lot in 1.0. \n \nAppend: \nI have found a Time tab in the editor . So, looks like we could use the editor with 1x time speed instead of the sandbox for blueprint testing? Do we miss some functionality in that case?",
"date": "2024-10-30T07:53:39+00:00",
"quotes": []
},
{
"author": "Gummiente27",
"content": "I dont remember featurs of sandbox mode, but atm im using Creative Mod with cheat mode, instant blueprint, instant deconstruction and god mode enabled in \"personal cheats\" and feel quite comfortable in planning.",
"date": "2024-11-02T22:45:57+00:00",
"quotes": []
},
{
"author": "Gaagaagiins",
"content": "Perhaps the ideal situation would be something in between, a dedicated game mode that starts into editor mode without having to deal with console commands, and has some map gen options for starting with just lab tiles, or whatever. \n \nIt would be nice if it had a bit of a tutorial to it, even. Editor mode is a bit opaque if you're not used to it.",
"date": "2024-11-02T23:21:50+00:00",
"quotes": []
},
{
"author": "Dogman15",
"content": "I also think bringing sandbox mode back would be nice. I accidentally deleted the save file I had going from Sandbox mode, and now I can't start a new one.",
"date": "2024-11-10T00:12:10+00:00",
"quotes": []
},
{
"author": "TessierAshpool",
"content": "+1 Sandbox was awesome",
"date": "2024-11-20T19:14:21+00:00",
"quotes": []
},
{
"author": "Elceho",
"content": "Why sandbox was removed ? it was so straight forward. \nIn editor things are 5 times harder. I do not understand.",
"date": "2024-12-03T08:06:40+00:00",
"quotes": []
},
{
"author": "",
"content": "Sandbox mode was added back in version 2.0.23.",
"date": "2024-12-03T17:09:25+00:00",
"quotes": []
},
{
"author": "TessierAshpool",
"content": "Awesome!",
"date": "2024-12-03T18:42:38+00:00",
"quotes": [
{
"author": "Genhis wrote: Tue Dec 03, 2024 5:09 pm",
"content": ""
}
]
}
] | 14
|
2024-10-25T05:41:56-05:00
|
forum-topic-123640
|
123640
|
[2.0.23] roboport robots are not prioritized for stationing requests
|
Duplicates
|
https://forums.factorio.com/viewtopic.php?t=123640
|
Quezler
|
When a logistic network is really busy there's like no change a roboport's stationing requests are fulfilled.
As you can see on the screenshots this network has plenty of epic logistic robots, plenty of which are sitting in roboports somewhere.
However when trying to request some for stationing it seems that task gets assigned to robots already quite busy, and those will practically never be done.
The expected (or rather, what i wish would actually happen) behavior is that stationing tasks get assigned in this order:
1) airborne robots with no task (and thus already wanting to head to a roboport)
2) matching robots sitting in a roboport
3) airborne robots with a task
Currently stationing requests are "next to useless" in busy networks because of this, therefore it seemed more fitting to file it under bugs than feature requests.
|
[
{
"author": "Muche",
"content": "My impression of the situation in your example is that robots are trying to get into the roboport, most of 350 of them are around it waiting to charge up and enter, but instead of entering it they are immediately dispatched to do some nearby job. \n \nSo the bot request is succeeding in getting robots to the (busy) location but failing to get them into the roboport.",
"date": "2024-12-03T20:36:16+00:00",
"quotes": []
},
{
"author": "",
"content": "I'm marking this as a duplicate of 124287 because it has a developer reply.",
"date": "2024-12-12T14:49:42+00:00",
"quotes": []
}
] | 2
|
2024-12-03T11:53:44-06:00
|
forum-topic-24546
|
24546
|
[Main Website] Wube Suftware
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=24546
|
fishycat
|
Found this lil bugger while strolling around on the main site
edit: it´s at the bottom of the page
|
[
{
"author": "",
"content": "Confirmed \n \nNice find",
"date": "2016-04-27T13:33:22+00:00",
"quotes": []
},
{
"author": "",
"content": "Fixed.",
"date": "2016-04-27T14:22:18+00:00",
"quotes": []
}
] | 2
|
2016-04-27T08:31:03-05:00
|
forum-topic-117938
|
117938
|
AsteroidMapSettings
|
Resolved Requests
|
https://forums.factorio.com/viewtopic.php?t=117938
|
BraveCaperCat
|
The table " AsteroidMapSettings " doesn't say where it is used, and has no examples. I hope I'm doing this correctly - I just want to turn down the asteroid settings so I don't get a map full of them when trying to travel to another planet
|
[
{
"author": "Atraps003",
"content": "The documentation is confusing. It should be AsteroidsMapSettings \n \n/c game.map_settings.asteroids.spawning_rate = 0.5",
"date": "2024-11-22T22:26:01+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "Is that 50%? Because when I created the save game, it was 600% and I just want to turn it back down to a normal value.",
"date": "2024-11-23T01:29:08+00:00",
"quotes": [
{
"author": "Atraps003 wrote: Fri Nov 22, 2024 10:26 pm",
"content": ""
}
]
},
{
"author": "Atraps003",
"content": "Yes. Default value is 1",
"date": "2024-11-23T04:03:28+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "Ah, ok.",
"date": "2024-11-23T14:03:26+00:00",
"quotes": [
{
"author": "Atraps003 wrote: Sat Nov 23, 2024 4:03 am",
"content": ""
}
]
},
{
"author": "",
"content": "Thanks, for 2.0.42 the docs will say where it is used.",
"date": "2025-03-14T17:55:49+00:00",
"quotes": []
}
] | 5
|
2024-10-27T09:14:54-05:00
|
forum-topic-104350
|
104350
|
[1.1.74] Translation still does not work with Fallback groups
|
Not a bug
|
https://forums.factorio.com/viewtopic.php?t=104350
|
fishycat
|
This viewtopic.php?f=11&t=104297 seems to stll be there in 1.1.74.
I loaded the save from .73 and it stops for me at 29% displaying Factory Planner mod. Also happens on new game with .74.
|
[
{
"author": "Xorimuth",
"content": "This isn't a factorio bug, it just requires some changes to made in flib, which have already been done, just not released yet. You can download flib 0.12 from https://git.sr.ht/~raiguard/flib or wait for it to be released onto the mod portal later today. \n \n1.1.73 changed a bit of behaviour in the translations, this is why flib hangs when translating. But this change wasn't a bug, and won't be 'fixed'. The problem is that to work around the change, the new feature added in 1.1.73 has to be used, but this wasn't implemented fully correctly, so this bug is the bug that is fixed in 1.1.74. Flib 0.12 implements the workaround using the new feature, but couldn't be released until 1.1.74 fixed it",
"date": "2022-12-06T16:30:37+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "My bad then, sorry for the alarm. \n \nWill wait patiently then, and thanks for letting me know.",
"date": "2022-12-06T16:34:52+00:00",
"quotes": []
}
] | 2
|
2022-12-06T10:16:38-06:00
|
forum-topic-125641
|
125641
|
Version 2.0.29
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=125641
|
Minor Features
Added smart pipette for items on the ground.
Graphics
Improved graphics of Recyclers.
Added corpse graphics for Asteroid Collectors.
Bugfixes
Fixed a crash when mods define heat pipes with heating_radius of 0.
Fixed that deleting a surface with global electric network would leak an electric network. ( 124953 )
Fixed blueprint could be configured with invalid set of grid size and absolute grid position. ( 124937 )
Fixed that the space map would not show when unlocking space-locations. ( 124314 )
Fixed map artifacts on space platforms when removing in-progress builds. ( 118405 )
Fixed that frozen radars still worked. ( 125006 )
Fixed that instant blueprint over-building would not auto fulfill item requests. ( 124805 )
Fixed that marking a space platform to be deleted while a starter pack is on the way would break the platform state. ( 124249 )
Fixed statistics would not include values from a newest sample that is still being created. ( 125025 )
Fixed an issue with memory management in some cases when rotating entities. ( 125108 )
Fixed a crash related to modded triggers on spider legs. ( 125102 )
Fixed that hidden mining drills would still show in "mined by" in resource tooltips. ( 125126 )
Fixed that the artillery wagon auto-targeting checkbox was not shown when the artillery had an equipment grid. ( 121511 )
Fixed LuaTransportLine::get_line_item_position would return incorrect positions. ( 125232 )
Fixed that writing to LuaPlayer::opened did not update the GUI in multiplayer. ( 121678 )
Fixed pumps were setting filter when given negative fluid signals. ( 124825 )
Fixed a crash related to merging forces and gui. ( 125317 )
Fixed trains could switch to manual when due to interrupts the schedule became empty. ( 119054 )
Fixed math expressions were not accepting numbers with positive exponent and + sign. ( 125225 )
Fixed a desync related to worker robots charging when force has worker robot battery bonus set.
