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forum-topic-21124
21124
How to balance main bus throughput priority?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=21124
mooklepticon
Last night, my friends and I got a MP map to a decent late stage and were trying to balance loads on the iron line. I realized that our later factories were more important (they were making higher tier stuff) but they were getting much lower priority when everything is running. (If early factories aren't running, then their draw is shunted to later factories.) How do I solve this? It's not immediately obvious. I can lower the priority of earlier things by splitting them further and recombining, but this just seems inelegant. I've made a simple diagram. On the left is before, on the right is after adding a pipe factory. The pipes are causing the gears and yellow belts to drop in priority. If you don't plan this well, just place things in order of research, then ammo is always going to be made (which isn't a bad idea) but are pipes more important than belts? Not IMO. (Priority is always subjective, remember.) 2016-03-08 10_04_33-Book1 - Excel.png (38.37 KiB) Viewed 10448 times So the question: How can I give things the same priority level? Is there any way to balance this load so that gears, pipes and belts are equal in priority?
[ { "author": "byronczimmer", "content": "Perhaps don't ask in terms of \"Priority\" and instead focus on how much of each thing you need? \n \nSplitting the stream 4 ways at the top and then routing from there will balance the Iron *input*, but you may instead be asking to balance the product *output*. \n \nIf so, then Pipes (1 iron plate / 0.5 sec == 1), Gears (2 iron plates / 0.5 sec == 1) and Belts (3 raw iron plates | 1 iron plate + 1 gear / 1.0 sec == 2) are going to be output at different rates if the input is balanced, or require different input through put if the outputs are to be balanced. \n \nSo - what are you actually trying to do?", "date": "2016-03-08T16:31:08+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "Good point on output. Different consumption rates, etc. \n \nI'm trying to make sure that later built factories have similar priority to earlier ones. Later built factories usually have higher importance, because they have newer technology and more material consumption, but they actually get lower priority from the bus because they're built further down the line.", "date": "2016-03-08T16:35:26+00:00", "quotes": [ { "author": "byronczimmer wrote:", "content": "" } ] }, { "author": "byronczimmer", "content": "Can you define \"Priority\" as you are using it? \n \nCan you define which items you want to eventually output, and in what relative quantities? \n \nCan you identify which items you only want to be created as intermediate items (and thus do not want to output, but are needed for desired outputs)?", "date": "2016-03-08T16:48:58+00:00", "quotes": [] }, { "author": "Rockstar04", "content": "One thing you can try is using splitters like this: \n \n \n \n Screenshot_2016-03-08_08-50-46.png (417.33 KiB) Viewed 10422 times \n \n \n\nThis should send 25% to the pipe factorio instead of 50%, you can stack more splitters to change the overall ratio.", "date": "2016-03-08T16:52:59+00:00", "quotes": [] }, { "author": "starholme", "content": "I've personally started building my bases like this: \n \nSmelters-> large area for 'my stuff'-> surplus to science. \n \nI find the only thing that generally starves me for resources is science. So I've taken to leaving a somewhat large area where my iron and copper first meet. All the production of items that I use pull from here. Things like gears/circuits/pipes/belts. All into slot limited chests. \n \nAnything left over can go to science. \n \nIn your particular case, it's really down to priorities/quantities you need in stock. If your pipe assembler is only keeping 200 pipes in a chest, then who cares? It'll get use 1/4 your iron, but only till it's full. \nMaybe the real question to be asking is \"Why don't I have enough iron to keep this part of my factory satisfied?\" Are you trying to fill an entire steel chest with gears, belts, pipes and ammo?", "date": "2016-03-08T17:19:46+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "I like the idea of putting research last. It's super expensive and but not urgent. Other things are usually more urgent but not expensive! EDIT: Combine this with the multiple splitter priority lowering, then I can place research first in line, normally 1/2, but over-ride it to super low priority, 1/32 or something. \n \nThe example is just for illustrative purposes. Don't read too much into it.", "date": "2016-03-08T17:22:01+00:00", "quotes": [ { "author": "starholme wrote:", "content": "" } ] }, { "author": "mooklepticon", "content": "I like it! This splits the line into 1/4 and 3/4. I could split further into 1/8 and 7/8... This goes on and on. \n \nMaybe what I need is a smart splitter where I can determine a ratio or percentage...", "date": "2016-03-08T17:24:14+00:00", "quotes": [ { "author": "Rockstar04 wrote:", "content": "" } ] }, { "author": "mooklepticon", "content": "Priority on the main bus is how the splitters are going to divide the incoming resource (iron). This can also be thought of as urgency. \n \nAnother poster implied a good point that research is important but not urgent. It can be last on the bus. Ammo is urgent. Bullets are REALLY necessary to have in short order, but you don't need that many of them. Research is already super slow, so it can wait until after the bullets are made.", "date": "2016-03-08T17:28:13+00:00", "quotes": [ { "author": "byronczimmer wrote:", "content": "" } ] }, { "author": "byronczimmer", "content": "Code: Select all <\n < <\n < < =====\n <\n \n\nInput from right (made the picture easier to draw). 3 Splitters gives you 4 lines of equal density. \n \nThat may or may not be what you actually want, but Factorio is all about experimenting. \n \nI suspect you actually want to play around with some of the input ratios to help control your output speeds (depending on how fast those are consumed). \n \nPrioritizing Bullet Creation is interesting to me.", "date": "2016-03-08T17:37:54+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "Yes, something like that. I'm thinking of making my main bus more than 1 line of each resource. I usually see 1 line of whatever. Why not 2? or 4? all at the same priority. Maybe 3: 2 low priority, 1 high priority.\n \n \n \n 2016-03-08 12_22_57-Book2 - Excel.png (5.15 KiB) Viewed 9509 times \n \n \n\nWhy would bullet creation prioritizing be interesting? Seems rather important, lol. I was attacked about minutes into my latest SP map.", "date": "2016-03-08T18:24:28+00:00", "quotes": [ { "author": "byronczimmer wrote:", "content": "" } ] }, { "author": "byronczimmer", "content": "The belts between the splitters are superfluous unless they are there for a reason. You can tighten it up by having the first splitter feed into the 2nd and 3rd directly. If you really need a then combined \"1/2\" line, you can hook the 4th splitter directly to the inputs of the 2nd and 3rd. \n \nPrioritizing Bullet Production implies you're expanding rapidly and producing a lot of pollution, or expanding directly into a nest.", "date": "2016-03-08T18:48:27+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "Yes, I left them for visual purposes. I tend to include those intermediate belts unless I need the space. I like the aesthetic. \n \nI spawned VERY close to 3 alien bases. I was attacked almost immediately. It surprised one of my friends how quickly I was attacked. I don't have much context, as this is my first SP map.", "date": "2016-03-08T19:25:44+00:00", "quotes": [ { "author": "byronczimmer wrote:", "content": "" } ] }, { "author": "", "content": "Moved to Gameplay Help", "date": "2016-03-08T19:28:00+00:00", "quotes": [] }, { "author": "Ringkeeper", "content": "my wife and i have at the moment a factory with 64 iron smelter. 4 iron plate lines run through the factory. We keep splitting away from the first till it runs dry then start going from 4 to 3 to 2 belts. Still not enough comming to the last productions. The new smelters we build at the moment go directly to the end of the factory. \n \nFor the incomming ore we use this http://factorioblueprints.com/view/qD5z38u647t5vSK8s , for the iron plates we use a similar setup, just the other way.", "date": "2016-03-09T11:24:14+00:00", "quotes": [] } ]
14
2016-03-08T10:08:10-06:00
forum-topic-469
469
Tesla Tower
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=469
DragonPox90210
I think we need more way of killing creepers and so I suggest the Tesla tower: a small building the same size as a regular tower that will stun enemies that pass near it, but since its attack is an aoe attack it requires a cool down after usage. The creepers it attacks wont be stunned like most electrical turrets do, instead it would make them weaker when attacking due to muscle spasms. These Tesla towers become extremely deadly when used along side the steam tower I suggested previously because water conducts electricity (to make this less op, when it is used with the steam tower because the electricity travels along the water it travels to the steam turret disabling it for a few seconds- extremely implausible but hey what can you do?)\ And maybe when there's more enemies there can be enemies like an electrical being(it's sci-fi after all) that can absorb the electricity the Tesla tower gives off making the being stronger?
[ { "author": "FreeER", "content": "Would you really need to disable the steam turret to prevent OPness? Since the Tesla Tower would have a long cooldown (to recharge it's capacitor) it would be the same (except that the steam turret, assuming enough pumps, would be able to hold off the creepers until the tesla recharged). \n \nNot a bad idea, though I'm assuming a player would not want to be around them when they go off...if you surrounded your factory/base with them you'd effectively be trapped inside until the wave ended", "date": "2013-03-06T03:23:24+00:00", "quotes": [] }, { "author": "orbito", "content": "I think Electricity makes a more deadly weapon than Steam , but there is no reason you couldn't have both. \n \n In fact, there are lots of good turret ideas along these lines. \n \n- A flame-throwing turret \n- Tranquilizer dart turret \n- Mind-altering gas turret (causes enemies to go insane) \n \nMaybe we should merge all the turret ideas into one huge thread?", "date": "2013-03-06T04:18:54+00:00", "quotes": [ { "author": "FreeER wrote:", "content": "" } ] }, { "author": "Pinkishu", "content": "Suicidally running up against gun turrets to get murdered by them isn't insane? :p", "date": "2013-03-06T12:45:46+00:00", "quotes": [ { "author": "orbito wrote:", "content": "" }, { "author": "FreeER wrote:", "content": "" } ] }, { "author": "Dakkanor", "content": "i think he means insane as in doing things they normally wouldn't, like attack their own or run around in circles etc", "date": "2013-03-06T20:55:46+00:00", "quotes": [ { "author": "Pinkishu wrote:", "content": "" }, { "author": "orbito wrote:", "content": "" }, { "author": "FreeER wrote:", "content": "" } ] }, { "author": "", "content": "[Koub] Moved to Implemented : Tesla turrets added in Space Age", "date": "2024-12-14T09:10:06+00:00", "quotes": [] } ]
5
2013-03-05T20:36:21-06:00
forum-topic-106716
106716
Themed Design for Molten Salt Facility (Cheese's Concentrated Solar)
Energy Production
https://forums.factorio.com/viewtopic.php?t=106716
SherpaMcDerpa
EDIT: Improved design in next reply. Really digging Cheese's concentrated solar tower mod and came up with the goal to offset all/nearly all of our accumulator needs during the night. My buddy and I are not currently using nuclear, and while this design is pretty basic I figured I'd share to at least show the creator some credit. I'm calling this theme a "Molten Salt Facility" because 1) That's cool and 2) That's the realistic application and 3) I was getting tired of the standard accumulator play and needed to have a design goal in mind. Stats are as follows with 2 facilities at this time: 186 MW production 200k Steam 32 Steam Turbines 16 Heat Exchangers 8 Storage Tanks 12 Pumps 1,104 Heliostats/Mirrors With solar providing all of our power during the day, this setup provides enough steam to power through the entire night for a 186MW demand. We have a little extra power needs thanks to scaling up rocket launch production so the accumulators did kick in a bit, I just need to scale up another facility. It can scale up much more with additional turbines and steam storage tanks, but I'm pretty certain it needs a redesign to optimize the flow. Feel free to comment where this needs improvements. It's definitely not perfect. Thanks for the cool mod, Cheese. Link to his mod: https://mods.factorio.com/mod/ch-concen ... stribution . Solar 1.png (4.37 MiB) Viewed 2793 times Solar 2.png (3.58 MiB) Viewed 2793 times Solar 3.png (3.37 MiB) Viewed 2793 times Solar 4.png (1.56 MiB) Viewed 2793 times
[ { "author": "SherpaMcDerpa", "content": "UPDATED DESIGN: Scaled up and optimized the design to produce 371.2 MW of energy/power/steam storage. 12 steam storage tanks. 64 steam turbines. Dependent on the volume of solar panels you have for dusk/dawn (haven't determined the ratio yet). \n \nBlueprints: \n \nLeft Side: \n 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 Copy blueprint \n \nRight Side: \n 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 Copy blueprint \n \n \n \n Solar 5.png (4.39 MiB) Viewed 2762 times \n \n \n \n \n Solar 6.png (4.3 MiB) Viewed 2762 times \n \n \n \n \n Solar 7.png (1.86 MiB) Viewed 2762 times", "date": "2023-06-19T01:47:53+00:00", "quotes": [] }, { "author": "Tertius", "content": "Very pretty design! \nPlease wrap the blueprint strings into [bp]...blueprint string...[/bp] bbcode for better readability and to have a button to copy it to the clipboard. There's a \"bp\" button in the editor to create the bp/bp pair. Example: \n copy me to the clipboard! Copy blueprint", "date": "2023-06-19T08:55:08+00:00", "quotes": [] }, { "author": "SherpaMcDerpa", "content": "Thanks! Blueprints updated.", "date": "2023-06-19T17:51:31+00:00", "quotes": [] } ]
3
2023-06-18T14:36:58-05:00
forum-topic-124867
124867
[2.0.28] Recycling recipes with only one ingredient confusingly named in factoriopedia
Won't fix.
https://forums.factorio.com/viewtopic.php?t=124867
cyx2020f
When checking the recycle recipe in factoriopedia of one item, that is: 1. Made from only one type of item 2. Doesn't recycle into itself It will display recycle recipe as "k × something recycling", where k is the floor of the recycling recipe output, but something is the original item. E.g.: Steel chest recycling recycles stell chest into 2 steel plates, but the recipe says "2 × steel chest recycling". Iron stick recycling recipe is "0 × iron stick recycling". It is the default behavior of naming a recipe with single output, but it's confusing.
[ { "author": "IsaacOscar", "content": "The products are also often displayed as something like 0–1, I wonder if showing 0.25 would be better, or worse ad you can't actually have 0.25 of an item (how about just 25% ? and if it's say 1–2, you could instead have 1 + 25%)", "date": "2024-12-21T14:20:22+00:00", "quotes": [] }, { "author": "", "content": "Factoriopedia is showing recipes correectly. I believe that you are talking just about the tooltip. If anyone is puzzeled by this, then they are just one click away from the detailed view…", "date": "2025-02-05T22:30:37+00:00", "quotes": [] } ]
2
2024-12-21T08:10:24-06:00
forum-topic-122948
122948
[2.0.21] Flat GUI is not flat for Space platform hub.
Not a bug
https://forums.factorio.com/viewtopic.php?t=122948
sben
What did you do? Set Settings > Interface > Visualization > Flat character GUI : on. What happened? Now character inventory as other like tank inventory are displayed flat showing the logistics not as tab but as a fixed panel. This worked in previous versions also for space platform hubs, (in like 2.0.10 or so), but does not work in the newest 2.0.21 anymore. What did you expect to happen instead? It might be obvious to you, but do it anyway! Showing flat GUI since flat GUI setting is activated. Does it happen always, once, or sometimes? Always flat-but-not-flat.png (225.87 KiB) Viewed 735 times
[ { "author": "LCStark", "content": "Looks like the setting isn't applied, even after restarting the game. I've got flat interface, but turning it off still keeps it flat on the platform. \n \n \n \n \n platform.png (65.08 KiB) Viewed 668 times", "date": "2024-11-26T09:58:49+00:00", "quotes": [] }, { "author": "", "content": "The setting is called \"Flat character GUI\" and this gui has nothing to do with the character. \nThis GUI automatically uses tabs if it would not fit on your screen. Since your screen is smaller than the recommended 1080p resolution, it falls back to this layout. This is meant for players with small screens and Steam Deck. \n \n\"Flat character GUI\" is more of a historical setting and a player preference. I see no reason to make a setting that's essentially \"fix gui on my screen\". \n \nAre there players who would prefer the compact layout even on a big screen?", "date": "2024-11-26T10:01:24+00:00", "quotes": [] }, { "author": "Nidan", "content": "Define \"big\". I'm on normal(?) 1920x1080 and immediately reverted to the tabbed version when the flat GUI was introduced. I only need to access the logistics requests infrequently; being able to see (and interact with) more of the surrounding factory is worth more to me. With SA there's a slight change as the personal request tab is the only place where you can verify the current state of the \"personal logistics\" setting, which needs to be toggled whenever I want to ride a rocket. (FR: Put it in the shortcut bar.)", "date": "2024-11-26T11:47:38+00:00", "quotes": [ { "author": "Twinsen wrote: Tue Nov 26, 2024 10:01 am", "content": "" } ] }, { "author": "", "content": "By big I mean 1080p or bigger. Or to be more precise, screen bigger than the minimum size required to show wide GUIs(platform hub, rocket silo, cargo landing pad) correctly. \nThe \"Flat character GUI\" setting will stay. I mostly mean for the less frequently used wide GUIs like space platform hub, rocket silo, cargo landing pad.", "date": "2024-11-26T17:37:09+00:00", "quotes": [] }, { "author": "Nidan", "content": "For the landing pad in particular, how many logistics requests do you expect to be set by a typical player? Except for Nauvis I currently use at most one row, which would still nicely fit a a two pane layout; compare a rare buffer chest, its UI has the same space requirement. Once we get scrollbars, whether that's due to larger inventory or additional request rows, I wish the requests section would take priority and could grow (maybe up to 50% height, excluding the entity picture). \nFor the rocket silo a two pane layout could probably work as well, if the vertical space for the (extra) rockets and the deliver/build/travel buttons could be condensed. \nFor the platform, I would have expected for schedule and requests to share a pane when tabbed, because every other UI always has the players inventory on the left. That said, in this case it's the platforms inventory, not the players, even if they're closely related (player sitting in the hub). \n \nWell… The above might not have answered the question you were asking, but rather \"How could the UI be modified for a two pane layout?\". To (somewhat) answer the actual question, offering an option similar to \"flat character GUI\" could make sense. For rocket silo and landing pad, I can see only of both panes being important for any given task. The \"problem\" is the platform hub, where I can see all combinations being useful: Requests and schedule naturally work together to define the job a platform is doing, a change in schedule typically also requiring a change in requests; the inventory allows picking items to help configure requests and/or schedule. (Special case: A platform that doesn't move doesn't care about the schedule.) \nOverall, current \"flat character GUI\" is far more important than any of these due to it being usable anywhere, whereas silo, pad and hub are tied to specific locations. \n \n \nWhile messing with the window size, to see how the small screen versions look, I noticed the rocket silo doesn't seem to switch to a tabbed version with small windows. (Bug? screenshot \n \n \n Rocket Silo small.png (301.82 KiB) Viewed 533 times \n \n ) Also, UIs don't dynamically switch when the window is resized.", "date": "2024-11-27T00:01:30+00:00", "quotes": [] }, { "author": "BraveCaperCat", "content": "Maybe there could be multiple \"Flat GUI\" options to enable each gui to be \"Flatified\", in a similar manner to the current \"Flat character GUI\" does for the character.", "date": "2024-11-27T00:50:07+00:00", "quotes": [] } ]
6
2024-11-25T20:26:08-06:00
forum-topic-59090
59090
[0.16.37] Starfall: Amator Phasma's Modpack (BETA)
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=59090
AmatorPhasma
Type: Modpack & Overhaul Status: Beta Name: Starfall: Amator Phasma's Modpack Multiplayer: supported and recommend License: GPLv3, for indiviual mod licenses see the respective linked mod threads Supported version: 0.16.35+ Tested-With-Factorio-Version: 0.16.37 Language: English (German version are planned in the future) This is only the modpack core mod, you have to download and install the dependencies manually Download: https://mods.factorio.com/mod/ap_modpack ------------------------------------------------------------------------------------- Version 0.16.64 - add an fix for playing with "Factorissimo2 2.2.3", at the cost of removing all yellow tint asphalt tiles if this mod is present. - per player setting (true/false) for the notification sound if an meteorite on collision course were detected. - per player setting (true/false) for the notification message if an meteorite on collision course were detected. - Bugfixes: fixed wrong behavior in recycler recipe generator. Unfortunately this change alter some recipes, after updating to this version, look your filter inserter.. again! ... sorry for this, but there was something I dont had in mind on the last change, the multipurpose materials that interupt the calculation for the scrap metal. Example: there is unicomp that can be transformed from all ores into all ores, this results in failures, such as that plastic pipes produces iron scrap metal Anytime! after updating or installing this mod! 1. Check all dependencies. 2. Quit the game. 3. Delete your "Mod-Settings.dat" -> You find this in your mod folder on Windows by pressing [Windows Key]+[R] then copy this in: "%appdata%\Factorio\mods" then hit Enter. On linux... you know where to find it, if not, go back to windows. On mac os ... who knows ... I don't! 4. Start the game. 5. Have fun! Problems? Try first to "delete your "Mod-Settings.dat" (I knows! but for the moment this is necessary!) Report them! If the game ends with an error msg. box (like: Fail to load mods:ap_modpack/lib/ap_tech_update.lua:59: attempt to index local 'p_technology(a nil value)') allways attatch a link to your last log file "factorio-current.log" best way to do it with: https://pastebin.com . You can and should always strip the first lines about your username or computer equipment. Bases? Hey if you play this mod and like to share your mid-game base with me, this would be great for my research: how can I make you more headache. Just post a link in the forum or PM to me. ------------------------------------------------------------------------------------- About this modpack: This ModPack was originally intended only for a private game with friends, but I have decided to make it public in the hope that others might like it. It's just an beta version at the moment. (But only a few things to adjust, right now 3 ppl. play this on a test server to check it's working.) The whole Modpack is build around the mods from Bob, Angel and Yuoki as the center, with a few own ideas in the corners for example: - A complex uranium and plutonium treatment. - Resources from all mods are integrated into science production. - Many productions generate scrap metal that needs to be transported away and recycled. - For processor production (high-end electronics), rare earths must be refined. - Meteorites can hit everywhere on the map, thy bring a little bonus of ressources. (Impacts are not exaggerated and the chance that the base is hit is very low, are you the unlucky one?) - Solar eclipses that interrupt your production of energy through solar cells. (You should have a backup plan.) - Map generates with low resources in start area, all others are far away, but also there you will find only medium patches, find a way to deal with it! (You need trains!) - Oil patch generation can be a slap in the face, but there are other ways to produce oil! (on our test server there is a rich field, but miles away ~ 1200 tiles) - More on a later date... (working on the last implementations...) Dependencies AAI Industry 0.2.3 by Earendel Alien Biomes 0.3.8 by Earendel Asphalt Roads - 1.1.3 by Arcitos Angel's Addons - Ore Silos 0.4.0 by Arch666Angel Angel's Addons - Warehouses 0.3.0 by Arch666Angel Angel's Bio Processing [ALPHA UPDATE] 0.5.6 by Arch666Angel Angel's Infinite Ores 0.7.3 by Arch666Angel Angel's Petro Chemical Processing 0.7.8 by Arch666Angel Angel's Refining 0.9.10 by Arch666Angel Angel's Smelting 0.4.3 by Arch666Angel Bio Industries 2.2.9 by TheSAguy Bob's Assembling machines 0.16.1 by Bobingabout Bob's Electronics 0.16.0 by Bobingabout Bob's Enemies 0.16.0 by Bobingabout Bob's Adjustable Inserters 0.16.8 by Bobingabout Bob's Functions Library mod 0.16.5 by Bobingabout Bob's Logistics mod 0.16.22 by Bobingabout Bob's Mining 0.16.0 by Bobingabout Bob's Modules 0.16.0 by Bobingabout Bob's Ores 0.16.2 by Bobingabout Bob's Metals, Chemicals and Intermediates 0.16.3 by Bobingabout Bob's Power 0.16.4 by Bobingabout Bob's Revamp mod 0.16.2 by Bobingabout Bob's Tech 0.16.5 by Bobingabout Bob's Vehicle Equipment 0.16.2 by Bobingabout Bob's Warfare 0.16.6 by Bobingabout Bot Replacer 0.16.0 by Peppe Geothermal 1.0.80 by Reika Laser beam turrets 0.2.0 by Klonan Robot Battery Research 0.1.1 by Klonan YARM - Resource Monitor 0.7.304 by Narc Yuoki Industries - Engines (Addon) 0.6.28 by YuokiTani Yuoki Industries 0.6.74 by YuokiTani Landfill Painting 0.2.2 by Trainwreck Resource Spawner Overhaul 3.5.14 by orzelek Computer Core 1.3.12 by Relik77 Useful Combinators 0.4.4 by coltonj96 Squeak Through 1.2.2 by Supercheese Bottleneck 0.9.1 by trold EvoGUI - Evolution Factor Indicator and more 0.4.302 by Octav "narc" Sandulescu Map Ping 1.0.4 by Supercheese Upgrade Builder and Planner 1.5.3 by Klonan FNEI 0.1.5 by npo6ka This dependencies are hardcoded in version, make sure they fit! Optional You should't use this optional mods if you have less then 3GB VRAM Alien Biomes High-Res Terrain 0.3.1 by Earendel Inspirations come from BurnerLeech by Klonan Uranium Power by Fatmice ScienceCostTweaker Mod by UberWaffe Osmosis Grouping by OsmeOxys Deadlock's Crating Machine by Deadlock989 Tested compatibility Factorissimo2 2.2.3 by MagmaMcFry Todo In the next days: - Search for bugs and fix them (WIP) In the future: - create a tutorial for FNEI (how to use it) - create a tutorial for Bob's inserter control (Mous hover over inserter, press shift+e) - integrade more yuoki recipes (most Engines (Addon) recipes disabled at the moment) Features - This list is incomplete - Function: Meteorites impacts (they will generate some ore for you) - Function: Solar eclipse events. - Function: integration of all mods into science production. - Function: Complex uranium and plutonium processing (compared to the vanilla game). - New buildings: MK2 & MK3 nuclear reactors and heatpipes - New building: Breeding reactor (needed for breeding weapon grade plutonium) - Function: Scrap metal recycling system, this scrap metal comes from production of higher tier buildings and from some intermediates. - New building: Recycler machine, needed to recycle scrap metal. - Game balance: Steam engines rebalance. (its a little bit harder to generate power) - Game balance: Solar panels rebalance. (its a little bit easier to generate power) - Game balance: transport belts (speeds decreased) - Game balance: construction and logistic bots (speed, pickup capacity, energy consumption, more energy capacity) - (All construction bots have increased values.) - Game balance: removed bobs fusion powered bots (they are too overpowered ) - Game balance: rebalance train speeds (no more light speed!) - Changed: around 400 recepies to fit in this pack and work 'better' with all mods. - Function: burner inserter can leech fuel from dorp and pick target, and can chain fuel from fuel slot to the next building. - Function: sort all items into costum categories. - Game balance: Modules rebalance (they are less powerfull now) - Function: radioactivity from radioactive items (dmg over time if hold or in your inventory) - Function: prevent voiding items by destroying containers. That was too easy apart from that, 'all' (yeah, sort of... working on some edge cases...) items have a use case. - Game balance: New recipes for CPUs over rear earth extraction (samarium, europium, dysprosium, neodymium) - Function: Waterfill recipe added (You need barrels with water, made from steel, happy steel waste ) - Game balance: Geothermal rebalance (less effective but earlier in the tech-tree) - Game balance / Function: integrated yuoki items/machienes into the tech-tree - and more will write it down soon(tm) Future - Nothing! First I have to finish what I have now. Chancelog 2018-04-23 - 0.16.64 - add an fix for playing with "Factorissimo2 2.2.3", at the cost of removing all yellow tint asphalt tiles if this mod is present. - per player setting (true/false) for the notification sound if an meteorite on collision course were detected. - per player setting (true/false) for the notification message if an meteorite on collision course were detected. - Bugfixes: fixed wrong behavior in recycler recipe generator. 2018-04-21 - 0.16.63 - Updated dependencie YARM - Resource Monitor to Version 0.7.304. - Rewrite of the recycler functions for recipe generation and recipe additions. This change alter some recipes, after updating to this version, look your filter inserter!. The functions are now dynamic for an extraction as a stand alone mod in the future, some people ask about it, and I will do this soon(tm). - Changed generation for orepatches (amount and shape) after a meteorite impact. You should now find a bit more ores to mine, also there is a chanche (20%) that an meteroite impacts in the same area as the last one. Refactored of some functions for a later extraction as an stand alone mod, some people ask about it, and I will do this soon(tm). - scrap metal probability increased from 15% to 25%. - reduced solar eclipse events by factor 2. - increased wooden rails max health to 350 and rails (tier 2) to 750. 