Fixed a crash when installing mods with almost-cyclic dependencies. ( 125281 )
Fixed that changing surface::localised_name did not update the surfaces list in remote view. ( 121352 )
Fixed that quality could add a supply area to an electric pole without one. ( 124841 )
Fixed that the LAN games browser would not show anything if the public-games filter was set to only show favorites. ( 124594 )
Fixed a crash related to cargo pods when loading older save files. ( 124932 )
Fixed bad rendering logic for space platform trash slots. ( 124916 )
Fixed that flying robots did not render quality indicators correctly. ( 122584 )
Fixed arithmetic combinator gui not refreshing circuit network selection when combinator parameters are changed externally. ( 124115 )
Fixed solar panels bonus description didn't display correctly. ( 123191 )
Fixed copy source was cleared when source entity was built from ghost or destroyed leaving ghost. ( 124328 )
Fixed that tesla turret chain bolts could damage protected biter spawners. ( 121679 )
Fixed that some actions would still be processed while the game was paused. ( 123309 )
Fixed a latency armor related crash. ( 125422 )
Fixed that some remote view GUI elements did not align correctly. ( 118564 )
Fixed that Factoriopedia would claim some recipes as exclusive to a given planet/location when they weren't. ( 125424 )
Fixed that the blueprint GUI didn't render vehicles correctly. ( 125454 )
Fixed that you could launch yourself to a platform in flight. ( 124935 )
Fixed that changing loader direction through script could cause transport lines to become inconsistent. ( 125377 )
Fixed that plants would show the wrong expected amount in deconstruction planner totals. ( 125509 )
Fixed that map pipeline rendering would show other forces pipes. ( 124720 )
Fixed that pipette over tiles would always override other actions bound to the same hotkey. ( 124692 )
Fixed that vehicles would get stuck as 'reserved by remote driver' if they died while being remote driven. ( 125429 )
Fixed inserters would keep using filters after migration when new prototypes disallowed usage of filters. ( 125591 )
Scripting
Added LuaRecord::get_active_index.
Added LuaEntityPrototype::science_pack_drain_rate_percent read.
Added LuaEntityPrototype::get_fluid_usage_per_tick. LuaEntityPrototype::fluid_usage_per_tick is deprecated and should not be used.
Added LuaEntityPrototype::get_max_power_output. LuaEntityPrototype::max_power_output is deprecated and should not be used.
LuaEntity::combinator_description supports ghosts of combinators.
Added LuaDefines::car_trash read. ( 124950 )
Added asteroid collector support to LuaEntity::get_filter, set_filter, and filter_slot_count.
Added LuaPlayer::clear_recipe_notification().
Changed LuaEntity::get_passenger() to give the character in cargo pods. ( 121766 )
Added LuaControl::hub read.
Changed LuaEntity::cargo_pod read into LuaControl::cargo_pod read and made it work for players in cargo pods.
Changed LuaEntity::get_logistic_point() and LuaEntity::get_logistic_sections() to work with ghosts.
Modding
Added CargoWagonPrototype::quality_affects_inventory_size.
Added FluidWagonPrototype::quality_affects_capacity.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
|
[
{
"author": "Shulmeister",
"content": "Nice !",
"date": "2025-01-06T11:10:58+00:00",
"quotes": []
},
{
"author": "nova4x",
"content": "Id love if someone could post the recycler differences",
"date": "2025-01-06T14:18:27+00:00",
"quotes": []
},
{
"author": "Neutronium",
"content": "Here is the new one at least. The animation is similar but also refined.\n \n \n \n 01-06-2025, 10-26-12.png (831.31 KiB) Viewed 9152 times",
"date": "2025-01-06T16:26:32+00:00",
"quotes": [
{
"author": "nova4x wrote: Mon Jan 06, 2025 2:18 pm",
"content": ""
}
]
},
{
"author": "MrJoshua",
"content": "Bug? If you click to remove a blueprint from a chest in remote view (shows up with red X for removal), you can't cancel it because right click opens the blueprint item gui. \nMy workaround was to unbind right click to open gui, cancel the order, then re-bind the key. \nPotential fix? Have cancel order process first before open gui? If thats a thing that can be done.",
"date": "2025-01-06T16:57:29+00:00",
"quotes": []
},
{
"author": "Shogal",
"content": "Top is old, bottom is new\n \n \n \n 01-06-2025, 21-50-58.png (196.44 KiB) Viewed 7848 times",
"date": "2025-01-06T19:51:40+00:00",
"quotes": [
{
"author": "nova4x wrote: Mon Jan 06, 2025 2:18 pm",
"content": ""
}
]
},
{
"author": "IsaacOscar",
"content": "Looking at the Lua code ( https://github.com/wube/factorio-data/c ... 516142c84f ), they also changed the smoke, added remnants, and an explosion form.",
"date": "2025-01-06T20:43:29+00:00",
"quotes": [
{
"author": "nova4x wrote: Mon Jan 06, 2025 2:18 pm",
"content": ""
}
]
},
{
"author": "flamefield",
"content": "On Steam, when selecting the latest experimental version, only version 2.0.28 is available. You can only manually select version 2.0.29 to enter the game, but there will be a prompt to select the latest experimental version when entering the game",
"date": "2025-01-06T22:07:16+00:00",
"quotes": []
},
{
"author": "",
"content": "It is 2.0.29, the description just hasn't updated.",
"date": "2025-01-06T22:27:25+00:00",
"quotes": [
{
"author": "flamefield wrote: Mon Jan 06, 2025 10:07 pm",
"content": ""
}
]
},
{
"author": "Yenz",
"content": "Quick question about LuaRecord::get_active_index. I might be a bit confused, but how is it supposed to work when the LuaRecord::contents table always begins at index 1 and is always incrementing by 1.... but the first record in a blueprint book might be not in the first slot? get_active_index might return 4 but how to get the blueprint of that index? \n \nSee screenshot as an example: \n \n \n \n 01-07-2025, 02-51-36.png (137.82 KiB) Viewed 7242 times \n \n \n\nget_active_index will return 4. But how do I get the actual blueprint record? \n \nI might miss something here",
"date": "2025-01-07T01:52:56+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Mon Jan 06, 2025 11:04 am",
"content": ""
}
]
}
] | 9
|
2025-01-06T05:04:34-06:00
|
|
forum-topic-127312
|
127312
|
flow_speed_multiplier as a fluid property
|
Modding interface requests
|
https://forums.factorio.com/viewtopic.php?t=127312
|
protocol_1903
|
I think that each fluid should have some viscosity or flow speed multiplier property, such that each fluid can flow faster or slower through a network. Stuff like gases can be uber fast, and liquids can be slower. Perhaps also a temperature dependent multiplier as well, so that hotter/colder fluids flow faster/slower.
All this to say, we need some variety with the new fluid mechanics. It's all too samey right now, not much different from the electrical network where there's essentially no limits. And with no in-game differentiation mechanically between multiple pipe networks until you hit a ceiling, there's not much depth to it.
|
[
{
"author": "Muche",
"content": "To me, this sounds like the exact opposite of what fluids 2.0 wanted to achieve - FFF-416 .",
"date": "2025-03-07T05:16:31+00:00",
"quotes": []
},
{
"author": "protocol_1903",
"content": "Linking an entire FFF doesn't prove a point. Fluids 2.0 was implemented to solve a few key issues: lag, junctions, unpredictability, black box nature, and flow limitations. It swung way past what it was aiming for, which you can take as good or bad. Even so, the suggestion would both be predictable and understandable without a massive table of data. And it would bring back some of the depth of the old system instead of the homogeneity of the current one. Don't get me wrong, the performance improvements are immense, but maybe some small percentage of those improvements should be traded out for more mechanics and interactions. \n \nAnd some of the issues mentioned in the FFF are still issues in 2.0. The comment about the oxidizer and fuel chemplants receiving water at different rates? Still happens. Unlimited fluid flow? Sure, for 300 tiles, except then we get weird giant pump stations between segments instead of single pumps every hundred tiles. Junctions? Still an issue. \n \nAll I'm asking for is a bit of mechanical variety. Something for mods to play with.",
"date": "2025-03-07T06:20:42+00:00",
"quotes": [
{
"author": "Muche wrote: Fri Mar 07, 2025 5:16 am",
"content": ""
}
]
}
] | 2
|
2025-03-06T19:41:34-06:00
|
forum-topic-111865
|
111865
|
Nintendo switch current status
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=111865
|
TioQueToca74
|
Hello, I have searched some results about the current status of Factorio for nintendo Switch, as I have a friend that wants to buy it to play with me, but she prefers to use the Switch rather than the PC, some posts comes about it not supporting access to regular PC multiplayer list nor mods... are those problems still present?
In the case of multiplayer, I do care, because my friend lives in her house, and I live in my own house, and using vpn lan would not be nice.
The case of the mods I think is game limiting, but I understand this can be something more in the end of how close is Nintendo with their system
Thanks!
|
[
{
"author": "",
"content": "You don't need the server browser, you can connect directly via IP. Mod support is prohibited by Nintendo and the switch is already struggling to run the base game, so mods are not going to happen.",
"date": "2024-03-17T12:09:46+00:00",
"quotes": []
},
{
"author": "TioQueToca74",
"content": "Thanks, I know that you can link Steam to Factorio account, so you can download the regular binaries (I use that to play older versions to compare progress), the question is, is there a way to link to Nintendo, and only pay the Nintendo store fee instead of the entire game? \n \nIs Steam Deck version having PC like features?",
"date": "2024-03-17T12:25:57+00:00",
"quotes": []
},
{
"author": "Nidan",
"content": "As far as I'm aware, the Switch version is identical and interoperable with the PC version, with the exception of mod support (due to Nintendo) and some limitations due to the limited hardware capabilities. \nFor definite answers check the announcement and staff posts in the related forum thread , or maybe contact support@factorio.com directly. \n \nThey are the same. The Switch version is the only one that's different. \n \n \nAnd in case that's relevant for you: As the Switch is already struggling with the base game, I wouldn't be surprised if the upcoming expansion won't be available on the Switch. This is, however, a guess; I haven't seen any official statement about this.",
"date": "2024-03-17T15:48:27+00:00",
"quotes": [
{
"author": "TioQueToca74 wrote: Sun Mar 17, 2024 12:25 pm",
"content": ""
}
]
}
] | 3
|
2024-03-17T06:47:50-05:00
|
forum-topic-16349
|
16349
|
Creeping Turret
|
Fan Art
|
https://forums.factorio.com/viewtopic.php?t=16349
|
fishycat
|
So I stumbled over this nice little guy and immediately had to think of factorio!
Wouldn´t it be nice to sit in it and creep towards bases and destroy them?
With higher tiers you maybe get faster and can add more stuff...
|
[
{
"author": "Ackos",
"content": "That would be pretty cool.",
"date": "2015-09-17T22:40:02+00:00",
"quotes": []
},
{
"author": "bobucles",
"content": "To be fair, legged robots make more sense for an alien world with rocks and hills and such.",
"date": "2015-09-18T02:14:37+00:00",
"quotes": []
},
{
"author": "Rage",
"content": "There are rocks. We could always pretend there are hills.",
"date": "2015-09-18T02:20:28+00:00",
"quotes": [
{
"author": "bobucles wrote:",
"content": ""
}
]
},
{
"author": "3trip",
"content": "Yes, legs are better on rugged terrain, but the technology is very complex, so expect limbed robots to be a late game development if they're ever developed at all. Even then expect drawbacks, as the extra surface area makes armoring limbs inefficient and difficult. \n \nwhich is why you'll never see mechs replace real tanks on earth, since you can stick a lot more armor on a moving box, then a box with legs.",
"date": "2015-09-18T16:57:09+00:00",
"quotes": [
{
"author": "bobucles wrote:",
"content": ""
}
]
}
] | 4
|
2015-09-17T17:01:49-05:00
|
forum-topic-124078
|
124078
|
[2.0.23] rotating belt in between two splitters isnt doing what i want
|
Not a bug
|
https://forums.factorio.com/viewtopic.php?t=124078
|
issicus
|
I circled the belt I'm rotating in the attached picture. I want the belt to go from top to right . but it's only going left. not sure if that makes sense. it seems like it should connect to both the right and left splitters from above but it only attaches to the left one.
|
[
{
"author": "Nidan",
"content": "Rotating moves the output direction of a belt. From the situation in the screenshot, rotating twice in either direction should make the belt output to the right. It won't be a top to right curve however, belts prefer going straight and since there's a belt coming in from the left, that one will be connected to. You need an extra tile between the splitters for a top to right curve. \n \nNot a bug / Gameplay help",
"date": "2024-12-09T08:14:06+00:00",
"quotes": []
},
{
"author": "",
"content": "Not a bug. Belts get their shape based on incoming connections and if there are 2 incoming connections then they become straight belt piece. This space is too tight to have a belt turning when going to right.",
"date": "2024-12-09T09:14:45+00:00",
"quotes": []
}
] | 2
|
2024-12-09T01:01:55-06:00
|
forum-topic-189
|
189
|
New Types of Resources (Gold and Diamond...) / New Ores
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=189
|
niels718
|
Before reading this thread
Developer Proposal: viewtopic.php?f=9&t=10 Hidden Ores
List of related threads: See below!
-- ßilk
so i was playing the game and it felt it was missing something... once u got you're iron, copper, coal and stone ur pretty much done. maybe add some tegnologies that need diamond or an super strong drill that can drill throught the layer it makes, make it like if u use a diamond bore u get 15% more resources and for gold, well maybe some advanced electrical stuff.
|
[
{
"author": "MatLaPatate",
"content": "First, this is not Minecraft ^^. \nSecond, hidden ores are planned, for later. And I guess we would need Aluminium/Nickel/Tin/Chrome/Titanium/Any others element in the middle of the periodic chart (^^) before diamonds, and even before gold ... (which is only needed for advanced circuitry/things you don't want to be oxyded).",
"date": "2013-02-21T16:40:56+00:00",
"quotes": []
},
{
"author": "",
"content": "Adding new ores and recipes for them is really easy. Actually it is not code dependent at all. Anyone can make a mod to add new type of ore / pics for it / its smelting / crafting recipes and off he goes. True the mods are not quite user friendly at the moment (copying over the files, etc.) - we will work on that one really soon. However we want to think a bit before adding loads of new content. The game is quite complex already",
"date": "2013-02-21T21:55:48+00:00",
"quotes": []
},
{
"author": "Poiasdope",
"content": "Gold cables as next tier requirement! :DD",
"date": "2013-02-22T01:28:00+00:00",
"quotes": []
},
{
"author": "",
"content": "Necroing. Belongs to me to an epic \"New types of resources\" and is currently hard discussed: \n https://forums.factorio.com/forum/vie ... 38&t=12358 Friday Facts #86 - Trees \n \nMy 2 cents: It won't be a good idea, to just add more types of resource-fields, as we currently have them.",
"date": "2015-05-20T18:51:51+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "I think perhaps one of the reasons why it doesn't get discussed very often is because there's quite a few mods out there that do this sort of thing, my own mod included. \n \nAnd there are 2 main issues to adding more resource fields. \n1. The more you add, the longer it takes to generate the map, or new chunks. \n2. If you try and add too many, you end up with ground that is effectively nothing but resources. I've seen this myself before I tuned the figures for my ore generation. \n \nThen of course, if you decide you're going to add new resources, the question becomes, what new resources do we add? You don't want to start off with anything too specialised that it only has a couple of purposes, you really want it to be used as common as Copper or Iron, and depending on how many you plan to add, possibly to be used in steel tier or higher.",
"date": "2015-05-21T08:05:12+00:00",
"quotes": []
},
{
"author": "",
"content": "I mean, there are other possibilities to add resources. Water for example. Filter water for gold? Why not? \nOr take the stones, which currently are nearly everywhere, they could contain more than stone, but you cannot mine them with the mining-drill. Something else to mine them! \nA new kind of mining drill, which digs out dirt, that needs to be processed in some steps, before we have iron or copper... \n \nMore ideas into that direction would be useful, I think. \n \nI think this is just not very optimized code yet.",
"date": "2015-05-21T09:27:27+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "More suggestions \n \n viewtopic.php?f=6&t=29666 New ressource: Gold \n viewtopic.php?f=6&t=31249 Hidden Oil \n viewtopic.php?f=6&t=31723 Lead: Reactor coolant, bullets and processing units! \n viewtopic.php?f=6&t=40073 adding just a little more realism \n \n \n Infinite Resources \n \nLook at this thread viewtopic.php?f=80&t=29236 Underground Mining / Endless Resources / Hidden Ores...",
"date": "2016-07-23T22:47:11+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "@ ssilk: \n \nHow comes that there is no thread linked about someone suggesting things like Bauxite ore for Aluminium being a thing... and Sand for Silicium? \n \nThere are various recipes that could profit from both new ores and their follow-up products and it would make a lot more sense too in certain cases... didn't anyone ever suggest them or does everyone take that for being granted as it is incorporated in multiple mods already? \n \nWould also be interesting if furnaces would actually allow multiple input resources... which then form alloys when molten together... like if you put Alumium and Silicium together in the furnace... you get glass (very abstract, but why not). But that's an entirely different idea.",
"date": "2016-08-29T14:16:06+00:00",
"quotes": []
},
{
"author": "Hannu",
"content": "I have had aluminium in my mind. It would be more rare than iron and copper and used for robot frames, flying combat robots and low density structures. Maybe in processing units and higher tier armor equipment too. But I thought that it must have been been suggested about billion times. In my opinion it should have different production path. Otherwise it would not give much to game, just one unload rail and smelting area more. But I have not good idea what it should be. It is easy to invent things which would fit into my playstyle but very difficult to invent things which would be relatively balanced on many different playstyles.",
"date": "2016-08-29T14:44:47+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "I thought so too... anything where a light structure is required Aluminium would be used. I also never suggested it because for the same reason. \n \n\nI thought that it could be done with some electrolyte stuff or so, but if such a machinery comes into existence it would have to be used by something else too to increase the re-usability, otherwise a Chemplant would have to do, which would also be somewhat weird.",
"date": "2016-08-29T15:32:01+00:00",
"quotes": [
{
"author": "Hannu wrote:",
"content": ""
},
{
"author": "Hannu wrote:",
"content": ""
}
]
},
{
"author": "Hannu",
"content": "Real aluminium is produced by electrolysis. I thought also some kind of electrolysis device with huge energy consumption. But on the other hand, it would be just another box in which you would put ore and get plates out. Energy is practically free in that phase of the game (with normal settings). Maybe there could be some side product which should be taken out of process and used to make something else. Bob's mods have such products in some production chains and they give quite interesting challenges. In my opinion also energy consumption and pollution should be properties of the recipe instead properties of the manufacturing device. That would give more variations to production.",