2018-04-18 - 0.16.62 - new icon for "F7 & N4 - Material electrolysis". - Meteorite ore processing now has one step more for producing (multiply) ores. - all recycler recipes: reduced needed scrap metal box from 8 to 6 as an ingredient. - all raw-wood recipes: for bio farms reduced by 20sec and increased output by 20 units. 2018-04-17 - 0.16.61 - Bugfixes: fixed /lib/players now player will have the necessary startup items. 2018-04-16 - 0.16.60 - notification sound for a detected meteorite is now a little bit shorter. - Decreased ingredient "mineral-sludge" in angels sludge crystalization recipes from 50 to 30 units. - Increased maximum possible patch size for remains after a meteorite impact. - Recipe: "Manganese nodule" now requires 40 water, 80 heavy mud water and produces 4 manganese nodules. - Bugfixes: fixed unnecessary double event handler "on entity died". - Bugfixes: fixed some spelling mistakes in /lib/starfall 2018-04-15 - 0.16.59 - Bugfixes: fixed: "__ap_modpack__/lib/solar_eclipse.lua attempt to perform arithmetic on global 'delay' (a nil value)" 2018-04-15 - 0.16.58 - move axes and repair kits to the "Tools" category. - replace "Tools" category icon with a new one. - sort all "Yuoki Industrie" machines together. - replace "Processing" category icon. - Bugfixes: fixed: some spellings in /lib/ap_utils. - Bugfixes: fixed: added a delay after a solar eclipse event to prevent a too fast repetition of an other solar eclipse event. 2018-04-15 - 0.16.57 - Features: Solar eclipse: there is a chance (probability by a roll 5/100 per minute for such an event) that an other planets transit can lead into a solar eclipse for 2-4 game-days. - Item, Entity: change internal name "ap_star_ore" to "ap_meteorite_ore". - String: change string of item and entity "Star ore" tor "Meteorite ore". - Brightening the color a little for "Meteorite ore" for a better visibility on the map. - Meteorite ore patches now have probability of 35% to have additional "normal" ore. (Decision is made at the impact moment, no changes to already existing patches) - Technology: "Toolbelt 3" removed and I'm prepared for people that slap me in the face with a old fish... but 4 toolbelt rows overlap with the chat section! - Bugfixes: fixed wrorg bool return in /lib/starfall -> check_if_position_is_not_valid(surface, position). Meteroites should't land in water... - Bugfixes: fixed technology "Tanks" remove "Military 3" as a prerequisites. - Bugfixes: fixed setting "ap_starfall_min_delay_secounds" to 30 and "ap_starfall_max_delay_secounds" to 600. 2018-04-12 - 0.16.56 - Bugfixes: fixed "__ap_modpack__/lib/starfall.lua:173: attempt to perform arithmetic on field 'next_impact_on_tick' (a nil value)" 2018-04-12 - 0.16.55 - Dependencies: Updated Bob Adjustable Inserter to Version 0.16.8. - Dependencies: Updated Resource Spawner Overhoul to Version 3.5.14. - Dependencies: Updated Geothermal to Version 1.0.80. - Icons: now generate propper icons for slag processing to angel ores. - New Settings for the starfall feature to control the spawning area, the safe area, and the upper and lower time limit for meteroites - Move technologies "Tanks", "Tanks 2", and "Tanks 3" on science stage downwards. - Bugfixes: "Geothermal heat exchange" now needs 50 water insteed 4 to produce 50 steam. - Bugfixes: "Geothermal heat exchange 2" now needs 120 water insteed 20 for 120 steam. 2018-04-11 - 0.16.54 - Updated Bob Logistics to Version 0.16.22. - fixed double scrap metal output in recipes. 2018-04-11 - 0.16.53 - Dependencies: Updated Bob Logistics to Version 0.16.21. - Scripts: some internal improvements in the library. - Categorys: unclutter the logistic menu. (99% done, only a hand full of left items need to poke around.) - Recipes: unification of recipe requester_paste_multiplier = 3. - Items: if item can be placed as a tile set stack size to 500. (stonepath, concrete, asphalt) - Items: set "default_request_amount" for all items to (stack size/4). - Items: all transport-belts and pipes now have a stack size of 200. - All atomic transformation recipes now requires 2 unit "Omnipotentia" as an ingredient. 2018-04-11 - 0.16.52 - Features: Starfall: (new ore, new recipes, new material, new use case, an all this comes from meteorites "falling stars"). - remove pistol and magazine from player on respawn. - On new game every player spawns with car, for early exploration. - Map generation: change "rso-enemy-chance" from 0.19 to 0.17. - Map generation: change rso-size-exponent" from 0.2 to 0.4. - Map generation: change "rso-fluid-distance-exponent" from 0.6 to 0.8. - Bugfixes: String: fixed Science pack descriptions. 2018-04-09 - 0.16.51 - Technology: "Advanced Electronics 3" add prerequisites "Electronics assembling machine 3". - Recipe: "Asphalt" swap ingredient 30x "Crude oil" with 1x "Oil Residuals" - Technology "Asphalt" remove prerequisites "Cement Processing 1" add prerequisites "Oil Processing". - Fuel: increase basic fuel value by 0.25 (coal now has 4.25MJ ...). - Technology: "Slag Processing" swap "Crytalizing to Jivolite Ore", "Crytalizing to Stiratie Ore" with "Crytalizing to Rubyte Ore", "Crytalizing to Bobmonium Ore" from "Slag Processing 2". - Bugfixes: Deadlock removed: "Electronics assembling machine 2", swap recipe to 5c "Plastic pipe", 4x "Brass gear wheel" and 5x "Basic electronic board". - Bugfixes: Technology: "Electronics assembling machine 2" remove prerequisites "Advanced Electronics" add prerequisites "Synthetic polymeric materials". - Bugfixes: Technology: "Advanced Electronics" add prerequisites "Electronics assembling machine 2". - Bugfixes: Technology: "Fluid Wagon" remove science pack 2 as an ingredient. 2018-04-08 - 0.16.50 - Updated Dependencies Resource Spawner Overhaul 3.5.13. - Add missing icon for "Quantum Analyser (Sonic screwdriver)". - Add missing item for "Autonomous Experimental Unit (Guugle-AI)". - Add missing descripton for "Heat pipe MK2" and "Heat pipe MK2". - Redone all fuel attributes for fuel_emissions_multiplier, fuel_top_speed_multiplier, fuel_acceleration_multiplier. Now every Item with fuel have an "fuel emissions multiplier" attribut, some of them a "fuel acceleration multiplier". - Bugfixes: Recipes: for scrap metal recycling can now be found with FNEI. (wrong ingredient_count on recycler entity). - Bugfixes: Recipes: "Nuclear reactor MK2" and "Nuclear reactor MK3" remove "Electronic logic board". - Bugfixes: Recipes: "Nuclear reactor MK2" and "Nuclear reactor MK3" now only craftable in assembler. - Bugfixes: Recipes: "Construction robot MK1" and "Logistic robot MK1" now craftable with the hands. (now follow the rule: mk1 with hand all other with assembler machines.) - Bugfixes: Recipes: All "Logistic Chests MK1" now craftable with the hands. (now follow the rule: mk1 with hand all other with assembler machines.) - Bugfixes: Recipes: "Ore Sorting Facility MK2" now craftable with the hands. (now follow the rule: mk1 with hand all other with assembler machines.) - Bugfixes: Technology: "Blue Algae Processing" add prerequisites "Automation 3". 2018-04-08 - 0.16.49 - Mod now needed: Landfill Painting version: 0.2.2, patch to work with the optional "Alien Biomes" are in this core mod included. - On new Map start with preset: evolution time_factor decreased from 0.0000018 to 0.0000015. - On new Map start with preset: evolution destroy_factor decreased from 0.0013 to 0.0001. - On new Map start with preset: increase crude-oil richness to very good. - Recipe: Steam Engine MK2 remove steel plate as an ingredient. - Recipe: Steam Turbine MK2 and MK3 now only use one Tier 4/5 Material insteed of two types. 2018-04-07 - 0.16.48 - Mod now needed: Landfill Painting version: 0.2.2 - Mod now needed: Asphalt Roads version 1.1.3 - Patches for "Asphalt Roads" and "Landfill Painting" to work with the optional "Alien Biomes" are in this core mod included. - Bugfixes: Entity: "Induction Furnace MK1" can now craft with 3 ingredients. - Bugfixes: Recipe: "Induction Furnace MK2" remove steel plates and decrease steel pipes to 30. - Bugfixes: Technology: "Metallurgy 2" add prerequisites "Automation 3". - Bugfixes: Recipe: "Castin Machine MK2" remove steel plates and decrease steel pipes to 15. - Bugfixes: Technology: "Metallurgy 3" add prerequisites "Automation 4". 2018-04-07 - 0.16.47 - Technology: spread recipes for packing and unpacking crates in small upgrade technologies for unlocking after you are able to produce such items through research of other technologies. - Technology: "Advanced Iron Smelting 3" remove prerequisites "Washing 2". - Technology: "Advanced Lead Smelting 3" remove prerequisites "Washing 2". - Technology: "Advanced Cobalt Smelting 2" remove prerequisites "Washing 2". - Technology: "Ore Powderizer" add prerequisites "Steel Processing" and "Cement Processing 1". - Technology: All Turret, Bullet and Shotgun Upgrades rearranged for a little earlier access to some of them. - Recipes: All recipes for the casting machine now need 20 purified water and produce 20 steam as an output. - Recipes: All recipes for the strabd casting machine now produce 40 steam as an output. - Bugfixes: Technology: "Magnetism" add prerequisites "Basic Electronics". - Bugfixes: Technology: "Steam Power 1" replace prerequisites "Advanced Bronze Smelting" with "Advanced Brass Smelting". - Bugfixes: Technology: "Cobalt-Steel Smelting 1' add missing recipe for "Cobalt-Steel Bearing". - Bugfixes: Recipe: "crushed F7 with technic" increase result by factor 3 to 18 for "crushed F7 (Nuatreel)". 2018-04-06 - 0.16.46 - Technology "Railway", remove prerequisites "Logistics 2" and science pack 2. - Recipe: add recipes for packing crates for all circuit boards. - Recipe: "Rich Dust" reduced "crushed F7" to 5, increase "crushed N4" to 15. - Recipe: "Coal Stack" reduce result "Techanic Sign" to 0.25 (propabillity 25%). - Recipe: "Enriched Fuel Block" reduce result "Techanic Sign" to 0.25 (propabillity 25%). - Recipe: "Enriched Fuel Block" reduce needed "Rich Dust" to 2. - Recipe: "crushed F7" increase result by 1 to 3 for "crushed F7 (Nuatreel)". - Bugfixes: fixed ap_modpack::on_robot_built_entity(ID 14) __ap_mpdpack__/lib/enemies.lua:47:bad argument #2 to '__index'(string expected, got nil). 2018-04-05 - 0.16.45 - Bugfixes: Recipe: "Washer (yuoki)" remove Flow-Triger 10 from recipe (deadlock issue) 2018-04-05 - 0.16.44 - Player: build distance increased by 15 set to 65. - Player: reach distance increased by 15 to set to 65. - Player: drop item distance set to 65. - Entity: "Algae Farm MK2" reduce energy consumption by 100kW now 350kW. (Makes them more attractive for a update.) - Recipe: "Green algae to cellulose fiber" increase output by 1 unit. - Recipe: "Carbon Dioxide from wood" increase output by 10. (Better alignment with fuel value production of carbon dioxide compared to the recipe: for coal to carbon dioxide.) - Recipe: "Coal from Charcoal" increase output by 1 to 3 coal. (A little excess energy possible, from the 4 stage of coal processing.) - Entity: "Bio Farm" reduce energy consumption by 370kW. - Modules: all "Effectivity modules" increased by 2% to the bonus for energy consumption. - Technology: move recipe: "Plated Heat Exchanger" from "Yuoki Industries Advanced Machines" to "Yuoki Industries Electric Machines". - Recipe: add unlock for "YI-Green-Module-1" (-2% energy consumption) to "Yuoki Industries Electric Machines". - Recipe: "YI-Green-Module-1" add 50x Techanic Sign as an ingredient. - Bugfixes: fixed some spelling mistake in "lib/ap_utils". (god damn it, I shouldn't write scripts in the middle of the night) - Bugfixes: fixed that ap_utils.recipes.convert() ignore some attributes. 2018-04-05 - 0.16.43 - Dependencies: Updated Bio Industries to Version 2.2.9. - Recipes: "Filter inserter (tier 1)" reduce "Basic electronic board" from 4 to 2 and add 1 "Simple electric motor" as ingredients. - fixed wrong name for recipe: "F7 & N4 - Material Filltration" is now "F7 & N4 - Material electrolysis". - fixed that crates not shown in logostic menu. 2018-04-04 - 0.16.42 - Dependencies: Updated Bio Industries to Version 2.2.7. - minimal needed factorio version changed from 0.16.36 to 0.16.35. - Technology: new "Crates" with recipes to compress some items into crates -> 5:1 compression . (This idea is adapted from Deadlock's Crating Machine, but for my use case it was faster to write this functions on my own than to modify a mod for my needs.) - Recipes: changed all angels coil recipes, to fit the new packed crates. - Recipes: changed all angels coil recipes, tier 1 needs a little less molten metal now. - Bugfixes: fixed some issues in various scripts, mostly to make them easier to read. - Bugfixes: fixed some sorting issues in the categories for dynamic generated recipes. 2018-04-04 - 0.16.41 - Dependencies: Updated Computer Core to Version 1.3.12. - Dependencies: Updated Bob's Logistics mod to Version 0.16.20. - Dependencies: Updated Bio Industries to Version 2.2.6. - Item: "Mixed Solid Fuel Block" change fuel value from 46.4 to 47.2 MJ. - Item: "Enriched Fuel Block" change fuel value from 50.8 to 53.6 MJ. - Recipe: "Enriched Fuel Block" replace F7 (Nuatreel) compressd with 4x rich dust. - Technology: move "Enriched Fuel Block" to "Yuoki Industries " - Recipe: add new recipe for "Overcharged Fuel" with 64.6 MJ (1x "Enriched Fuel Block" + 1x "charged F-C" + 50x Methane). - Recipe: "Powerd Rail" replace copper cabel with insulated wire. - Bugfixes: Entity: "0.8-SS-Turbine-S" is now ~1/3 from a normal steam engine. (was excat 1/2 before but too cheep). - Bugfixes: Recipe: move steel ingot from "Advanced Iron Smelting 1" to "Advanced Steel Smelting 1". - Bugfixes: Recipe: "Wooden Rail" and "Rail" adapted appropriately. (they were totally wrong!) 2018-04-03 - 0.16.40 - Dependencies: Updated Resource Spawner Overhaul to version 3.5.12. - Dependencies: Updated Angel's Petro Chemical Processing to version 0.7.8. - Dependencies: Updated Bob's Tech to version 0.16.5. - Dependencies: Updated Bob's Power to version 0.16.4. - Recipe: add recipe for saline water from salt and water. - Config: set "bobmods-tech-colorupdate = true" on initial startup. - Recipe: add scrap metal to some missing mk2+ recipes and remove the ability to craft them in the hand. - Icon: add missing icon for "Ballistic testing kit". - Icon: add missing icon for "Analytic Device". - String: rename "Quantum Analyser" to "Quantum Analyser (Sonic screwdriver)". - Recipe: "Science pack 2" remove electric engine unit as an ingredient. - Recipe: "Oscilloscope" add glass an ingredient. - Recipe: new "Wankel engine unit" (1x engine unit, 2x brass-alloy). - Recipe: "Science pack 3" remove brass-alloy add 1x "Wankel engine unit". - Recipe: "Science pack 3" remove "Basic machine frame" as an ingredient. - Recipe: "Sapphire laser emitter" decrase battery to 1 as an ingredient. - Recipe: change crafting type for "Copper cabel" back to hand crafting. - Trees: tree chopping gives increase min. raw wood result to 3. - Recipe: change crafting type for "Inserter part" to hand crafting. - Recipe: change crafting type for "Transport Belt", "Transport Underground Belt", "Splitter", "Inserter" and "Filter inserter" to crafting with assembler only. (matches now the rule upgrading only in assembler.) - Bugfixes: fixed bugs in "prototypes.overwrites.power". - Bugfixes: fixed some missing sorting in the logistic menu. (not all done yet...) - Bugfixes: fixed that "battery" don't show up in the logistic menu. - Bugfixes: fixed that "raw wood" don't show up in the logistic menu. 2018-04-03 - 0.16.40 - Dependencies: Updated Resource Spawner Overhaul to version 3.5.12. - Dependencies: Updated Angel's Petro Chemical Processing to version 0.7.8. - Dependencies: Updated Bob's Tech to version 0.16.5. - Dependencies: Updated Bob's Power to version 0.16.4. - Recipe: add recipe for saline water from salt and water. - Config: set "bobmods-tech-colorupdate = true" on initial startup. - Recipe: add scrap metal to some missing mk2+ recipes and remove the ability to craft them in the hand. - Bugfixes: fix bugs in "prototypes.overwrites.power". 