"date": "2016-08-29T18:02:05+00:00",
"quotes": [
{
"author": "MeduSalem wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Simple lazyness. \n \nNo, it's really hard to search such an topic for old posts. It's much easier the other way around and add links. \n \nAnd for me the calculation is really simple: \n- For the nuclear energy we need uranium. \n- And what to do with the energy? Make aluminium!",
"date": "2016-08-29T22:40:25+00:00",
"quotes": [
{
"author": "MeduSalem wrote:",
"content": ""
}
]
},
{
"author": "MeduSalem",
"content": "I could go with that... \n \n\nWell I have often thought about that the same way. That there might be side-products in various processing stages, also in already existing production chains, that somehow have to be taken care off... like is the case with Oil Industry with Heavy/Light Oil and Petroleum Gas as outputs. \n \nA lot of people may initially hate that kind of fiddly stuff because as long as there is no cracking you accumulate the products that you don't really need, but eventually that's the kind of game mechanic that can be tweaked and experimented with the most later on to get the right amount of cracking etc just to suit your needs. \n \nSo if during the refinement processes of Ores there would be... side-products that either can be re-processed for additional ore (like cracking in Oil Industry) or split-off to an entirely different production chain that would put the player in front of more thought processes. But that's where most would say \"you don't need to make things overly complicated just for the sake of it\" . \n \nSome part of that might happen with the Dirty Ore concept that's planned for 0.16 but I don't know how far the game will take it with that. \n \n \nBut I also fear or at least it has been pointed out several times by kovarex and other devs that they don't really want to convulute the game with additional ores/resources... and leave that to mods. So Uranium (or whatever the devs will use as radioactive resource) is probably going to be the last ore that is added to the game. Maybe they add something with a later addon or so that brings an entirely new production chain altogether, but I doubt that anything of that will happen before such an expansion is made, if at all.",
"date": "2016-08-30T09:01:25+00:00",
"quotes": [
{
"author": "ssilk wrote:",
"content": ""
},
{
"author": "Hannu wrote:",
"content": ""
}
]
},
{
"author": "chridder",
"content": "I thought of diamonds as well. \nBut not as a new resource from a resource spot on the map, but by compressing coal. \n \nThis would need \na) a high level factory and would therefore only be available in later game, when coal gets more and more useless or \nb) a new machines that could also compress other things, e.g. wood to coal (might be interesting in early game and replaced later to get diamonds). it could also be used to compress oil to burning fuel instead of using chemical factories. \n \nDiamonds could be used for high level factories and / or late game products such as blue chips, modules, etc. \n \nAlso, I think end game products need more use cases to produce them in mass. \nBlue belts, bots, modules, latest science packs, I produce in small numbers, as the use of it is limited. \n \nSo, for example, it would be a better approach to make \n- modules a kind of optional item in receipts \n- give bots a kind of lifespan, so I have to refill robot hangars after some time \n- use blue belts as input for science-pack \n \nExample for \"optional\" modules: Producing a belt stays at is, but I can feed my factory with additional modules to speed it up (as it is now). But the module can only support a certain number of production cycles and need to be replaced then. This could be done by belts/inserters or by bots. \n \nThis would \"force\" me, to build up a larger production spot for modules. In my current game I have just 1 factory producing speed modules, as the use of it is limited based on the number of buildings I want to feed with modules.",
"date": "2017-05-26T13:39:09+00:00",
"quotes": []
},
{
"author": "Frightning",
"content": "I think it could be possible to kill several birds with one stone (pun-intended, as you will see), by giving a new recipe using Stone to produce Aluminium (which could be used for Low density structures, among other things) and Silica (which can be refined into Silicon for use in Processing units, among other things). This could be a Centrifuge recipe (gives that thing more uses), and would thus be unavailable until a fair ways into the game. This is actually fairly realistic, as the primary constituents of Earth's crust by mass are Oxygen, Silicon, and Aluminium (in this order; all three account for roughly 60% of total mass).",
"date": "2017-12-20T08:50:34+00:00",
"quotes": []
}
] | 15
|
2013-02-20T13:36:02-06:00
|
forum-topic-107825
|
107825
|
[mods.factorio.com] Bug with explore the mods page.
|
Mod portal Discussion
|
https://forums.factorio.com/viewtopic.php?t=107825
|
ArsStels
|
On the mod portal, I clicked on search, typed in chat and got this bug with the site layout.
|
[
{
"author": "",
"content": "Thanks for reporting this issue. There is for now still a problem with mod descriptions contain have a lengthy line, but the main layout bug has been fixed.",
"date": "2023-07-27T10:46:15+00:00",
"quotes": []
}
] | 1
|
2023-07-18T09:01:14-05:00
|
forum-topic-127523
|
127523
|
random crashing
|
Pending
|
https://forums.factorio.com/viewtopic.php?t=127523
|
Bob Ross
|
playing on space age with no mods and am working on Gleba and my game randomly crashes at any point.
I've tried turning rendering down but it did nothing and I have no clue what to do so I just followed what crash report said to do and attached the content log for the save. Had no issues till around version 2.0.39.
|
[
{
"author": "",
"content": "Thanks for the report. Looking at the log file, I highly suspect your hardware is failing. Unless you have a reliable way to reproduce the crash.",
"date": "2025-03-15T16:06:08+00:00",
"quotes": []
}
] | 1
|
2025-03-15T10:26:20-05:00
|
forum-topic-29895
|
29895
|
Recycling Machines interaction with Yuoki
|
Yuoki Industries
|
https://forums.factorio.com/viewtopic.php?t=29895
|
DRY411S
|
After making my Recycling Machines Mod compatible with the other 2 big mod overhauls (Bob's Mods and 5dim's Mods), I am now looking at making it work with Yuoki Industries.
Yuoki is very different in the way it works compared with Bob and 5dim. The Yuoki concept of several different types of assembly machines (crushers, formpresses, infusers, etc.) make it difficult for me to work out what I should be offering to recycle in my machines, and what I shouldn't. Yuoki Atomics also already allows conversion of raw materials into 'unicomp' and 'unicomp' into raw materials, so there is already recycling of a sort built-in to Yuoki.
I would welcome any feedback on this 'Yuoki friendly' version of my mod. It's different from the version on the mod portal, and I wanted to offer it to Yuoki Industries fans for review and suggestions for improvement before I publish it.
EDIT: Test version now deleted from this topic. Official version is available on mod portal.
|
[
{
"author": "YuokiTani",
"content": "i would suggest recycling only into rich-dust, unicomp (or useful-waste with transfer into uc) as best way. it would simplify the things, because from this you can create all new stuff with enough energy. maybe it's with code possible, so you don't need all the recipes, - throw something in, some uc comes out. (like smelting) \n \nall stuff ^^ can reflected in a uc-value. \n \nrecycling recipes looks okay. \n \n Thanks for makeing this addition.",
"date": "2016-07-26T14:05:35+00:00",
"quotes": []
},
{
"author": "DRY411S",
"content": "Thanks for the feedback. The mod is definitely NOT like smelting. That's deliberate, there are other mods that 'smelt'. Mine 'disassembles' \n \nSo the mod 'reverses' the recipe used to make the item in the first place. By continually adding recycling machines in your factory, you can eventually break everything down to the original ingredients. \n \n\nThere are some problems though. My mod will not recycle anything that has 2 products. Example, the Yuoki recipe for 'YI-Electric-Mining-Drill' produces the drill and a 'Cult of Techanic Sign'. My machines will accept only 1 ingredient, so will not recycle that drill. \n \nShould I write some code to ignore the Yuoki 'rewards'? The problem with that is that people could build the drill, get the 'Cult of Techanic Sign', recycle the drill, use the output to make another drill and get another 'Cult of Techanic Sign', etc. \n \nWhat I'm also thinking is that if it's not possible to make the item in an assembling machine, so it's crushed, formpressed, washed, etc, then you cannot recycle it. \n \n\nYou're welcome.",
"date": "2016-07-26T15:06:47+00:00",
"quotes": [
{
"author": "YuokiTani wrote:",
"content": ""
},
{
"author": "YuokiTani wrote:",
"content": ""
},
{
"author": "YuokiTani wrote:",
"content": ""
}
]
},
{
"author": "Neotix",
"content": "Hard Crafting mod have something like that. You can put whatever you want and you randomly get coal dust. It'a quite universal because it not base on recipes.",
"date": "2016-07-26T15:22:12+00:00",
"quotes": [
{
"author": "YuokiTani wrote:",
"content": ""
}
]
},
{
"author": "YuokiTani",
"content": "i think it's okay, because i don't see a need to recycle the better stuff (the additional signs are more a reward to get better stuff). personal i only want always recycle vanilla stuff ^^ - the sign-system is new and possible change several times in future - it needs more testing. \ni'am not sure how it affects also the ressource-calculation - atm still some issues sometimes with cancel production queue -",
"date": "2016-07-26T19:45:40+00:00",
"quotes": [
{
"author": "DRY411S wrote:",
"content": ""
}
]
},
{
"author": "DRY411S",
"content": "I have gone ahead and released Yuoki support in the 'official' version of my mod on the portal. \n \nIt's probably a bit 'liberal' in what it allows to be recycled. \n \nIt doesn't for example make much sense to me that coal dust can be recycled back into coal. \n \nBut I can reduce the amount of things that can be recycled in future. \n \nThe latest version is at: https://mods.factorio.com/mods/DRY411S/ZRecycling It includes locale support. The test version I attached in this topic did not.",
"date": "2016-07-27T13:25:45+00:00",
"quotes": []
}
] | 5
|
2016-07-26T08:07:16-05:00
|
forum-topic-118787
|
118787
|
Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game - Page 3
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=118787&start=40
|
apriori
|
Selling F2 as a DLC is the best thing i saw in game industry as a whole.
First of all they added many QoL features and mechanics to the original game. The game is not forgotten, and as a player I'm glad devs made my life in the game much better.
The second, F2 expands the original. I'm glad I can play the same game but with new experience. On demand: I can switch on or off the expansion.
The third, the expansion perfectly fits F philosophy IMO: reuse (F1) and expand (F2).
The fourth, as a software architect I greet the way devs made legacy (the original game) a basis, not obsolete.
The price you pay for the game and DLC is negligible in comparison with play hours you (already spent and going to) spend in them.
|
[
{
"author": "Gaagaagiins",
"content": "Perhaps this is just the communist in me talking, but, I couldn't care less how they frame or justify accepting money in exchange for their software. They deserve to be compensated for their labour one way or another. That's, at least, the logic imposed on this economic interaction between us as people who play the game and those who create it. If WUBE were sponsored by the state and received a living wage from the state to develop and distribute Factorio , I could see the sense in expecting them to give away their software for free, but, well, at least going within the pre-existing logic of capitalism, they have the freedom to decide how to structure and justify that. The way they've done so seems uncommonly balanced between being pro-consumer as well as pro-developer, which I have always appreciated and respected. \n \nIn no uncertain terms, in paying for Factorio and Factorio: Space Age, I am not paying for \"content.\" I'm paying for a piece of software that a team of people put work in to produce, distribute, and continually support. Certain qualities of the product will determine for me whether or not I will choose to purchase it with my limited means to buy entertainment products, true, but I don't think those qualities are totally relevant in terms of whether or not the developers deserve to charge a certain amount or charge for an expansion instead of a standalone new product. They should be paid because they did the work. \n \nFor whatever reason this question made me reflect on how Alexey Pajitnov distributed Tetris copied to floppy discs to nerds all over the Soviet Union without a second thought about doing so for profit, since at that time at least in the Soviet Union there wasn't a conception of software as intellectual property that could be bought and sold like that, even as it seemed to fascinate and hypnotize anyone who played it. \n \nI haven't actually gotten to Space Age content yet but from what I can tell, calling it a continuation or sequel that could be considered standalone seems specious. Space Age as a gameplay experience clearly would not exist without its synergistic relationship to the base game and its core mechanics. It is an expansion in the sense of the convention in videogames, but it's also an expansion in a more directly literal sense too, I would say.",
"date": "2024-11-03T03:26:31+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Tetris is a nice little movie.",
"date": "2024-11-03T12:58:38+00:00",
"quotes": []
},
{
"author": "MechBFP",
"content": "And completely upend/split the entire modding community in the process? I am glad they didn’t.",
"date": "2024-11-03T19:20:27+00:00",
"quotes": []
},
{
"author": "Gaagaagiins",
"content": "I haven't seen it! But I have seen the BBC documentary on the creation/localization/international distribution of the game, Tetris: From Russia with Love. It's available for free on Youtube: https://youtu.be/6ohCy4ktA5w?si=PcDnsmde73piHOWN",
"date": "2024-11-07T07:32:57+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Sun Nov 03, 2024 12:58 pm",
"content": ""
}
]
},
{
"author": "MisterDoctor",
"content": "When playing Gleba it did sort of feel like Factorio 2, but Gleba is definitely the exception. Everything else so far is a bit underwhelming and makes more sense for a DLC than a new game. It really is an expansion that extends what we already had, rather than giving us something new. Gleba is the exception where it IS more of a completely new experience from top to bottom; but that's the exception. \n \nFor it being a \"cash grab\", I am torn. If we compare to Nauvis/Gleba, then large parts of it do feel unfinished to me. So I think they did release before they should have (IMO). So maybe they did it out of a need for revenue and not because they thought the product was done, hard to say for sure. But we don't know how further they will extend what we have so far; maybe they will improve it to where it does feel more finished. Or maybe they are happy with it where it is. And I've definitely had a good solid fun time even with it feeling unfinished, probably worth the cost. I just hope it is improved some more going forward.",
"date": "2024-11-10T00:42:03+00:00",
"quotes": []
},
{
"author": "Quirkz",
"content": "This is the strangest complaint I have ever read in a forum on the internet. \n \nA high quality expansion to a game comes out, and someone complains that... it's a DLC? That somehow it's ripping fan's off at a modest $35 dollars in the age of Diablo 4's $40 jpeg pair of shoes? \n \nI rarely say it, but I feel that there is only one response to this righteous rage: \n \n \nOk, Karen.",
"date": "2024-11-10T02:14:33+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "I agree, but no slurs please.",
"date": "2024-11-10T13:33:00+00:00",
"quotes": []
},
{
"author": "ividyon",
"content": "A deplorable little thread. Space Age is more than deserving of its price, and if its classification as \"DLC\" confuses you, look up the definition of a video game expansion, such as Brood War for Starcraft or The Frozen Throne for WarCraft 3. \n \nExpansions improve and overhaul the base game (happened plenty in Space Age) and add fresh new content (happened plenty in Space Age). They're also, overall, still the same game, and build on its core (happened in Space Age). It is an expansion pack, and that is how they work. \n \nI would feel \"cheated\" if Space Age, with its many similarities in the early game of Nauvis, was somehow a separate game for some reason. It also makes no sense to do it this way for many, many technical reasons. \n \nFurthermore, look into the controversy of Left 4 Dead 2 releasing as a full standalone game a year after its predecessor Left 4 Dead 1, while bearing many similarities. People were not happy, and a lot more would've been unhappy with such a decision for Space Age than they currently are. \n \nThis thread is proof to me that people on the internet will get mad over literally anything; not that it needed any proof in the first place.",
"date": "2024-11-10T20:31:00+00:00",
"quotes": []
},
{
"author": "Apthorpe",
"content": "We shall deal in simplicities, which one hopes will help justify Wube's business decisions for the skeptics. \n \nI don't have a problem with how Wube has structured Space Age as an expansion of Factorio. Both provide incredible value. A DLC can be small; a DLC can be big; expansions tend to be big. And Space Age is a massive expansion. Expansions also tend to require separate purchase of the base game to play. That's fair and has been an acceptable convention for decades. \n \nAn indie game costs what it costs. A few major reasons indie games tend to cost less is b/c indie games tend to cost less to make and will fail to win over a lot of prospective buyers at the typical AAA price points. Factorio is an indie game, but it is certainly AAA in quality. It easily would have been worth $60, but Wube priced it at $35 for the US, which I feel is more than fair. Just like how the base game costs $35, which has always been a very fair price point considering the value. For the manifold hours we spend in Factorio, it tends to translate to our paying pennies on the hour for the experience. \n \nWube is a business that needs to make $ in order to fairly compensate their employees and sustain the quality of their games, considering their paradigm of long-term support. Most indie devs leave their games unsupported after a year or two, if that. IMO, that alone justifies Wube's decision to require purchase of the base game to play Space Age. \n \nTo make more $, Wube could have gone the route of microtransactions, even only the appearance-based ones. But I think they recognized that this would sully the game to some degree and presumably have no passion for that particular path. Let's be glad they decided to offer us gameplay for $ and shunned the alternative. \n \nCould Space Age have been a 'Factorio 2'? Yes. But there were a lot of compelling reasons to keep it as an expansion, which others have already detailed in this thread. It was ultimately up to Wube's discretion, and I think Wube chose wisely. \n \nRelatively speaking, Wube is a paragon when it comes to business practices in the game industry. They respect their players and avoid the all-too-common pattern of attempting to maximize cash extraction from said player base. If you perceive Wube as some money-grubbing evil entity, you must perceive the rest of the industry as nothing less than the embodiment of Mammon.",