2018-04-02 - 0.16.39 - Dependencies: updated Resource Spawner Overhaul to version 3.5.11. - Icon: new (slightly bigger) icon for "Experimental Rocket". - Item/Recipe rename "Experimental Impact Dummy" to "Ablative armor plate" - Icon: added missing Icon for "Ablative armor plate". - Technology: "Garden Processing" remove prerequisites "Nitrogen Processing". - Technology: "Garden Processing" add prerequisites "Electronics". - Technology: "Garden Processing" remove science pack 2 as an ingredient. - Technology: "Tree Aboretum 1" add prerequisites "Farming". - Technology: "Farming" add prerequisites "Washing 1". - Technology: "Plant Pressing" add prerequisites "Slag Processing 1". - Technology: "Fermentation Process" add prerequisites "Sulfur Processing 1". - Script: radiation damage check raise to 240 ticks from 120 ticks. - Recipe: All Types of "Uranium Fuel Cells" reduces the amount of needed "uranium oxide pellets" by 1. - Trees: Trees: tree chopping gives now min. 2 and max. 6 raw wood, insteed of min. 1 and max. 5 before. - Recipe: Angel's Aboretum: raw-wood tier 1 decrease output by 50% increase time by x2. - Recipe: Angel's Aboretum: raw-wood tier 2 decrease output by 50% increase time by x2. - Recipe: Angel's Aboretum: raw-wood tier 3 decrease output by 50% increase time by x2. - Bugfixes: changelog.txt fixed, shows now ingame as well. - fixed some legacy issues in the code. - fixed sorting in category for weapon grade plutonium breeding. - fixed some logical issues in "prototypes.overwrites.tree". (no more seedlings in angels garden) 2018-04-01 - 0.16.38 - UPDATE Dependencies Angel's Bio Processing [ALPHA UPDATE] 0.5.6 - Icon for recipe: "charcoal to coal" now do generate proper to see the a little wood brick in the right bottom corner. - Bugfix: Added missing items to "prototypes.overwrites.fuel_value" cellulose-fiber and seedling. - Bugfix: Typo in "Bio Coal Processing 1 2" -> "Bio Coal Processing 2". - Bugfix: Because of a typo "Bio coal processing 1" and "Bio coal processing 2" where not reduced in science untis (now 50/75). - Bugfix: Wrong calculation in charcoal to coal recipe (befor 10->2 now 6->2). - Bugfix: sort missing angel bio processing stuff in the crafting menu. - Bugfix: electric lab and lab mk2 now accept wood age sciene packs. 2018-04-01 - 0.16.37 - Technologiy: "Advanced ore refining 4" add prerequisites "Advanced electronics 3". - Item "Wood Pellets" change fuel value to 6.5MJ. - Item "Wood Bricks" change fuel value to 14.4MJ. - Recipe: "Wood bricks to charcoal" burn (smelting) 2x "Wood Bricks" to 18x "Charcoal". - Item: "Wood pulpe" change fuel value to 0.732MJ. - Item: "Charcoal" change fuel value to 1.6MJ. - Recipe: "charcoal-2" decrease ingredient "raw wood" to 14. - Technology: "Coal processing 1 @bi" renamed to "Bio Coal Processing 1". - Technology: "Coal processing 2 @bi" removed to "Bio Coal Processing 2". - Technology: "Coal processing 3 @bi" removed. - Recipe: change Coal from Charcoal to 10x charcoal result in 2x coal. - Change modpack state to "Beta" (feature freeze, now only bugfixes or updating dependencies if needed). 2018-04-01 - 0.16.36 - Rebalance: All Modules. - Recipe: Coolant: Cooling from 300°C replace water with purified water as an ingredient, -10% steam output with 100°C. - Recipe: Coolant: Cooling from 200°C replace water with purified water as an ingredient, -10% steam output with 100°C. - Recipe: Coolant: Cooling from 100°C replace water with purified water as an ingredient, -10% steam output with 100°C. - Technology: "Coolant 1" add prerequisites "Cement Processing 1" and "Steel Processing". - Recipe: "Coolant Filtration 2" increase coolant output to 90. - Entity: "Casting machine 2" add output pipe connection. - Entity: "Casting machine 3" add output pipe connection. - Entity: "Casting machine 4" add output pipe connection. - Recipe: ALL casting recipes now have a secound output 5x Steam 180°C. - Technologiy: add "Basic Coolant" with science pack 1. - Technologiy: "Coolant 1" move recipe "coolant tower" and "purified water from steam" to "Basic Coolant". - Recipe: "purified water from steam" reduce output of purified water to 90. - Recipe: "Coolant Tower" replace steel-pipes with copper pipes as an ingredient. - Recipe: "Steam" allow voiding with Flare Stack building. - Technology: "Coolant 1" remove science pack 3 as an ingredient. - Technology: "Coolant 2" add prerequisites "Slag Processing 2". - Technology: "Advanced Solder Smelting 1" remove science pack 2/3 as an ingredient. - Technology: "Advanced Solder Smelting 2" remove science pack 3 as an ingredient. - Strings: add missing strings that happened through the changes in the casting recipes. - Recipe: ALL recipes for strand casting machine with water as an ingredient now produce additional steam 180°C and 1 slag. - Strings: add missing strings that happened through the changes in the strand casting recipes. - Bugfix: Technology: remove normal science-packs from module science. - Bugfix: Categories: fixed sorting order for modules (now from 1-8). 2018-04-01 - 0.16.35 - UPDATE Dependencies Bob's Logistics mod to Version 0.16.19. - Bugfix: Technology: "Automation 2" remove unlock for "express-inserter" (recipe: 'fast-inserter' @aai). 2018-03-31 - 0.16.34 - Recipe: "Coal Stack" add 40x carbon dioxide gas as an ingredient and set fuel value to 41.6 MJ. - Recipe: "Mixed Solid Fuel Block" replace coal dust with coal stack as an ingredient and set fuel value to 46.4 MJ. - Recipe: "Enriched Fuel Block" set fuel value to 50.6 MJ. - Recipe: adjust output of resin from wood to 2. (1 was too short). - Recipe: "F7 & N4-Material Filltration" decrease needed slag to 6, decrease time to 4.6sec. 2018-03-31 - 0.16.33 - Recipe: "contaminated water @Yuoki" allow voiding with Clarifier building. - Recipe: "Bromine" allow voiding with Flare Stack building. - Recipe: "Bromine Trifluorite" allow voiding with Flare Stack building. - Recipe: "Salicylaldehyde" allow voiding with Flare Stack building. - Recipe: "Dichlormetahne" allow voiding with Flare Stack building. - Recipe: "Trichlormethane" allow voiding with Flare Stack building. - Recipe: "Noudle Nitrat Slurry" allow voiding with Clarifier building. - Recipe: "Rare Erath Slag Slurry" allow voiding with Clarifier building. - Bugfix: recipe "Coal dust" (yuoki) move to technology: "Yuoki Industries Processes" 2018-03-31 - 0.16.32 - Technology: "Water treatment" add prerequisites "Electronics". - Technology: "Metallurgy 1" add prerequisites "Water treatment". - Technology: "Basic Chemistry" set needed science pack untis to 75. - Technology: "Green Algae Processing" add prerequisites "Basic Chemistry". - Technology: "Coal Processing 1" set needed science pack untis to 75. - Bugfix: add recipe for simple coke (2x crushed coal = 1x coke) to prevent deadlock. 2018-03-31 - 0.16.31 - Technology: "Advanced Nitinol Smelting" add recipe: Nitinol bearing. - Technology: replace "Nitinol Processing" with "Advanced Nitinol Smelting 1". - Technology: remove "Nitinol processing". - Technology: "Advanced Tungsten Smelting" add recipes: tungsten pipe and tungsten-underground-pipe. - Technology: replace "Tungsten Processing" with "Advanced Tungsten Smelting 1". - Technology: remove "Tungsten processing". - Bugfix: Changed speed of basic-transport-belt to match the abilities of the higher types. - Bugfix: recipe "Induction Furnace MK1" and "Casting Macine MK1" replace steel gear wheel with iron gear wheel (dead-lock-bug). 2018-03-31 - 0.16.30 - Bugfix: Fixed "Error while running event ap_modpack::on_built_entity (ID 6) Entity is not inserter." 2018-03-31 - 0.16.29 - New game starts now with 76x basic transport belt insteed of 50. - New game starts now with 6x burner inserter belt insteed of 5. - New game starts now with 100x seedling belt insteed of 50. - Technology: "Automation 5" add prerequisites "Speed module 6". - Technology: "Low density structure" add science pack 5 as an ingredient. - Technology: "Pumpjack Research 3" add prerequisites "Advanced electronics 3". - Technology: "Basic Logistics 2" set wood age science pack as an ingredient. - String: rename "Basic Logistics" (bob-basic-logistics) to "Basic Logistics 2" - Technology: "Logistics" add prerequisites "Basic Logistics 2". - Bugfix: Recipe: Iron Core remove lead-plate (wtf, how does this go in there?). - Bugfix: Inserter: "burner filter inserter" now use the burner_inserter_fix like the normal burner inserter. - Bugfix: Inserter: "burner filter inserter" now gives back "burner filter inserter" item insteed of normal "burner inserter". 2018-03-31 - 0.16.28 - Bugfix: "Magnetism" science change science time back to 15sec/unit. 2018-03-31 - 0.16.27 - UPDATE Dependencies Aircraft to Version 1.4.11. - UPDATE Dependencies Bob's Logistics mod to Version 0.16.18. - CONFIG: changed startup-setting 'bobmods-logistics-beltoverhaul = true'. (set manual or delete mod-settings.dat) 2018-03-30 - 0.16.26 - UPDATE Dependencies Angel's Bio Processing [ALPHA UPDATE] to Version 0.5.5. - UPDATE Dependencies Angel's Petro Chemical Processing to Version 0.7.7. - UPDATE Dependencies Angel's Refining to Version 0.9.10. - UPDATE Dependencies Upgrade Builder and Planner to Version 1.5.3. - CONFIG: changed startup-setting 'bobmods-logistics-inserteroverhaul = true'. (set manual or delete mod-settings.dat) 2018-03-30 - 0.16.25 - Technology: "Military 4" remove science pack 5 as an ingredient. - Technology: "Tanks 2" add prerequisites "Military 4". - Technology: "Laser turrets 4" add prerequisites "Military 4". - Technology: "Laser turrets 4" add prerequisites "Military 4" and science pack 4 as an ingredient. - Technology: "Advanced Nitinol Smelting 1" add science pack 4 as an ingredient. - Technology: "Water Treatment 4" add prerequisites "Cement Processing 3" and "Advanced Electronics 2". - Technology: "Water Treatment 4" remove prerequisites "Thermal Water Extraction". - Technology: "Logistics 4" add science pack 4 as an ingredient. - Technology: "Robotics 3" add science pack 4 as an ingredient. - Technology: "Robotics 4" add science pack 5 as an ingredient. - String: add missing string for "ap_science_pack_4" -> "The science of productivity". - Technology: "Electro Refining" add prerequisites "Advanced Electronics 2" and ""Cement Processing 3. - Technology: "Nuclear Power" remove logistic science pack as an ingredient. - Technology: "Nuclear Power" add prerequisites "Angel Titanium Smelting 1", "Angel Invar Smelting 1", "Advanced Electronics 2" and "Cement Processing 3" - Recipe: "Centrifuge" replace electronic circuit board with electronic logic board as an ingredient. - Recipe: "Nuclear Reactor" replace electronic circuit board with electronic logic board as an ingredient. - Recipe: "Nuclear Reactor" add 250x invar-alloy and 250 titanium-plate as an ingredient. - Recipe: "Steam Turbine" replace iron pipe with titanium pipe as an ingredient. - Recipe: "Steam Turbine" replace iron gear wheel with titanium gear wheel as an ingredient. - Recipe: "Steam Turbine" add 50 invar alloy an ingredient. - Recipe: "Heat exchanger" replace iron pipe with titanium pipe an ingredient. 2018-03-30 - 0.16.24 - General: Changed data-table for scrap metal. THIS can result in some changes of byproducts in some recipes. - Technology: "Fluid handling 2" replace prerequisites "Advanced Invar Smelting" with "Advanced Brass Smelting" and "Advanced Bronze Smelting". - Recipe: "Storage Tank 2" replace invar alloy with brass and bronze alloy. - Recipe: "Pump 2" replace copper pipe with bronze pipe and aluminium plate with 5x brass gear wheel. - Technology: "Advanced Solder Smelting 3" add prerequisites "Coolant 1". - Technology: "Advanced Electrum Smelting 3" add production and high-tech science pack as an ingredient. - Technology: "Advanced Nickel Smelting 2" add production science pack as an ingredient. - Technology: "Advanced Silver Smelting 2" add production science pack as an ingredient. - Technology: "Combat Robot Damage 4" add production science pack as an ingredient. - Technology: "Advanced Bronze Smelting 3" add production science pack as an ingredient. - Recipe: "Advanced Bronze Smelting 2" replace nickel ingots with zinc ingots. - Recipe: "Advanced Bronze Smelting 3" replace zinc ingots with nickel ingots. - Technology: "Advanced Bronze Smelting 2" remove prerequisites "Advanced Nickle Smelting 1" - Technology: "Advanced Bronze Smelting 3" add prerequisites "Advanced Nickle Smelting 1" - Technology: "Advanced Chemestry 3" add prerequisites "Cement Processing 3", "Advanced Electronics 2", "Advanced Titanium Smelting 1". - Technology: "Advanced Aluminium Smelting 2" add production science pack as an ingredient. - Technology: "Advanced Ore Refining 3" add prerequisites "Cement Processing 3" and "Advanced Titanium Smelting 1". - Technology: "Advanced Titanium Smelting" add recipes: Titanium bearing, titanium pipe, titanium underground pipe, titanium chest, titanium axe. - Technology: replace "Titanium Processing" with "Advanced Titanium Smelting 1". - Technology: remove "Titanium processing". - Technology: "Thermal Refining" add prerequisites "Cement Processing 3", "Advanced Electronics 2" and "Advanced Titanium Smelting". - Technology: "Advanced Titanium Smelting 2" add production science pack as an ingredient. - Technology: "Advanced Titanium Smelting 3" add high-tech science pack as an ingredient. - Technology: "Vehicle laser defense equipment 2" add prerequisites "Military 3". - Recipe: "Beacon" remove "10x simple motor", add "5x electric engine unit". - Technology: "Speed Module 5" add prerequisites "Gem Processing 2". - Technology: "Efficiency Module 5" add prerequisites "Gem Processing 2". - Technology: "Productivity Module 5" add prerequisites "Gem Processing 2". - Technology: "Pollution Cleaning Module 5" add prerequisites "Gem Processing 2". - Technology: "Pollution Producing Module 5" add prerequisites "Gem Processing 2". - Technology: "Speed Module 7" add high-tech science pack as an ingredient. - Technology: "Efficiency Module 7" add high-tech science pack as an ingredient. - Technology: "Productivity Module 7" add high-tech science pack as an ingredient. - Technology: "Pollution Cleaning Module 7" add high-tech science pack as an ingredient. - Technology: "Pollution Producing Module 7" add high-tech science pack as an ingredient. - Technology: "Energy shield MK2 equipment" add prerequisites "Military 3". - Technology: "Discharge defense equipment" add prerequisites "Military 3". - Technology: "Character logistic trash slots 2" add logistic science pack as an ingredient. - Technology: "Character logistic trash slots 3" add logistic science pack and production science pack as an ingredient. - String: rename "Production science pack" to "Science pack 4" - String: rename "High tech science pack" to "Science pack 5" - Technology: "Laser rifel damage upgrade 3" add science pack 4 as an ingredient. - Technology: "Laser rifle shooting speed upgrade 3" add science pack 4 as an ingredient. - Technology: "Cannon shell damage 3" add science pack 4 as an ingredient. - Technology: "Cannon shell shooting speed 3" add science pack 4 as an ingredient. - Technology: "Follower robot count 4" add science pack 4 as an ingredient. - Technology: "High-explosive cannon shell" add prerequisites "Military 4". 2018-03-30 - 0.16.23 -Bugfix: Exception at tick 0: Error while running event ap_modpack::on_player_created (ID 24) Unknown item name: black-transport-belt 2018-03-30 - 0.16.22 - UPDATE Dependencies Bob Logistics to Version 0.16.17. - UPDATE Dependencies Bob's Metals, Chemicals and Intermediates to Version 0.16.3. - UPDATE Dependencies Bob's Tech to Version 0.16.4. - UPDATE Dependencies Bob's Warfare to Version 0.16.6. - String: add description to inserter items and entities, for the possibility to configure them by pressing shift+e. - String: add missing string for "ap_science_pack_7" to "Logistic Science". - Technology: "Logistic Science" add prerequisites "Battery 2". - Technology: "Vehicle plasma cannon equipment 2" add prerequisites "Military 3". - Technology: "Bullet damage 4" add prerequisites "Military 3". - Technology: "Bullet shooting speed 4" add prerequisites "Military 3". - Technology: "Shotgun shell damage 4" add prerequisites "Military 3". - Technology: "Shotgun shell shooting speed 4" add prerequisites "Military 3". - Technology: "Laser turret damage 4" add prerequisites "Military 3". - Technology: "Laser turret shooting speed 4" add prerequisites "Military 3". - Technology: "Sniper turret damage 4" add prerequisites "Military 3". - Technology: "Gun turret damage 4" add prerequisites "Military 3". - Technology: "Advanced Gold Smelting 2" add production science pack as an ingredient. - Technology: "Combat robotics 4" add prerequisites "Military 3". - Technology: "Follower robot count 3" add prerequisites "Military 3". - Entitys: all "fluid-turret" fluid_consumption * 2 - Entitys: all "electric-turret" energy_source.drain * 5 (...) Cut out: "Your message contains 61091 characters. The maximum number of allowed characters is 60000." (...) 2018-03-27 - 0.16.12 - initial alpha release