"date": "2024-11-10T23:45:18+00:00",
"quotes": []
},
{
"author": "SauerkrautPudding",
"content": "I don't know, I see 35 bucks for literally ANYTHING in the industry as pretty cheap (aside from cosmetics and other worthless microtransactions in other games - but I do not buy that anyways). \n \nIn addition to that you got all the exact info what you get for that price, along with the fact that you need a basegame for a DLC. So either you want it and pay the price or its not worth it in your eyes and you skip it. \n \nComplaining how and why its a DLC and not Factorio2 is pretty pointless, don't you think? I mean even if everyone agreed with your view, did you expect them to roll back and release Factorio2 at the current state?",
"date": "2024-11-11T07:36:14+00:00",
"quotes": []
},
{
"author": "BellaAbzug1",
"content": "Space Age DLC feels like a cash grab, as it introduces content that should have been a standalone game. Instead of enriching the main experience, it feels like an afterthought.",
"date": "2024-11-11T07:52:10+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "Now I'm thinking back to this great FFF: \n \n https://www.factorio.com/blog/post/fff-132",
"date": "2024-11-11T08:10:21+00:00",
"quotes": [
{
"author": "Apthorpe wrote: Sun Nov 10, 2024 11:45 pm",
"content": ""
}
]
},
{
"author": "Brkfstfd",
"content": "The only thing that’s greedy and evil here is the attitude that the thing should cost what you want it to cost “just because”. If the value proposition isn’t there for you then just don’t pay for it. If it is you do.",
"date": "2024-11-12T22:44:53+00:00",
"quotes": []
},
{
"author": "1WheelDude",
"content": "this thread is still going? i thought this was a troll post, but it keeps popping up at the top",
"date": "2024-11-13T14:13:20+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "OP hasn't posted here in two weeks, but I guess we keep getting baited...",
"date": "2024-11-13T14:31:58+00:00",
"quotes": []
},
{
"author": "eloepp",
"content": "\"Pure evil\", you've got to be kidding me. I literally thought this was going to be a sarcastic post but this guy is serious. First of all, games cost up to $70+ now, so Factorio even with the DLC isn't asking too much. I don't care if it's not considered an \"AAA\" title, that means nothing; Factorio is a better, more polished, and offers more content than probably 99% of other games out there. Wube is also just awesome and constantly communicates with it's fanbase through FFF and Reddit. They've done nothing but a good job and have continuously updated the game over the years. Have you encountered ONE bug? Ever? Have you ever thought they cut corners with ANYTHING? In a time with so much shady practices in video games - think rushed and unfinished games, pay-to-win practices, micro transactions that cost $100+ (yes, check the new mount you can purchase in WoW), and you are going to complain...about Factorio!? This is a literal joke. I just...I can't even. Wube/Factorio stand out as examples of how games should be developed and maintained, maybe more so than literally any other game. Even with the DLC just releasing I bet 99% of players never encounter a single bug. \n \nGames are already such an incredibly cheap forms of entertainment (and yes, you absolutely can compare Factorio to going to a movie. DUH.) I know I'm an extreme case but the game has literally cost me less than 1c an hour to play. I never complain about the price of any game, it's absurd. I have so many games in my steam library I haven't even played, or played for 1 hour and realized they are flops and I just wasted my money. You don't have to worry about that with Factorio unless you're really getting into something that isn't your style. I fully support Wube and the cost of the game, absolutely. This post is a shame.",
"date": "2024-11-14T02:43:28+00:00",
"quotes": [
{
"author": "AkQ wrote: Thu Oct 31, 2024 12:01 pm",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "And baited... \n \nBTW, you realize that pretty much all of these points have already been made ? \n(Probably not, I guess you've just started writing your answer as soon as you read the first post, and might not even have read any other answers...) \n \nI know it must feel nice to act on your anger after you've read such an outrageous post, \nbut then you waste the time of other people that have to read the same arguments yet again... \n(So if the troll's goal has been to waste people's time, you're actually helping them.) \n \nAn advice : you don't have to post it : the job of venting having been accomplished by typing it out, you can just delete what you wrote (at least most of it).",
"date": "2024-11-14T09:34:29+00:00",
"quotes": []
},
{
"author": "testnewbie",
"content": "I wish I could simply \"thumbs up\" and not reply but here we go.",
"date": "2024-11-14T13:36:32+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Thu Nov 14, 2024 9:34 am",
"content": ""
}
]
},
{
"author": "adam_bise",
"content": "I have to whole-heartedly disagree with this. The value of games when you compare them to a $35 steak dinner is like comparing hundreds of hours of entertainment with a turd being flushed down the toilet. \n \nI would have paid twice as much.",
"date": "2024-11-14T16:00:26+00:00",
"quotes": []
}
] | 19
|
2024-10-31T07:01:47-05:00
|
forum-topic-76386
|
76386
|
Stack sizes
|
DyWorld
|
https://forums.factorio.com/viewtopic.php?t=76386
|
andre2
|
Hi,
I think that the stack sizes for some items are too high. Like for assemblers and some DyWorld specific structures.
Assemblers stack to 200.
While this helps with inventory size, it takes alot of recources in the early game. Inventory size is not much of an issue, as with the experience system, the inventory gets bigger by itself anyway.
But a single stack of stone assemblers, which waits in a chest to get put into an iron assembler production, ties down 1000x stone plate, 800x stone gear wheel and 400 simple control boards.
This is alot!
And this happens with other items also, like steam turbines.
While in Vanilla such items stack to 50, it is not as painful to have 50 of such items sitting in a chest.
A solutuion would be to use the circuit network cables to set up every inserter/chest combination. But really? I want to experienve the details of your mod. I dont want to do things that "feel" like work. I have done that a million times in Vanilla and other mods and never enjoyed it much there. And also DyWorld has so much more structures, which are created from each other.
Please consider to make stack sizes as 50 for thoose.
|
[] | 0
|
2019-10-04T06:45:52-05:00
|
forum-topic-101968
|
101968
|
Version 1.1.57
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=101968
|
Optimizations
Improved overall performance by 5-10% when fully zoomed out.
Bugfixes
Fixed that some error messages wouldn't be translated. ( 101815 )
Fixed that biters might remain inactive when they should be activated. ( 99989 )
Fixed that units could teleport through cliffs if they bunched up close together. ( 101834 )
Fixed that setting LuaGuiElement::zoom to 0 would crash the game. ( 101841 )
Fixed a crash when changing mod options while the cursor hovers the "Back" button. ( 101814 )
Fixed a crash due to recursive chain signal update. ( 101806 )
Fixed that if a non-attack distraction command failed, it would raise the on_ai_command_completed event repeatedly. ( 101870 )
Fixed that opening web links in the Linux Steam build of the game could take unreasonably long. ( 101339 )
Fixed that logistic requests, item filters and similar could be set to the copy-paste tool when clicking the slot while holding that item. ( 101861 )
Scripting
Added LuaItemPrototype::reverse_* read for selection tool.
Added LuaEntity::radar_scan_progress read.
Added LuaEntityPrototype::logistic_parameters read.
Added LuaEntityPrototype::heat_buffer_prototype read.
Added LuaHeatEnergySourcePrototype::heat_buffer_prototype read.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
|
[
{
"author": "blackbat",
"content": "It is just mean to drop\n \nand not telling us how you did it",
"date": "2022-03-29T14:35:02+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "thesixthroc",
"content": "RIP the high-speed packed biter bounce, and RIP some enemy groups becoming stuck. Both should help my mod, thanks!",
"date": "2022-03-29T14:38:06+00:00",
"quotes": []
},
{
"author": "Zicxynum",
"content": "Same. But maybe they'll write to the ALT+F4 crew, or even release a FFF about it. \nPretty big improvement considering how many optimizations have already been done.",
"date": "2022-03-29T14:39:02+00:00",
"quotes": [
{
"author": "blackbat wrote: Tue Mar 29, 2022 2:35 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "JaJe",
"content": "Can I run a megabase on a 1Ghz single-core CPU and a <insert 20 years old gpu> and 256mb RAM? \n/s",
"date": "2022-03-29T15:21:55+00:00",
"quotes": []
},
{
"author": "",
"content": "No.",
"date": "2022-03-29T15:29:21+00:00",
"quotes": [
{
"author": "JaJe wrote: Tue Mar 29, 2022 3:21 pm",
"content": ""
}
]
},
{
"author": "Philip017",
"content": "minimum specks to play factorio: \nOS: Windows 10, 8, 7, Vista (64 Bit) \nProcessor: Dual core 3Ghz+ \nMemory: 4 GB RAM \nGraphics: DirectX 10.1 capable GPU with 512 MB VRAM - GeForce GTX 260, Radeon HD 4850 or Intel HD Graphics 5500 \nDirectX: Version 11 \nStorage: 3 GB available space \n \nrecommended \nOS: Windows 10, 8, 7 (64 Bit) \nProcessor: Quad core 3Ghz+ \nMemory: 8 GB RAM \nGraphics: DirectX 11 capable GPU with 2 GB VRAM - GeForce GTX 750 Ti, Radeon R7 360 \nDirectX: Version 11 \nStorage: 3 GB available space \n \nabove copied from steam.... \n \nmy suggested for megabase... \na good ipc cpu, 4+ghz - suggested Ryzen 2700 or i7 9700 newer cpus would have even better ipc \nat least 2 cores but factorio has gotten better about supporting more cores, fewer cores will want more ghz to run near performance to ones with more cores. \n8gb ram will not be enough for real megabases, 16gb is highly recommended and if your cpu is fast enough and your map grows even larger i've seen 20gb used. i have 32gb ram. \nyou do not need a great graphics card to run factorio, but if you want to run the HD graphics pack you will more vram, even a 4gb card will run the game just fine.",
"date": "2022-03-29T17:12:12+00:00",
"quotes": [
{
"author": "JaJe wrote: Tue Mar 29, 2022 3:21 pm",
"content": ""
}
]
},
{
"author": "coppercoil",
"content": "Nobody knows what the tag /s means",
"date": "2022-03-29T17:14:26+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "Doesn’t it mean /serious?",
"date": "2022-03-29T17:16:53+00:00",
"quotes": [
{
"author": "coppercoil wrote: Tue Mar 29, 2022 5:14 pm",
"content": ""
}
]
},
{
"author": "Nosferatu",
"content": "Include subdirectories?",
"date": "2022-03-29T17:17:08+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "Maybe it means /smoothly ? \n \nCan i run it /smoothly ? no \n \n \n/sarcastic laughers",
"date": "2022-03-29T17:41:59+00:00",
"quotes": [
{
"author": "FuryoftheStars wrote: Tue Mar 29, 2022 5:16 pm",
"content": ""
},
{
"author": "coppercoil wrote: Tue Mar 29, 2022 5:14 pm",
"content": ""
}
]
},
{
"author": "frayien",
"content": "This is kinda insane isn't it ?",
"date": "2022-03-29T21:47:08+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Mecejide",
"content": "I thought /s meant sarcastic.",
"date": "2022-03-31T19:46:21+00:00",
"quotes": []
},
{
"author": "BrainFooLong",
"content": "This, out of nowwhere, is why i really think they are one of the best game devs i've ever seen. \nThey do stuff because they care and sure because they can. \n \nBtw. i guess this improvement just come because they are working on the expansion and seen a general improvement that's worth bringing out early.",
"date": "2022-04-02T15:12:05+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "dasiro",
"content": "I'm just happy my seablock with LTN runs at 60 again",
"date": "2022-04-03T08:28:52+00:00",
"quotes": [
{
"author": "blackbat wrote: Tue Mar 29, 2022 2:35 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Qon",
"content": "That's nice. I'm getting 30fps with ~10k entities on the screen (max zoom out) and like 12 fps with ~30k entities on the screen (editor max zoom out, but less than half my screen is filled with entities). But it's probably better than what I had before",
"date": "2022-04-03T11:51:40+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Tue Mar 29, 2022 2:31 pm",
"content": ""
}
]
},
{
"author": "",
"content": "In retrospect, 5-10% might be a bit exaggerated. It is the result I was getting in my very short testing, but it might vary for different configurations. If someone does their own test(fully zoomed out in the middle of the factory, not paused, on both versions), I'm very curious to see their result. \n \nThe optimization simply involved creating the drawing threads sooner. Theoretically the improvement should not be so huge, but I didn't spend too much time trying to triple check the results",
"date": "2022-04-04T15:42:06+00:00",
"quotes": [
{
"author": "blackbat wrote: Tue Mar 29, 2022 2:35 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "noclaf",
"content": "I know it was mentioned thousand times, but... \n...any chance some sort of multithreading will be part of the new expansion? \n \nFrankly for me...I feel kind of stuck. I have 5,4kSPM 60UPS factory, but I cannot enlarger it, because the UPS would fall (ok, I can flip 100% to direct train mining and smelting, but that's just postponing the inevitable). Or go for some mods - where I'm currently rather annoyed by Krastorio 2 complex production chain where one new product requires exorbitantly (IMHO) complex input set-up. \n \nSo my motivation is decreasing - I don't want to invest the hours to steal microsecond here or there in the smelting process. The law of diminishing return is against such time spenditure with my precious after-work & after-family time. \nI would LOVE to make my factory larger, go BIG, use my prepared blueprints.... But why, when I'll be looking at factory faltering at 30-40UPS under current circumstances.",
"date": "2022-04-04T17:12:44+00:00",
"quotes": []
},
{
"author": "",
"content": "Given any hardware, no matter how powerful, there will always be a limit above which software will see performance drop. even the fastest supercomputer cannot run in real time a particle precise simulation of the known universe. The game is as multithreaded as currently possible, and whenever the devs can find a way to parallelize more, they don't need us to tell them to do so. Asking for more is just a sign of ignorance ... which is not a terrible thing : I probably don't know more than the average dude about how to multithread efficiently, and yet I can live a happy life. But I have a reasonable idea of the extent of my ignorance, which gives me an advantage .",
"date": "2022-04-05T17:01:30+00:00",
"quotes": [
{
"author": "noclaf wrote: Mon Apr 04, 2022 5:12 pm",
"content": ""
}
]
},
{
"author": "noclaf",
"content": "I'm also aware of certain issues related to multithreading (parallelization)...but that's also reason why I just studied it but I work in another field. \nAnd I didn't say I want to go unlimited. Just 5,4kSPM (where 60UPS starts to drop on my R7 5800X) seems to be pretty small and definitely below the computational power of the computer.",
"date": "2022-04-06T06:47:07+00:00",
"quotes": []
}
] | 19
|
2022-03-29T09:31:33-05:00
|
|
forum-topic-127421
|
127421
|
Sticky Space Platform Waste Management
|
Combinator Creations
|
https://forums.factorio.com/viewtopic.php?t=127421
|
pacanimal
|
Just posting my solution to this, in case someone else wants it. I'm using stack inserters to efficiently throw away excess from huge platforms.
Features:
A single constant combinator that defines what's supposed to be stored on the hub, and how much of each item is to be stored
Any excess above the numbers configured in 1. is thrown away by the inserter
Any negative number configured in 1. will throw away all of that item
Items not mentioned in 1. are ignored
The rightmost circuit block is my sticky selector, which picks the biggest value (the waste product we have the most of, in this case) and sticks with it until it reaches 0, then picks whatever is biggest at that time, ensuring prioritization, as well as efficiency at the other end, since they're dealing with the same item type
Any signal not present at the hub is not present at the output, allowing stack inserters to drop less-than-full stacks on the waste belt and pick up the new item - it never gets stuck
(the screen is a substitute for the hub connection)
0eNrVWV1u4zYQvgrBl21RKrBkO14b6AJFse1LWxTdFn1YBAItjW3CNKmSVLxGkAP0Fj1bT9IhJUuxV3H8s012kSCZUJ6Pw/nmj8odncoSCiOUo5M7KjKtLJ28v6NWzBWXfs1tCqATeiuMK3GFUcVXfqH6ROQMt4toKhS9Z1SoHD7QSXx/wygoJ5yACi78sUlVuZqCwQ80KH5Dx5WLMr1CEO60wS0KbVFXK78/4o2uhoxu6CTqXw1xl1wYyKrHA+YRnNEyncKC3wpURx1bPbe7MtqxNZDRmZAOzP5qbZUwWkXaAJryFx4aTcdFpc0qOABNLbgJpk7ot2Gh9P7r93q9e9bAJQ8OWRRgLgbst4BcZsJdhjZ4gGam6MxLwIZtWJRyVprTwOJdsOuWh+yyM8ZPUAqFyA6gDffQnmT0RLzDhD4BluyBHeTzRKyDdJ6I9TibTwBF8cNkaplcgeNSiiziFjNYizzKFqVanhYou+DJnu8+KXjLsv4gcrgU+Qa/sAgWkm/ApDnYzIiiqob09wUQ68rZjKyBrLGsEqfJEqC4In9YIFxtiII5d+IWSFWLyUwb4hZCza3XybV65SpNjt9SXlF/lL3y3borhwyPZA5W77h3WvGuMVN8loumjD/8C0v2TBjr0qO7FPBs4RvUjl///fsfynaQUgVurc0y7GggpxNnSmB0bgDQ4BmXFhoUSOtNucqDl57LpmBGY5S38BGbsAvr0hWlO7Gnby07ZucD0fgDZoDF4AKCpW1liVAErVxpRaYIjBDhWRs6GJ95WFqU066waxOJG+EWWAcwT4+JvOTIyGth94LvTGZx9ECY0/U09hZeOzGiWxJPxzkjjHZMPiodHqX/XTnF4TBzWFgWWEz2KhKZGb3ask1uOY6htov0wWm1pv/ytabyTkjJarYNk+VHFf1kcs5P51swm1DjO5O6i9PHk/od+KRWsK45w6xGRj2PNTBDujG1ke45uPDgx9/evv2FVMZ4+nNNrO7iengW18nn1lfefHZd5c2n6ynskny4NAWeqc2dlhE/cZctMBF01c+CGpFaF1OeLeuwZ4RbXFNz/1s4HNKElMQCqvmhDCfAkAmETzWOZr0tFlqD+YUn82prQJWvMK8wpMGPaaZUBA9O9KypsDLYkgd9/XVXjrXjONambBkJZcHgQNqRX8NHr93+JtSVYpkwWSmQUnBpc8GumSst7K99ZNyoLQDCemdHBVcgD7wRiINpXbb4UMNevr3jN3l+Rj+3y1LKcxp6o7gX+v5VSVaZslUoeAYRHtnhQL6KkBtPCh4/W9Iq+D5y1uuzpvD4WC6fsVxemMEHR9AQcCFNmptPpWxZuPtkEriSQoHtHD/GZzm59/JO/v98+iu3Fvxcb3Q5X+xeKusm38x2rbOY7/yZNt4l4VFlXOCgUdeqewj0fj1jMohfcjLYGbr28/9cch700mKThpcCqXd2GrrEtlk9Nb1VAxnygRd8vcYuw3PhW1M71jUzXPVCwHccT3Q4DzYv7dtkF0/tWxoLEr2ujyOqdyRRDy9G1QaU1UK64h+2nTu8eUnb8bv3uDu8anVHnYr5HKyr+m3n4ZIz75+9L/j6+c0Xe/38vqo1trPQ1C2gu1CtF0ICKbDM+WivOG2KE2buGpn0efs+ZjFLWHzD3uNP1m+kcS0lbMSSIA3wqZf6KL0O0gA/h+nSD2LChvViH6V+LV0HmAGqbJ96aYDSsFKOg4g79urVgRf9R197MQni2BtWWelVvNy/wVP4dzLopvb/P4xKPsVhy1f47DslVly+suRP/7qS/MwVn8MKM4K821ivySgWOBtcPbxOxoPxeDgcj0ZJPLq//w91HAUG Copy blueprint
|
[] | 0
|
2025-03-12T04:44:12-05:00
|
forum-topic-25797
|
25797
|
Factorio Forums • [0.12] Mersenne Twister RNG
|
Type: Mod
Name: Mersenne Twister for Factorio
Description: Adds a RNG that mods can actually seed!