[ { "author": "MorpheusZero", "content": "Hey! I have been playing on your modpack--its awesome! \n \nI wanted to talk to you about this modpack being featured as one of the \"officially endorsed\" modpacks for a new tool I am currently writing for Factorio that will serve as a new launcher. Auto downloading all of the files for you, writing to the configs, and then finally launching the game based on a profile. I'm still in the early stages--but I started doing it as a hobby side project when I used your modpack and the tools out there already were lacking. I'm currently working on a Launcher app that will be runnable across Windows/Linux/Mac operating systems. \n \nInterested? All you got to do is say yes--then when Im ready to actually get a release out, I'll credit the modpack to you and link back to this forum post.", "date": "2018-04-02T19:58:49+00:00", "quotes": [] }, { "author": "erezd", "content": "loved the idea and been playing it around. but for some odd reason i am having trouble using blueprint with the mod. \nevery time i try to play a blue print and a bot is building it i am getting this error message (attached) \ni added a couple of other mods i also tried disabling them no success in fixing the error. \nplease help.", "date": "2018-04-06T09:33:28+00:00", "quotes": [] }, { "author": "AmatorPhasma", "content": "Hey, \n \nthanks for the report, I see what the problem is and I will fix this with the next version when I'm home.", "date": "2018-04-06T10:08:10+00:00", "quotes": [] }, { "author": "erezd", "content": "thank you my friend. \nand keep the good work", "date": "2018-04-06T11:22:29+00:00", "quotes": [ { "author": "AmatorPhasma wrote:", "content": "" } ] }, { "author": "AmatorPhasma", "content": "Version 0.16.46 should fix your problem. \nAnd sorry, our \"test\" game has not progressed so far that we would have found this mistake by ourselves.", "date": "2018-04-06T16:20:09+00:00", "quotes": [ { "author": "erezd wrote:", "content": "" }, { "author": "AmatorPhasma wrote:", "content": "" } ] }, { "author": "AmatorPhasma", "content": "That sounds like a good idea, especially profiles, I always miss an option in Factorio for easy switching between mod packs / lists. \n \nAnd apologize for the late reply to your post, and yes if you want, you can use this core mod for it.", "date": "2018-04-06T16:31:50+00:00", "quotes": [ { "author": "MorpheusZero wrote:", "content": "" } ] }, { "author": "erezd", "content": "i am currently updating the pack and checking. \nis the \"test\" server working? i would love to play multiplayer \nif you have a discord or something for the server. \n \n*Edit: no more error thank you", "date": "2018-04-07T09:05:10+00:00", "quotes": [ { "author": "AmatorPhasma wrote:", "content": "" }, { "author": "erezd wrote:", "content": "" }, { "author": "AmatorPhasma wrote:", "content": "" } ] }, { "author": "protos_perm", "content": "Hi. \nI have problem with last version your modpack during game loading: \n https://ibb.co/dG9aGc", "date": "2018-04-07T10:33:20+00:00", "quotes": [] }, { "author": "AmatorPhasma", "content": "Hi, \n \nPlease try to delete your \"mod-settings.dat\" in the mod folder and try again, if this dosent fix your problem please post your logfile \"factorio-current.log\" (please use https://pastebin.com/ to post that logfile) \n \nYou find your logfile on windows in: \"%appdata%\\Factorio\" and your mod-settings.dat in \"%appdata%\\Factorio\\mods\".", "date": "2018-04-07T16:39:59+00:00", "quotes": [ { "author": "protos_perm wrote:", "content": "" } ] }, { "author": "Kalarian", "content": "I get the same error, modpack looks awesome though.", "date": "2018-04-07T19:56:01+00:00", "quotes": [ { "author": "protos_perm wrote:", "content": "" } ] }, { "author": "AmatorPhasma", "content": "Hey, \n \nsame for you, please delete the mod-settings.dat and try again, if it dosen't solve your problem send me your logfile as a link here or as pm. In the log file are more information what happend and I can try to understand.)", "date": "2018-04-08T00:24:28+00:00", "quotes": [ { "author": "Kalarian wrote:", "content": "" }, { "author": "protos_perm wrote:", "content": "" } ] }, { "author": "protos_perm", "content": "Deleting mod-settings.dat helped. Thank you.", "date": "2018-04-08T05:32:33+00:00", "quotes": [ { "author": "AmatorPhasma wrote:", "content": "" }, { "author": "Kalarian wrote:", "content": "" }, { "author": "protos_perm wrote:", "content": "" } ] }, { "author": "AmatorPhasma", "content": "That good, thanks for the response. \n \nI'm aware of this problem that all have to delete this file on first start and every update (if I'm changing default values of mods. In the futuere I will handel such things better but first I must have an idea how )", "date": "2018-04-08T10:09:41+00:00", "quotes": [ { "author": "protos_perm wrote:", "content": "" }, { "author": "AmatorPhasma wrote:", "content": "" }, { "author": "Kalarian wrote:", "content": "" }, { "author": "protos_perm wrote:", "content": "" } ] }, { "author": "AmatorPhasma", "content": "In Version 0.16.52 \n \nI have implemented a script to \"spawn\" meteorites, on the impact position you will find some new ressources (besides the way over Angel's slag slurry/algae this is an other was to keep your factory feeded, because the planet has only low ressources. ) \n \nAt the moment this meteorites will spawn in the area: Code: Select all 2500 x 2500, -2500 x-2500 from the center \nThere is a safty area where no one will impact: Code: Select all 100 x 100, -100 x -100 from center \nAnd they do only a moderate damage of 100 points, most buildings will survive this . (They shouldn't be too annoying if they hit your base.) \n \nThe time when a meteorite spawns is something between 20 and 40 Minutes, only one at the same moment, you will be informed when and where a meteorite hits the ground. \n \nIt is a new game mechanic and I will improve them later on...", "date": "2018-04-11T00:35:41+00:00", "quotes": [] }, { "author": "AmatorPhasma", "content": "In Version 0.16.57 \n \n Solar eclipses \nthere is a chance (probability by a roll 5:100 per minute for such an event) that an other planets transit can lead into a solar eclipse for 2-4 game-days. \nYou can change this probability in the settings: range between 0.001 to 1 (the default of 0.05 was good in my test, not too often and not too rare). \n \nThis is a little counter mechanic for the solar power. \n \n Another change in this Version I would like to mention: \n- I have removed the technology \"Toolbelt 3\" removed \nand I prepared for people that would now slap me in the face with a old fish... \nbut 4 toolbelt rows overlap with the chat section! (thats was ugly ) \n \n- Meteorites can now left ore behind that also contains normal \"angel's\" ore, with a canche of 35%.", "date": "2018-04-15T00:33:35+00:00", "quotes": [] }, { "author": "Deveritas", "content": "Hi - I'm running into an issue. \n \nI made sure that I have all the correct versions of the mods in info.json - is there something I missed? I'm running version 16.59. \n \nI've attached my factorio-current.log, and I took a look through it. There are two blocks of listed errors, starting on lines 813 and 2132, with missing recipes and technologies. \n \nEdit: except I forgot to delete mod-settings. Whoops!", "date": "2018-04-16T01:28:35+00:00", "quotes": [] }, { "author": "Balaezth", "content": "Hi, i have a question to your modpack... \nmaybe you can help me out... \n \nTo get the \"Wooden Age Sience Pack\" i need \"Resin\"... to get \"Resin\" i need to research the \"Basic automation\" at least... but for the \"Basic automation\" i need the \"Wooden Age Sience Pack\" \n \nIs there another way to get Resin i dont see? \n \nFNEI say there are 3 Ways... \n \nFrom Wood in a assembling machine \nFrom a crate with 5 Resin \nor from liquid Resin \n \nAm i missing something?", "date": "2018-04-17T15:43:15+00:00", "quotes": [] }, { "author": "AmatorPhasma", "content": "Yes you miss something, but that's my fault , I messed up the start script. \nWill be fixed in 5 minutes, in version 0.16.61. \n \n Normally you start with this Items: \n3x burner-assembling-machine \n2x burner-mining-drill \n2x burner-ore-crusher \n2x stone-furnace \n6x burner-inserter \n100x seedling \n65x basic-transport-belt \n50 x fertiliser \n1x car", "date": "2018-04-17T17:13:13+00:00", "quotes": [ { "author": "Balaezth wrote:", "content": "" } ] }, { "author": "Balaezth", "content": "you are the best! THANK YOU VERY MUCH! I really want to play this mod, it looks awsome... \n \nGreat Job!", "date": "2018-04-17T17:15:47+00:00", "quotes": [ { "author": "AmatorPhasma wrote:", "content": "" }, { "author": "Balaezth wrote:", "content": "" } ] } ]
19
2018-03-26T18:23:52-05:00
forum-topic-100360
100360
Any Active Players Around? (Feedback Request)
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=100360
jatmn
Been enjoying Factorio for a few years now.. and got a few 100's of hrs or so in Vanilla + Yuoki.. as well as Yuoki with Bob's, Angel's, K2 and others.. It's kind of bothered me that parts of the mod have been left unbalanced or incomplete (bugged?) So I have been working on a "Fix's" mod to make some of the adjustments that have bugged me.. (please keep expectations low, I do not consider myself a programmer or graphics artist ) I have also been adding some conditional cross-compatibility for detected mods.. currently just Bob's & Angel's but K2 is also planned later.. Some of the stuff I have been playing with is shown below.. Would love feedback on the changes or ideas you might have! 0.8-SS-Turbine Generator-S Changes: Replaced Requirement "Iron Gear Wheel" with "Reinforced Gear" Adjusted Consumption and Max. temperature to better match Vanilla Boilers should now be 3:5 ratio I think for max output? Reason: Wanted to make them a little more difficult to make.. but because they are kinda an earlyish game item.. and because I could not figure out where they fit into the power production properly due to consumption and max temp vs power output I reworked it. Small Electric Motor Changes: Reworked the positioning of the output Changed size from 2x2 to 2x1 Reason: I am guessing this was meant to be used with the transmission shaft? However, I always find working with those to be kinda bugged.. It never made sense to me why Hydraulic Pressure Fluid would be transmitted down a shaft vs a Pipe.. There was also a bug with output alignment if you were using Sqeakthru mod so sometimes it wouldn't output when blueprinting. Also just felt right that it would be a smaller footprint based on the Image of the machine. Angels Smelting - Pure Iron Pure Copper If Angel's Smelting mod is detected the following is unlocked... Changes: Added to 1st Tier Recipe for Molten Copper using Pure Copper Added to 1st Tier Recipe for Molten Iron using Pure Iron Added a 1st Tier Recipe for Molten Steel using Pure Iron (this one is costly and low output, needs a balancing pass) Reason: Early game Yuoki its good to be using Pure Iron and Pure Copper... But using Pure's does not make a lot of sense if you get into Ingot smelting in Angel's Smelting mod, So I wanted to make it viable at least early game to keep producing Pure's Angels Smelting - Yuoki - Dryer Separator If Angel's Smelting mod is detected the following is unlocked... Changes: Adjusted Recipe to use a "Frank & Peppe Industiral Smelter" Reason: While I know the Frank & Peppe is kind of resource-intense to produce (requires a bunch of Techanic Signs) I felt it made sense to fall back to this machine when playing with Angel's Smelting mod loaded with bobs ore's... You could be playing up to SEVERAL hours before you unlock 3rd Tier science to be able to produce that Electric Furnace it requires and there is a few use cases early game to want to be using the Dryer & Separator early early-mid game already. I have also done a few other adjustments I have not shown above as well for integration with Angel's Refining Ore Sorting which results in "Slag" I have replaced Yuoki Slag with Angel's Slag item type in all Recipes so they are cross-compatible. This means Any Yuoki Recipe that Produced OR used Yuoki Slag.. they now produce or use Angel's slag. The mod is not currently published anywhere at the time of writing this post. Still working on a few things I consider "bugs" in the Yuoki Mod as well as some balance and recipe adjustments. But I do plan to publicly publish the mod on Factorio Mods once its in a more impactful state. Any and all feedback is welcomed!
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0
2021-10-22T21:06:32-05:00
forum-topic-116978
116978
[2.0.9] Undo can add extra wires to buildings moved w/ cut
Pending
https://forums.factorio.com/viewtopic.php?t=116978
thebrick448
Under the right conditions, deleting a power pole (or other wire connected building) then using undo can restore wires (Copper, red, or green) from an earlier state, or even create new wire connections which never existed. Steps to reproduce: 1. Build 3 medium power poles close together - close enough that wires can be connected between all 3. 2. Use Cut + Paste to move a power pole, while still being close to the other 2. 3. (Optional) Remove all wires using the wire tool. 4. Delete all 3 power poles 5. Undo the deletion. After performing the undo, all 3 power poles will be connected together, regardless of whether or not they were connected before. This applies to both copper wires, and red/green wires.
[ { "author": "thebrick448", "content": "I forgot to mention in my initial post - To reproduce this, you need to use ghosts, or be in editor mode.", "date": "2024-10-29T03:33:07+00:00", "quotes": [] }, { "author": "", "content": "I tried to reproduce this issue but in 2.0.41 everything seems to be working fine. Only part that was close to being suspicious is the cut+paste of electric pole which adds extra wire that was not undone but this is already covered by 118468 saying why it wont be fixed.", "date": "2025-03-12T21:55:11+00:00", "quotes": [] }, { "author": "thebrick448", "content": "Thanks for the investigation! I took a look at the linked thread and while that issue may have the same root cause, the expected behavior is different. In this case, I'm undoing the deletion of some entities, and within that set of entities, new connections are being made. \n \nI spent a few minutes testing this, and found that the problem depends on how the power poles are positioned relative to each other, possibly even based on the order they were constructed in. I did find a pattern which produces the behavior consistently. \n \nI've attached a video of the bug successfully being reproduced in the current version of Factorio (2.0.41 (build 81968 expansion, linux64)). Hopefully this helps. \n \nI should also mention that while I have an example with power poles, this was simply the easiest way to reproduce the problem. This happens with other entities, and can result in new connections between combinators. Also, so far I've only seen this create connections between poles which already belong to the same circuit / power network. It does not seem like this can connect different networks together. \n \n \n factorio-bug.mp4 \n (12.72 MiB) Downloaded 6 times", "date": "2025-03-15T23:49:08+00:00", "quotes": [] }, { "author": "", "content": "This still falls into the same classification as 118468 . When electric pole is removed, in order to attempt to keep connections it does a \"rewire\" operation which has no access to the player removing it because in many cases it simply cannot have access to it (like when entity is ordered deconstruction and removed later by a construction robot). Scenario in the provided video is just the same scenario and removing 3 electric pole ghosts with one deconstruction planner action is irrelevant because under the hood, game is unable to remove 3 entities at the same time, they are removed in certain order. When first ghost electric pole is removed (in this case it is the leftmost pole in the topmost 2 tile high row) it does rewire connecting other 2 poles with extra wire and then those 2 other electric poles are removed - here if you undo, all entities are restored but you start seeing the wires that were added in the \"in between\" state. It is not the undo that adds extra wires, they are added when removing poles but you only get to see extra wires after undo is performed.", "date": "2025-03-16T00:13:00+00:00", "quotes": [] } ]
4
2024-10-23T16:07:14-05:00
forum-topic-7
7
Role playing direction - Page 4
Development Proposals
https://forums.factorio.com/viewtopic.php?t=7&start=60
TGS
Yeah, that's kind of my thinking too tbh. I mean yes it works atm. But not exactly 'working as intended'. But I think this is more an issue of there not being enough viable alternative options... yet. But as I think you were the one that said the tank will be coming I think that it won't be the optimal offensive option for much longer. I guess it's mostly an issue (at least in my eyes) that the armor and combat drone later techs are quite research expensive. And those are ultimately what make biter base assaulting a possibility. That all being said. The rocket range adjustment that was made in 0.8.0 has actually been helping a lot in its own right. I've noticed I can actually get a few rockets off before my car starts taking significant damage from the worms and in some cases if I can deal with/tank the biters I can literally just sit outside their range for a short period of time whittling down their hp then retreating and rinsing and repeating. Obviously this doesn't work on the larger bases, but on the smaller ones that tend to pop up around my factory it's certainly viable. Much more so than it was before, where even trying to get close enough to fire off 2 rockets ended in a nearly destroyed car. Also being able to drive into a repair bots range and get repaired then rinse & repeat without having to get out pick up car then re-drop car has helped a lot. The whole getting out of the car then picking it up then dropping it again was awkward.
[ { "author": "Nova", "content": "Mh, how about a small \"construction time\", until the turrent can fire after it got placed?", "date": "2013-12-20T10:48:30+00:00", "quotes": [] }, { "author": "Darthlawsuit", "content": "This is really needed before beta. Everything should have a construction time. However that will take a lot of time and add a \"completion\" feel. Seems like a good thing for the Beta.", "date": "2013-12-21T01:29:21+00:00", "quotes": [ { "author": "Nova wrote:", "content": "" } ] }, { "author": "Zero_Berz", "content": "that`s turret too;) \n \nthis is my preferred method of delivering turrets to hives (NB to devs. Plz add something like this as an ultimate manifestation of techno-fascism and bending nature by force;)) \n \nBTW, using defensive structures(turrets) offensively is ok too. For making foothold near really large hive clusters. \n \nSure.What i was talking about, was an idea of technical evolution. You gain power not through exp, but through making new weapons, and armor. As irl, if i need to hunt bear,i will not do it through physical training and then strangling bear with bare hands . i will use rifle=). Automatic preferably.\n \nAh, not a problem. =)\n \n\nAh, not a bug really. \nSolution is simple. Tanks. Armored cars with built in weapons, explosives (no, grenades is cool, but we need more powerful things), artillery turrets. Heavy flamers, suicide drones, bulldosers(much needed to plow through dense forest), salvo-type rocket\\mine\\acid\\napalm canister launchers(insane reloading time, but serious damage). \nAdding something effective at hivekill wil completely reduce offensive role of turrets to foothold-making \n \nAnd btw. It would be nice to have different types of hiveclusters. For example check distanse to nearest structure and if more than some number of tiles, spawn heavy artillery worms. They should have insane damage, splash and range (1 shotting group of turrets 3-5 screens away for example) but easily escapable for moving targets due to slow moving projectiles. \n \n \nNope. Not really needed. There are a lot of ways to solve turret crawl and instawall problem. \nAs i posted slightly before,all we need, is a wide selection of tools. More weapons and weapon types, more combat vehicles, more turret types. No1 will turretcrawl, if there are better ways;)", "date": "2013-12-23T10:12:24+00:00", "quotes": [ { "author": "TGS wrote:", "content": "" }, { "author": "TGS wrote:", "content": "" }, { "author": "TGS wrote:", "content": "" }, { "author": "slpwnd wrote:", "content": "" }, { "author": "Darthlawsuit wrote:", "content": "" } ] }, { "author": "FreeER", "content": "Interesting ideas. Just cause I immediately thought of it when I saw \"grenades is cool, but\" I'll say \"landmines\" lol. I know they don't really count much (might be nice defensive with blueprints though). White phosphorus grenades could be a nice item though I think artillery turrets (currently) would be a bit over kill, same with artillery worms also slight issue with the fact that you can not outrun missiles, either the old actual rockets nor the new worm ones, they never stop, at least I do not think they do. It could have been fixed, but I kind of doubt it. But if they are implemented, you'd need a way to protect your base, either SAMs or forcefields. As for suicide drones, interesting but I'd rather be able to have combat drones patrol the area and then order then to follow me when I'm ready to take the fight to the enemy (or even just send them off on their own), though I wouldn't mind combat drones suiciding if they were about to die. As for salvo-type launcher love the idea (devs would have to separate weapon reload times though, or make it so that you can quickly drop a weapon and switch to a faster one). Heavy flamers, sure no complaints whatsoever \n \nas for the hive clusters, I've always wanted to see the hives (especially the old ones that actually looked like buildings) form into one giant building instead of just have lots of them. Instead of having little cottage looking things everywhere it would have been nice to have them build up into massive palaces with many doors, now it'd simply be larger and more grotesque spawners (most likely) but more visually pleasing (to me) than simply massive numbers of small hives (also, massive health so you'd really need those weapons).", "date": "2013-12-23T11:04:52+00:00", "quotes": [ { "author": "Zero_Berz wrote:", "content": "" } ] }, { "author": "", "content": "Yes, this is the right way!!11 \n \nAnd another aspect: Take the character away from a all tech etc. and he is absolutely helpless. This might happen due to some reasons. \n \nThis interesting situation: if the player wants to make peace, he's not allowed to wear any weapon, shield, etc. he must switch off all offensive weapons, before making any negotiations. And there is no real guarantee, that the biters stop. I swear I would really sweat in the moment, when found the \"big native city\" some chunks away and begin negotiations with the \"biter-queen\".", "date": "2013-12-23T13:07:25+00:00", "quotes": [ { "author": "Zero_Berz wrote:", "content": "" } ] }, { "author": "TGS", "content": "Lol I see what you mean. Though that definitely confirmed the breakdown in communication, at least on my end. I have never heard of anyone referring to a tank, or a jeep with a gun/cannon canopy as a 'turret'. Yes technically they have turrets, but they are not turrets. They are tanks or armored vehicles. \n \nThose are definitely the direction the game should go imo. Though they have to take care not to end up with overlaps where one is clearly more powerful than the other when it is 'easier' to obtain in the tech tree. But I certainly thing that the current armor/offense is... lacking. But that's just me lol. \n \nI also think there really needs to be some incentive for the player to expand outward and go on the offensive. Not just \"I need this space\" or \"They are encroaching\" which seems to be the only reasons at the moment.", "date": "2013-12-25T08:55:53+00:00", "quotes": [ { "author": "Zero_Berz wrote:", "content": "" }, { "author": "TGS wrote:", "content": "" } ] }, { "author": "Ardagan", "content": "Hm... too much to read, so sorry for me being ingnorant. Hope the topic is not closed yet. \n \nAdding RP may make sense for the main character to be in game. Otherwise his presence only screwed up my economic RTS gameplay. Well, it gives a way to lose the game though. \n \nHowever I do not really see the way to add RP to the game: \n \n1) Experience is bad idea: a) game is focused in preparing production chains, experience goes to human player, not to game character b) you can't get experience in fights, that will switch the purpose of game to: risk my main char to get some exp... \n \n2) Classes do not really make sense here. You have research labs. What's the difference between changing what you are going to research and getting experience/changing skill? \n \n3) If diversity is needed, then there can be some mutual exclusive technologies like: building/using mega-sub-space-killa-power-generator will not allow you to use teleporters. (well that is not part of the game yet, but who knows) \n \nWill try to ignore the discussion of vehicles as that is an offtop.", "date": "2013-12-27T20:04:26+00:00", "quotes": [] }, { "author": "FreeER", "content": "read these and you'll pretty much be caught up, I even made links for you the specific posts, At the very least read TGS's Last post of page 3 \n skim first half of Page 4 \n * TGS's post on 5 \n\nPS. I've looked through 20+ pages for a specific sentence that I knew I'd seen somewhere but that the search couldn't find for me. Skimming 7 pages was/is nothing lol", "date": "2013-12-27T21:47:29+00:00", "quotes": [ { "author": "Ardagan wrote:", "content": "" } ] }, { "author": "Ardagan", "content": "@TGS +1000 \nActually... that what I wanted to write at first, but then read through like 2-3 pages of posts in this thread and then lost the though.", "date": "2013-12-27T23:01:16+00:00", "quotes": [] }, { "author": "Alfdaur", "content": "Knowing that the origional post is from more than a year ago. I think that the current direction of modular armour is better that using a experience leveling skill. Seeing that the core of the game is about building things, experience would just be a stark contrast in parralel to the game. I would like exploration in the cave like caverns, but to make this into a complete adition to the game, it would take a expansion pack in my honest opinion. \n \nI like the ideas of GTS: adding large bitters clusters on top of rare resources. This would make incentives to go on a large killing spree. Also, the abandoned high-tech factory idea could be nice, but needs good implementing, as it wouldn't fit in the current form of the game, yet. \n \nI am a little confused about the robot squads that are being talked about in this topic. Haven't we already got robot squads in the sence of the destroyer bots? \n \nWhat I would suggest for RPG elements is to completely overhaul the assualt bot system. Instead of having like 14 generic bots, use the same costumization that the modular armour has. We already got shield, laser, battery and power elements. Using these may add more depth and rpg elements to the game in a meaningfull way. In this way you could make a tactical squad like in X-com.", "date": "2014-04-07T13:43:15+00:00", "quotes": [] }, { "author": "Grimtongue", "content": "I don't want the character to have a separate progression system (exp), especially not a system that involves doing a task repetitiously for the sole purpose of increasing a \"skill.\" That kind of experience-grinding is horribly tedious work. \n \nResearch techs that can enhance the player's statistics or abilities would be a much better direction for Factorio.", "date": "2014-06-11T17:39:33+00:00", "quotes": [] }, { "author": "bobingabout", "content": "We already have a few of those, Toolbelt, weapon damage increases, Logistic slots etc. The issue is that in multiplayer, once the skill is unlocked, all players get it. And for grinding for experience, well, you could just gain experience from things you'd be doing anyway, like killing biters, or building things in your suit. \n \n \n \n \nI know this is old, but I have a few comments. \n \nClasses: I like the general idea, but some of the things could be harder to implement. \nEngineer: having cheeper recipes... Doable, but you'd effectively need multiple sets of recipes, 1 for the engineer, 1 for the factories, and possible another set for every other class too, depending. I suppose an easier way would be Engineer overide recipes, so they use they default recipe for an item, unless a specific recipe is specified specifically for the engineer class. \nFighter: well, no notes there. \nScientist: Cheaper science... well, how would this work in multiplayer? \n \n \nAn alternative, and easier solution for the Engineer could be a personal Productivity guage. like having a productivity module installed in the player entity, so if you make 10 runs of copper wire, you get an 11th run for free, so instead of ending up with 20 wires, you get 22. The bonus could possibly be higher(or increased with experience). The problem is, how to choose what this bonus applies to, and if it should keep track of indevidual recipes, you might not craft 10 wires in a row, does it reset when you choose a different recipe, or does the bonus gague just fill for everything you build and apply to the item you're crafting when it fills? The best solution would be a seperate gague for every item you can craft, so when you eventually build a 10th item, you get the 11th for free, but it could end up being messy internally keeping a track of it for every possible recipe, then there's the issue that currently, most of these gagues and things reset when saved and loaded, including fluids inside a factory. \n \nFighter, perhaps a health bonus, and/or damage output multiplier bonus? \n \nScientist... well, i have no sugestions here, I just don't think this idea would work. \n \nA sugestion could be miner: improved mining speed, though I suppose this becomes redundant when you're automating miners, in fact since you get a burner mining drill for free, you can play a game where you only have to mine 1 tree, or piece of coal, and don't have to mine anything ever again (though it is tricky without chopping down more trees for wood untill you get construction bots to remove them for you) \n \n \nanother thing you mentioned is experience gain, well, there are 2 directions you can take classes and unlockables... \n \nThe first is an EVE Online method, where everyone can unlock and learn everything, different \"Classes\" just start with different unlocks, and as you spend points, you learn more things. You could have a single entry point in different positions for each class, and as you go through the tree, you can learn everything from all classes, or you could have multiple small trees in specialised areas, say one aimed at combat that gives things like bonuses to health, resistances, and damage output, and another for the engineer, with mining speed, construction speed, and personal productivity bonuses, different classes just have different points spend in different areas. \n \nThings like the Damage bonuses, Toolbelt, Logistic slots etc could be removed from science and placed within your personal Experience tree system. \n \nThe second direction is a unique level up tree for every class (so only the engineer would have the engineer tree, only fighter has the fighter free etc), and honestly, in a game like this, I don't recomend it. \n \nI'd recomend the multiple small trees method, and every class has access to all trees, they just start with a few points already spent in different areas. \n \n \nThe next point is... where do you get experience from? Only enemy kills would be a bad idea, not everyone wants to hunt things down to gain experience, but it is a good way to gain experience. Crafting items yourself could also be a good way to gain experience. \n \nA question you also need to ask yourself is... is there a single experience gague, so if you spend a couple of hours crafting constantly, you can gain enough experience to max out your combat skills, or seperate experience gagues so you have to go out fighting before you can level up your combat skills?", "date": "2014-11-03T09:38:54+00:00", "quotes": [ { "author": "Grimtongue wrote:", "content": "" } ] }, { "author": "DerivePi", "content": "A couple thoughts: \nTo make classes meaningful, they must be exclusive. I would allow access to the class abilities through the research tree with something like: \nScientist - Stealth, Teleport building (move from one to another instantly) and resource locator (indicates where mineral sites are - above and below ground) \nEngineer - Next gen mod armor, biter repulsor building (biters stay away unless provoked - good around new mining sites), larger manipulation range - place elements at a further distance from player \nSoldier - Two handed weapon armature, Citadel building (self contained long range military building that houses 9 lasers), increase to weapon range \n \nThe story