License: CC BY 4.0
Version: 1.0.0
Release: 2016-05-28
Tested-With-Factorio-Version: 0.12.33/34
Category: Lib
Tags: RNG,
Download-Url:
Mersenne-Twister_1.0.0.zip
(1.9 KiB) Downloaded 220 times
License License
This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/ .
Long description Long description
A random number generator that can actually be seeded. To interface with this RNG:
1) Get a handler:
Code: Select all handler = remote.call("MT", "get_handler", seed)
seed is an optional parameter. If not supplied it will take the map seed.
2) Set the seed (optional):
Code: Select all remote.call("MT", "randomseed", handler, seed)
handler is required. Without it, your program will crash. If you supply a wrong handler, you might interfere with other's rng or get an error.
If seed is not given, it will reset the seed to the map seed.
3) Get a random number:
Code: Select all r = remote.call("MT", "random", handler, a, b)
handler: see above
Without a or b, it will return a random number(float) between 0 and 1.
With a but without b, it will return an integer between 1 and a.
With a and b, it will return an integer between a and b
Histogram Histograms
To test the RNG-ness of this program I ran it a couple of times. Here are the results:
Version history Version history
Version 1.0.0 (28-may-2016): Release
|
[] | 0
| ||||
forum-topic-87401
|
87401
|
Blueprint Library Feedback - Page 3
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=87401&start=40
|
TTcrockeTT
|
@katherine of Sky,
Was this ever address by the development or product team? I have lost so many blueprints from starting new games. I have looked to see if this was addressed on Reddit, Steam and here.
|
[
{
"author": "Durentis",
"content": "They addressed the concerns very well in Friday Facts #356 . \nAlso, since some of the concerns relate to the nature of the quickbar (it's not an inventory), in Friday Facts #278 . \n \nI don't think there's really anything else they need to say on the matter and probably can't more than fuel the fire. It'll just take some time for people to get used to the new and much cleaner workflows and stop trying to work with blueprints in the prior ways. \n \nAs far as unexpectedly losing your blueprints, it really does come down to just understanding that if you click the delete button you're really going to delete your blueprint. Don't delete your blueprint unless you really want to delete your blueprint. And then still don't delete your blueprint unless you understand that you are deleting your blueprint. Really. You're deleting your blueprint when you click the delete button on the blueprint.",
"date": "2020-08-15T18:16:47+00:00",
"quotes": []
},
{
"author": "gravityStar",
"content": "As an example of viewing/editing/deleting documents, lets look at Windows. There is not a single windows document editing application that has a delete button for removing the entire document. Notepad has no such button. Excel doesn't have it. Write, Word, Wordpad... none of them. \n \nFactorio when you open a blueprint: delete button right there. \n \nThe delete functionality for documents in Windows is in Explorer. Windows UI delete commands are ordered at the level of the folder/container. That makes it easy to understand from what container the document will be deleted from.",
"date": "2020-08-18T21:30:47+00:00",
"quotes": []
}
] | 2
|
2020-08-01T00:36:08-05:00
|
forum-topic-116421
|
116421
|
Accessing 1.1.110 via Beta option on Steam after buying the Space Age expansion does not work
|
Technical Help
|
https://forums.factorio.com/viewtopic.php?t=116421
|
ergzay
|
I've been trying to set the Beta to 1.1.110 to be able to load my old save games. However this doesn't seem to work. Even after selecting 1.1.110 beta (and Steam showing the game as "Factorio [1.1.110]") it still loads as 2.0.7 and when loading save games it does an upgrade of the save game files and shows 2.0 mechanics being active.
|
[
{
"author": "",
"content": "You also need to disable the Space Age DLC in the DLCs tab. Only then will it revert to 1.1.",
"date": "2024-10-21T23:14:16+00:00",
"quotes": []
},
{
"author": "ergzay",
"content": "Thanks, that worked.",
"date": "2024-10-22T00:43:09+00:00",
"quotes": []
},
{
"author": "Nextempus",
"content": "Of course! I should have thought to turn of the DLC as well. Thank you",
"date": "2024-10-22T09:04:43+00:00",
"quotes": [
{
"author": "raiguard wrote: Mon Oct 21, 2024 11:14 pm",
"content": ""
}
]
},
{
"author": "",
"content": "This is how Steam does it, it forces the DLC versions even onto the old branches and we haven't found a way to work around it. As an alternative you can always download old versions of the game from our website . You can log in with your Steam account.",
"date": "2024-10-22T09:10:32+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "Create empty DLC depot for 1.1.110 beta? Dirty, effective. \nSome games have empty depots for whopping release versions for specific platforms and noone bats an eye.",
"date": "2024-10-22T09:24:53+00:00",
"quotes": []
}
] | 5
|
2024-10-21T18:09:39-05:00
|
forum-topic-117449
|
117449
|
[2.0.10] Add mechanism to hide surfaces list
|
Implemented mod requests
|
https://forums.factorio.com/viewtopic.php?t=117449
|
cogito123
|
Hi, currently in base 2.0 there is no mechanism to hide surfaces list in remote view or at least I have not found it. There is no use of this list in our scenario and it takes up a lot of space pushing already heavy GUI to the middle of the screen. There is also "jail/gulag" surface exposed which looks comical, but for sure will be confusing to new players. Same with other options that are not used.
I request an API to toggle it off/on, for example LuaGameScript::show_surfaces_list(bool)
surface.png (36.67 KiB) Viewed 701 times
|
[
{
"author": "",
"content": "Hi, \n \nYou can hide surfaces per force using this LuaForce API: \n https://lua-api.factorio.com/latest/cla ... ace_hidden",
"date": "2024-10-25T17:21:09+00:00",
"quotes": []
},
{
"author": "cogito123",
"content": "Nice, thanks for quick response",
"date": "2024-10-25T18:02:39+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "Is it just me, or should this go in already implemented?",
"date": "2024-10-31T16:10:18+00:00",
"quotes": []
},
{
"author": "Usul",
"content": "I wish this were a feature in vanilla. A simple button to collapse/expand the list would do it.",
"date": "2025-03-11T21:46:18+00:00",
"quotes": []
},
{
"author": "Orum",
"content": "Definitely. Is there a mod that makes use of the API to do it yet? If not I'm thinking of making one...",
"date": "2025-03-12T12:52:03+00:00",
"quotes": [
{
"author": "Usul wrote: Tue Mar 11, 2025 9:46 pm",
"content": ""
}
]
}
] | 5
|
2024-10-25T11:46:11-05:00
|
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