line would be - before player leaves home planet on expedition he picks up an advanced research library that gives him the option to adapt further specialized technologies that can't be locally reproduced. \n \nFor coop play, the upgrades can be mutually beneficial (every player on team can use the teleporters placed by the scientist and repulsor will keep away local biters.) I think it'd be nice to also offer powerful advances for cooperative developments - like a building started by a scientist and finished by the soldier - something to encourage the meshing of players together. \n \nFor head to head play, I was thinking of a DOTA kind of balance - Engineer is faster and more defended, Soldier can put down more fire power and scientist can sneak up and finish wounded players and sneak away when wounded.", "date": "2014-11-03T14:55:51+00:00", "quotes": [] }, { "author": "Dracohouston", "content": "I don't like the idea of classes and leveling in this. Also I don't see a problem with other players getting toolbelt etc if they join late in coop. The factory you make is always progressing and looks different each game", "date": "2014-11-06T06:16:32+00:00", "quotes": [] }, { "author": "Jythier", "content": "There already are RPG elements. There's leveling up through technology. I assume eventually multiplayer will have the ability to split up the techs so that each player has their own - great. Hopefully it retains the ability to share tech. \n \nThe game is about factories. \n \nFactories are about consumables. We're talking about one person here. So iron pickaxe is important, because it lets you get through things faster, but you rarely have to craft a new one and using it is absolutely the worst usage of your time. \n \nThe main consumable is ammo and that's eliminated at the laser phase. \n \nIn fact, lots of consumables get eliminated throughout the game while others are created. At the beginning, it's ammo and coal to power individual things. Then it's coal to run power plants. Then it's no coal at all with solar power. \n \nThe character is needed but at the same time, you're preparing for a landing. You don't have time to level up. You need to get that rocket thing up now, not 10 years from now. \n \nHowever, your technology needs to level up. You don't start with everything. \n \nI think the problem here with adding RPG elements is that the character is NOT the main character. The character is the factory itself, and that already gets stronger, levels, changes the entire face of itself, throughout the game. You can build different classes of factories. You can have 5 or 6 characters that you completely customized that are linked together by a railway you built. So really, what the developers need to do in this game is continue to make the factories the interesting characters they are, by giving us new tools, new levels, new ways to eliminate dependence on natural resources, new ways to use natural resources, etc. Because the little guy who runs around is NOT the focus. That's why the multiplayer game is so strong in co-op - you're building characters (factories) together.", "date": "2014-11-06T19:30:58+00:00", "quotes": [] }, { "author": "Align", "content": "Yeah, I always felt things like XP or special skills would feel awkward and out of place in this game, and Jythier managed to put a finger on why.", "date": "2014-11-07T07:04:36+00:00", "quotes": [] }, { "author": "L0771", "content": "I just saw this post just now. I didn't read all messages, but there are good ideas. \n \nSince I started playing I have the idea that the character not progresses at the speed of the game, there must be a difference between the newly begun character and a character that takes months playing. \nThe November 3 started a mod, knew nothing about programming in lua, but with the help of other users I could continue. \n \nIn my mod I try not to change the bases of the game, you can have it installed and continue playing without a difference. \n \nHere you gain experience for differents actions (mining resources, cutting trees, crafting items, exploring the map, taking damage and dealing damage), each one has a bonus, like more items, health regen and more damage. \nAnd for other side, you have some like perks, buying talents can customize your character... \n \nI want add, i'm programmer, not graphic designer \n \n \n \nI like the idea of \"clases\", can i steal it? \n \nAnd please vote my poll, next release is for Friday or Saturday.", "date": "2014-12-16T16:01:26+00:00", "quotes": [] }, { "author": "Ichigoshollow", "content": "This game wasn't made to be an RPG plain and simple. Why would you want to turn Factorio into a Dungeons and Dragons game? Seriously.... The direction they should go in is the one they have been going in. Yes they should add more content but more in a way that doesn't involve turn-based or any type of RPG.", "date": "2015-02-10T21:18:25+00:00", "quotes": [] }, { "author": "NotABiter", "content": "I have read a lot of comments here that indicate many people have no idea how well RPG and RTS can go together. I would suggest they go play the Warlords Battelcry (WBC) series of games and become enlightened. \n \nThe RPG elements need to be seen as both of these: \n \n1. A way for players to try significantly different approaches to the game without just intentionally crippling themselves by doing things like \"no laser turrets\" or \"no solar\" or \"no burning coal\" games. Rather they can play a character with certain strengths and weaknesses one game, and a different character with a very different set of strengths and weaknesses in the next game. (In WBC playing as an Empire Merchant is vastly different than playing as a Fey Alchemist which is vastly different than playing as a Dwarf Tinker which is vastly different than playing as any of the hero types that specialize in various flavors of combat. Among many other things, a merchant has skills in acquiring resources, an alchemist has skills in transmuting materials, a tinker has engineering skills that boost building HP, dwarves have the ability to do some free building repairs - all of which are relevant to base building and maintenance. And that's really just scratching the surface of the available differences.) \n \n2. A way for the Factorio developers to reach a wider audience. For example, if a character can choose between developing their personal combat skills and weapons vs developing (yet to be added!) autonomous robot armies, then the developers can target both players that like to get their hands dirty in real-time combat and those that prefer to hang back at the base and issue orders (and perhaps really detest anything remotely like \"twitch gaming\") -- and they can do so without either type of player feeling like they are \"really missing out\" because they are not fully utilizing everything they have available, because they are in fact making use of what they have developed their particular character to be good at. \n \nAnother possibility is to borrow a feature from RPGs (as WBC does) that can be used to break up the monotony that playing Factorio can currently end up being. And that feature is quests. Adding quests to Factorio would certainly take some thought though... One possibility is having special \"long range scanners\" that detect \"alien tech\". Maybe if the player can get to the tech quick enough they can obtain some kind of bonus. (Not sure what tech biters can have though as they are so stupid. Maybe other aliens have crash-landed there in the past and got eaten by the biters.) Another possibility is requests for resources. Maybe \"pickup ships\" will stop by and pick up resources/parts they have previously requested and which the player had promised to deliver within a certain time. (There might be some unique rewards for these, such as an \"Assembly Machine 4\", or a small stack of \"Long Range Laser Turrets\", or a special item that can go in one's power armor.) There could also be \"Clear and secure sector X\" type quests, though there would need to be some story to go along with that. (Maybe some building complex then starts getting auto-built there and is intended to be used to house/feed/etc. colonists when they arrive. The player then has to keep that building defended all the way to the end of the game.) \n \nSome people have pointed out that Factorio is more about the factory and less about the character. While trying to use that as an argument for staying that way is nothing but circular logic, there is more that can be done on the factory side of things while still giving an RPG-like customization feel, and that is \"side creation\" as per the game \"Warlords 3: Dark Lords Rising\". That is, at the start of the game a player may choose to customize their \"side\". What that does is give you a certain number of points to spend, and you can select what units will be available in game. For Factorio this could include selecting what bonuses/nerfs the side will receive and what techs/buildings/weapons/bots/etc. will be available in the game. (You still have to research/construct them in the game. The ones not selected, however, will be completely unavailable in the given game.) \"Buying\" each one costs points, and in some cases there may be a \"synergy charge\" - e.g., solar panels and accumulators have a synergistic relationship, so the cost of getting both would be more than the sum of their individual costs. (The game \"Stars!\" has a similar system for race customization, and like WL3:DLR it also uses a \"synergy charging\" system to maintain balance.) \n \nThanks. That's all I needed to hear. \n \nI don't care how bad Engineer is in terms of \"game play advantage\", I'd play it just to reduce that oh-so-annoying \"you're not close enough to place that\" nonsense. (When oh when will they just make it so if you're not close enough, the character just auto-walks a bit closer? Instead they just beep at me and not do what I want.) \n \nI find that unless I really go out of my way to play the game differently (which generally means intentionally playing the game in a \"stupid\"/non-optimal way), factories are really only superficially different. \n \nI'm currently playing a \"no laser turrets\" game with all default settings. I'm already at the point where I am setting up blue circuits so I can make power armor, and my gun turrets have killed all of 7 biters. Gun ammo (for use in guns) is really not a significant strain on my factory. (Making combat robots has consumed much more resources than gun ammo, though I believe even that is still insignificant compared to what's been spent on research and modules.) If you kill all the spawners that are in/near your pollution range, then biters/spitters (almost) never attack your base. \n \nTo those few people that said that the game should reward the player for hand-crafting items: What are you smoking? \n(And you're already getting \"rewarded\", as hand crafting doesn't cost energy, doesn't produce pollution, doesn't require a factory, doesn't require you to travel to said factory or set it up, and automatically produces all prerequisite items in the required amounts. The devs should make it so hand-crafting produces way more pollution than using an assembly machine. They could even ding your health to represent all of the times you accidentally hit your thumb with your pick-axe while trying to use your pick-axe to place copper traces on a circuit board. And they should make hand-crafting about 10x slower than using an assembly machine, maybe less so for lower-tech stuff and more so for higher-tech stuff.)", "date": "2015-03-29T07:47:29+00:00", "quotes": [ { "author": "TGS wrote:", "content": "" }, { "author": "DerivePi wrote:", "content": "" }, { "author": "Dracohouston wrote:", "content": "" }, { "author": "Jythier wrote:", "content": "" } ] } ]
19
2013-02-07T09:42:11-06:00
forum-topic-127519
127519
[2.0.41] Heavy Graphics glitching when many sprites are on screen
Pending
https://forums.factorio.com/viewtopic.php?t=127519
BBBBSammich
Problem started occurring after updating to the latest version. When there is a lot of text on the screen some of it does not render. When there are a lot of sprites on the screen glitching occurs as attached. Lower, or different graphics settings does not seem to affect the problem. I have also updated my graphics drivers, and the problem persists. GPU: NVIDIA RTX A1000 6GB Glitches occur when more entities are loaded when zooming: output.gif (5.72 MiB) Viewed 140 times Text in the mod window not rendering (Same for all text in all menus): 03-15-2025, 14-07-28.png (703.13 KiB) Viewed 140 times Log File: factorio-current.log (13.87 KiB) Downloaded 6 times P.S. Sorry for the non descriptive title, I don't know how to explain it better xD
[ { "author": "BBBBSammich", "content": "This is a game breaking issue, so help will be greatly appreciated", "date": "2025-03-15T12:14:28+00:00", "quotes": [] }, { "author": "", "content": "Are you able to test loading an older version of the game with the same save file and seeing if it happens there as well? I also noticed in the log file you've forced OpenGL - is there any reason for that? I recommend switching back to DirectX since it's faster and more reliable on Windows. \n \nGiven you're the only person reporting issues, i suspect that your graphics card is faulty.", "date": "2025-03-15T15:08:24+00:00", "quotes": [] }, { "author": "BBBBSammich", "content": "How strange, I do not recall ever changing that setting? \nIt did however solve the problem.", "date": "2025-03-16T09:18:06+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
3
2025-03-15T07:10:23-05:00
forum-topic-116385
116385
[2.0] Map and zoom functionality
Modding help
https://forums.factorio.com/viewtopic.php?t=116385
_Attila_
It seems that major changes were made to how the map and zoom setting are now set and applied. Zoom mods used to rely on player.zoom_to_world, player.open_map and player.close_map. These no longer exist and it is not at all clear how to convert such mods to use the player.setcontroller function. What is the equivalent of these functions in 2.0? How is zoom level set now in remote view? I can call player.setcontroller with type = defines.controllers.remote and it enters a new map mode, but I can't find an elegant way to exit this map mode. Can we please get some clarity on how to re-implement zoom and map features that used to work just fine in 1.0?
[ { "author": "Dixi", "content": "Currently it's most wanted feature - to make map working as in 1.xx, without forcing player to scroll zoom out after opening map every time! \nSo please, make a mod public, as soon as you manage to find the solution.", "date": "2024-10-22T10:23:35+00:00", "quotes": [] }, { "author": "_Attila_", "content": "Can someone answer this please?", "date": "2025-02-22T20:17:20+00:00", "quotes": [] }, { "author": "Stringweasel", "content": "You can go into remote view and back by setting the player controller. \n \nRelated to zoom: viewtopic.php?p=662115#p662115", "date": "2025-02-23T10:44:14+00:00", "quotes": [] } ]
3
2024-10-21T15:46:20-05:00
forum-topic-108980
108980
Lua Requires Generator (Batch Script)
Development tools
https://forums.factorio.com/viewtopic.php?t=108980
xaetral
To help making my big overhaul mod I made a little batch script that scans all the ".lua" files in the directory "./prototypes" (yes, even subfolders) and append each corresponding require to a fresh data.lua script. In case that script is of any use to somebody else, here is it: (just put it in a text file and rename it with a .bat extension) Code: Select all @echo off del data.lua echo --This file has been automatically generated using Xaetral's batch script>>data.lua for /r %~dp0prototypes %%f in (*.lua) do call :func %%f goto end :func set z=%1 call set z=%%z:%~dp0=%% set z=%z:\=.% echo require("%z:.lua=%")>>data.lua goto :eof :end echo --This file has been automatically generated using Xaetral's batch script>>data.lua All of this is under public domain, feel free to do whatever you want with it.
[]
0
2023-10-01T14:13:07-05:00
forum-topic-122786
122786
[2.0.21] Pausing while hovering over GPS rich text obstructs the menu
Minor issues
https://forums.factorio.com/viewtopic.php?t=122786
Osmo
The pause menu is obstructed by the location preview Снимок экрана 2024-11-24 223450.png (40.68 KiB) Viewed 193 times
[ { "author": "", "content": "Thanks for the report. Due to the complex nature of GUI, I don't believe we will be working on this.", "date": "2025-03-03T14:39:49+00:00", "quotes": [] } ]
1
2024-11-24T14:37:20-06:00
forum-topic-100306
100306
New tight spot expansion
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=100306
war877
As a person who likes tight spot almost as much as freeplay, I decided to add seven levels to the campaign, including a bonus level. To use extract the contents of this zip file into the <factorio root>/data/base/campaigns/tight-spot folder. If you are playing on steam, this will be in your SteamLibrary/steamapps/common folder. Next, you will need to replay level 5 from a new game, to unlock level 6. You may find it slightly harder than it used to be. Installation overwrites a few files from the original campaign. Including localisation files for the campaign. Known issues: -Wires cannot be refunded. To mitigate this, the price of wires has been reduced. -If time passes too slowly at x64, you can speed it up by opening the map. -Sulfuric acid mining rigs sometimes forget that they are sulfuric acid in the upper left of ore patches. -Untested features in the bonus level. All levels are beatable, probably.
[]
0
2021-10-18T18:42:58-05:00
forum-topic-127185
127185
[2.0.32] Crash (AreaTriggerItem::apply -> EntitySearch)
Pending
https://forums.factorio.com/viewtopic.php?t=127185
gbk
This crash occurred twice in three days, and no action was done in the game. It has never happened before again.
[ { "author": "", "content": "Do you have the latest bios installed? If it crashes again, post the new log as well please.", "date": "2025-02-28T14:03:55+00:00", "quotes": [] }, { "author": "", "content": "Do you know of any way to reproduce this? Like load save, wait 3 minutes, it crashes? \n \nIt seems to be related to a demolisher killing something on vulcanus.", "date": "2025-03-02T13:23:49+00:00", "quotes": [] }, { "author": "gbk", "content": "Thanks for the suggestion, the crash hasn't happened since upgrading the BIOS version", "date": "2025-03-16T04:49:09+00:00", "quotes": [ { "author": "Loewchen wrote: Fri Feb 28, 2025 2:03 pm", "content": "" } ] } ]
3
2025-02-28T07:28:26-06:00
forum-topic-127156
127156
Extend LuaSchedule with bulk operations
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=127156
LuziferSenpai
Hey, I love the LuaSchedule, but I'm mussing bulk operations a bit. So what I would want to have is: get_interrupts returns a array/table of all the interrupts add_interrupts lets you add all the interrupts inside a array/table at once For now I only have these two, but there could be more. Greetz, Luzifer
[ { "author": "", "content": "I added get/set/clear interrupts and records for the next release.", "date": "2025-02-27T16:53:10+00:00", "quotes": [] } ]
1
2025-02-26T19:46:14-06:00
forum-topic-123198
123198
Steam Awards 2024! Factorio not selectable in "Best Soundtrack Award"
Spread the Word
https://forums.factorio.com/viewtopic.php?t=123198
vadcx
https://store.steampowered.com/steamawards/ Undisputably, Labor of Love goes to Factorio. I'd have loved to nominate it for the best OST too, but I guess Steam excluded it from the category, because a big fat "2.0 for all + DLC" update doesn't quite count enough to be allowed into this nomination unlike a separate App & ID being released onto the store? That's unfortunate and I wonder if devs can/would like to do something about this?
[ { "author": "the_potty_1", "content": "I voted labour of love too. To quote myself: \n \n\nPS now it's 4085 hours :/", "date": "2024-12-01T17:02:28+00:00", "quotes": [ { "author": "the_potty_1 wrote: Wed Nov 20, 2024 2:54 pm", "content": "" } ] } ]
1
2024-11-28T10:44:09-06:00
forum-topic-126333
126333
My denied posts are not off topic
This Forum
https://forums.factorio.com/viewtopic.php?t=126333
BDRandy
I was specifically told by factorio@factorio.com to post my post in bug reports. It is not off topic, so uh... fuck you for being lazy and not telling me why my posts are removed.
[ { "author": "", "content": "You made a one liner not explaining anything and you can literally read the reason in your screenshot. On top of that you will also have to change your tone.", "date": "2025-01-25T23:57:52+00:00", "quotes": [] }, { "author": "BDRandy", "content": "My first 2 posts were not one liners. I wasn't going to put effort into retyping everything a third time. I just want to know what was wrong with the first post please?", "date": "2025-01-26T00:17:16+00:00", "quotes": [] }, { "author": "", "content": "Open a new topic in Bug Reports for your issue and make sure you follow 3638 when doing so.", "date": "2025-01-26T00:21:43+00:00", "quotes": [] }, { "author": "Hares", "content": "For me as both user and software developer it seems that the correct behavior for this and similar problems is to move this reports to the \"needs info\" category and forget about them if not provided within certain tine period. I can confirm that deleting reports makes people angry and bot wanting to collaborate further.", "date": "2025-02-04T21:13:35+00:00", "quotes": [ { "author": "Loewchen wrote: Sun Jan 26, 2025 12:21 am", "content": "" } ] } ]
4
2025-01-25T17:54:48-06:00
forum-topic-127482
127482
[2.0.39] Missing Aquilo science requirement
Duplicates
https://forums.factorio.com/viewtopic.php?t=127482
Dictator
Railgun Damage doesn't use Aquilo science unlike other Aquilo unlocked techs obraz.png (1.07 MiB) Viewed 84 times I would expect, that it requires aquilo science to research like its unlocks.
[ { "author": "", "content": "Duplicate 123413", "date": "2025-03-14T11:07:51+00:00", "quotes": [] } ]
1
2025-03-14T04:06:16-05:00
forum-topic-121207
121207
[Klonan] Inserter blacklist quality filter renders twice
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=121207
AndrolGenhald
Screenshot_20241112_182001.png (59.74 KiB) Viewed 823 times The ">." is rendered both large and small, seems like it's rendering as it would for whitelist and then again for blacklist.
[ { "author": "", "content": "Thanks for the report. Are you using any mods?", "date": "2024-11-13T02:13:24+00:00", "quotes": [] }, { "author": "AndrolGenhald", "content": "Just default space age mods, base, elevated-rails, quality, space-age, all on 2.0.15.", "date": "2024-11-13T03:20:36+00:00", "quotes": [] }, { "author": "", "content": "Can you post a save file with this issue? When I test, it seems to be normal. Maybe also a screenshot of your graphics settings?", "date": "2024-11-13T03:39:21+00:00", "quotes": [] }, { "author": "AndrolGenhald", "content": "Interesting, I wouldn't have thought it'd be a difficult one to reproduce. I'm on Linux, but I didn't think that'd be the difference that would cause it. \n \n \n \n Screenshot_20241112_221545.png (5.01 MiB) Viewed 730 times \n \n \n \n \n \n Screenshot_20241112_221509.png (3.03 MiB) Viewed 730 times", "date": "2024-11-13T04:26:31+00:00", "quotes": [] }, { "author": "LCStark", "content": "I'm running on Windows and it does that too: \n \n \n \n \n 11-13-2024, 12-27-03.png (341.6 KiB) Viewed 689 times \n \n \n \n2.0.17 with space-age, elevated-rails & quality.", "date": "2024-11-13T11:27:56+00:00", "quotes": [ { "author": "AndrolGenhald wrote: Wed Nov 13, 2024 4:26 am", "content": "" } ] }, { "author": "", "content": "Ah that's what I was missing. With any actual item in the filter it always renders correctly. It's also not centered correctly when drawn with just quality.", "date": "2024-11-13T13:51:08+00:00", "quotes": [] }, { "author": "Muche", "content": "Ref 124472 inserter's quality blacklisted filter displayed twice in alt-mode , 125360 Quality icon drawn twice on inserter blacklist filter .", "date": "2024-12-15T18:14:44+00:00", "quotes": [] }, { "author": "", "content": "Thank you for the report \n \nThis was fixed a few versions ago internally", "date": "2025-01-22T12:31:04+00:00", "quotes": [] } ]
8
2024-11-12T18:26:33-06:00
forum-topic-126194
126194
[2.0.32] black text when updating several mods ingame
Duplicates
https://forums.factorio.com/viewtopic.php?t=126194
Quezler
When you update mods in bulk and have one of them halfway through the list selected, when the list shift the text color becomes black until the cursor interacts with it again. Full video in 126192
[ { "author": "", "content": "117713", "date": "2025-01-21T16:44:21+00:00", "quotes": [] } ]
1
2025-01-21T07:07:30-06:00
forum-topic-119141
119141
[2.0.13] Thruster side panel doesn't fit screen on default UI scale
Minor issues
https://forums.factorio.com/viewtopic.php?t=119141
Rouilleur
Hello, when hovering mouse over a thruster in space platform, a side panel appear with info such as fuel consumption and thrust. On my 1920x1080 monitor, when UI scale is default, the bottom of the panel is truncated. This is specialy an issue when the ship is moving since the "travel" window increase in size. The thrust info part becomes hidden. (See screenshot below) I don't know if there is a way to scroll this side panel. The issue can be worked around by reducing UI scale to 75%, but it is then quite small. Illustration : When in travel : Capture d'écran 2024-11-01 203532.png (344.11 KiB) Viewed 1561 times When stopped Capture d'écran 2024-11-01 202021.png (348.77 KiB) Viewed 1561 times
[ { "author": "Zaflis", "content": "It's a neverending problem with tooltips. If you increase UI scale to 125% then it goes over screen even with tooltip of common stone furnace. I thought there was a keybind like Alt+Scrollwheel to scroll the tooltip but i guess i misremembered. \n \nHowever i found this workaround that to me is no longer just a workaround but better feature in interface settings:\n \n \n \n 11-02-2024, 14-24-27.png (199.35 KiB) Viewed 1533 times", "date": "2024-11-02T12:24:38+00:00", "quotes": [] }, { "author": "Rouilleur", "content": "Yes, this is a recurrent issue expecially with mods or for tooltips involving network content. \nBut usually the base game does a good job not having it at 100% scale, except here. \n \nMy resolution + 100% scale is realy a vanilla setting. \n \n \nThanks for the tip regarding floating tooltips. Not sure I will adopt it everytime though. But it is a very good workaround when working on space engine tuning.", "date": "2024-11-02T13:19:18+00:00", "quotes": [] }, { "author": "Muche", "content": "Ref 120224 hovered item detail window in bottom right cut off , 126237 Cannot view power consumption of cryogenic plant .", "date": "2024-11-07T16:47:18+00:00", "quotes": [] }, { "author": "JigSaW", "content": "temporary solution of sorts https://mods.factorio.com/mod/more-minimap-autohide-017", "date": "2024-11-07T16:57:13+00:00", "quotes": [] }, { "author": "factoriouzr", "content": "just adding a few tags (feature of the base game) makes the window unusable as you can't see any bonuses from modules on any assembling machine and other details are cut off making this a huge issue. With many planets the tags are a needed feature yet you can use only one, the tags or get a proper tooltip. Decreasing the UI scale is not a good solution as it makes everything too small. Changing the tooltip setting so it pops up where the cursor is, is also not a good solution as that it too distracting when playing the game, as everything you mouse over will flash a tooltip near the mouse when you don't even want to look at the tooltip. \n \nThe best solution is to make the tags or the tooltip pop up to the left of the minimap but still next to it, or even better, allow the user to position these areas wherever they want on the screen. \n \nPlease fix this soon.", "date": "2024-11-13T19:55:10+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report however we simply have no solution for this. There is a limited amount of space and with everything shown at the same time it's not enough.", "date": "2024-12-30T15:05:46+00:00", "quotes": [] }, { "author": "Sulc", "content": "A possible workaround: \n \nCheck if tooltip would overflow, if so align the bottom right corner of the tooltip to the bottom right corner of the screen.", "date": "2025-01-08T20:12:12+00:00", "quotes": [] }, { "author": "Pzixel", "content": "Have this issue, hard to read anything on a platform. I would propose to \"force\" the tooltip with a button so it doesn't move away when you remove hover over the element. That way you can scroll the tooltip and see what is written in there", "date": "2025-01-09T20:14:22+00:00", "quotes": [] }, { "author": "factoriouzr", "content": "Actually there are many great solutions to this. \n \nSome suggestions: \n1) move the pinned window to the left of the map instead of under it to give more room for the tooltips \n2) allow dragging and positioning the window areas anywhere on screen and have the game remember where they were so you could just drag the tooltip area to the left of the screen or to the left of the map for eg. Granted this is the more complex solution but is the most ideal. \n3) allow areas to be collapsible. eg. make the map and pins area collapsible like a minimize button, thus giving enough room for the tooltip when it pops up, or better yet, if there isn't enough room, just auto collapse these areas to make room. \n \nAll of these would make this much better or depending on which you choose, fix it for all people. \n \nThanks", "date": "2025-02-20T20:21:31+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Dec 30, 2024 3:05 pm", "content": "" } ] } ]
9
2024-11-01T16:15:45-05:00
forum-topic-117898
117898
Trying to update mod to 2.0
Modding help
https://forums.factorio.com/viewtopic.php?t=117898
fishycat
I have this mod Loot-Chest-Plus trying to work with 2.0. But somehow my guerrilla-coding-skills don't suffice and any help is appreciated. What I did so far: - I changed all global to storage - changed the recipe to the new format - set up a github page When I place the chest, there are no more errors, but also no loot-collecting. I get an error when I place down two chests, since only one is allowed The error: Code: Select all Error while running event LootChestPlus::on_built_entity (ID 6) __LootChestPlus__/control.lua:146: Arguments count error for 'spill_item_stack': Expected 1 argument but 4 were given stack traceback: [C]: in function 'spill_item_stack' __LootChestPlus__/control.lua:146: in function 'handleBuiltLootChest' __LootChestPlus__/control.lua:110: in function <__LootChestPlus__/control.lua:107>
[ { "author": "robot256", "content": "Many other API methods have changed. spill_item_stack now takes a table of named parameters, so you will have to reformat the function call. See https://lua-api.factorio.com/latest/cla ... item_stack", "date": "2024-10-27T11:45:39+00:00", "quotes": [] }, { "author": "fishycat", "content": "Thanks for the link, I got it to work now after some try and error with this change Code: Select all game.players[1].print(\"You can place only one loot chest!\")\n\t\tchest.surface.spill_item_stack{position=chest.position, stack={name = \"artifact-loot-chest\", amount = 1}, true, chest.force}\n\t\tchest.destroy() \n\nIt now correctly spills the chest as item on ground when another chest is already placed. \n \nWhat remains is, the chest won't collect loots if an entity dies.", "date": "2024-10-27T12:54:47+00:00", "quotes": [] }, { "author": "robot256", "content": "You'll have to check the api functions and events in the rest of the code versus the docs to see if any of them changed too. Not sure what it uses to find items to loot.", "date": "2024-10-27T13:37:48+00:00", "quotes": [] }, { "author": "fishycat", "content": "I suspect the https://lua-api.factorio.com/latest/cla ... t_contents part, but not sure. I have no clue what it wants from me. There are no errors.", "date": "2024-10-27T14:32:04+00:00", "quotes": [] }, { "author": "robot256", "content": "You are on the right track. LuaInventory::get_contents() changed to include item quality. Now, instead of returning a table indexed by itemName and returning the numeric quantity, it returns array indexed by integers and returning a table for each item/quality combination . The table contains \"name\", \"quality\", and \"count\". \n \nLooking at the code in LootChest, it will be a little tricky to account for quality. To ignore quality completely, all you need to do is change line 40 to `lootCount = value.count` and line 41 to 'itemName = value.name`.", "date": "2024-10-29T08:07:41+00:00", "quotes": [] }, { "author": "fishycat", "content": "Thanks for taking the time, I changed the two lines and tested it with my Alien-space-science mod. Got an error Code: Select all Error while running event LootChestPlus::on_entity_died (ID 4)\n__LootChestPlus__/control.lua:43: attempt to get length of global 'lootCount' (a number value)\nstack traceback:\n\t__LootChestPlus__/control.lua:43: in function <__LootChestPlus__/control.lua:30> \n \nSomething with line 43 where it asks a numeric value. How do I get the length of global 'lootCount' there correctly? \n \n \nedit: after I changed line 43 from Code: Select all if #lootCount > 0 then \n\nto Code: Select all if lootCount > 0 then \n\nI'm cautiously optimistic it works now. Either way, I very much appreciate your help!", "date": "2024-10-29T10:14:34+00:00", "quotes": [] } ]
6
2024-10-27T06:03:23-05:00
forum-topic-121871
121871
add an option to let space platform build request lanch rockets even if there not full
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=121871
its a me
I think that there should be an option to let space platforms that need materials to build to launch a rocket that is not filled to capacity. This is because this would let you just build a ghost platform and a rocket silo set to automatically deliver supply's and it would build the platform in its entirety with out having to manually deliver things if for example you needed 6 asteroid collectors instead of the 10 it take to fill a rocket. here is an example of of the problems that it can cause viewtopic.php?f=18&t=121789
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0
2024-11-17T12:05:30-06:00
forum-topic-127564
127564
Smart Upcycler
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=127564
krozu
See it in action! https://youtu.be/x4A7gZ5a7qM 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 Copy blueprint Upcycles whichever recipe you set. Initial setup is going to require some explaining. Can set quotas for each quality. This is done on the popup menu when placing the blueprint, along with the recipe. In the combinators on the left containing the qualities, delete all empty conditions. Wish the blueprint would do this automatically, oh well. In the constant combinator you set the upper limit for how much of each quality can be in the logistics network. Anything exceeding this gets scrapped. Omitting a quality scraps everything. In the requester chest you set the ingredients for the recipe. Must have AT LEAST enough to craft the item twice. The selector combinator(bottom right) controls in which order you want it to craft. Low quality to high? Other way around? Pick whichever you want. The lights on the left show which qualities are queued up for crafting. The lights on the top right(excluding the far right one) indicate at what stage the crafting is. One green light when its the first craft. Two green lights when its doing its second craft. This has to do with the EM plants' innate productivity bonus. This is also the reason why you should NOT use this for blue circuits since its productivity bonus changes based on research. You might needs to jump start the system to get it going. This can be done by disabling and re-enabling the red wire of the first condition of the bottom right combinator. After that, just watch it go. On a final note, I recommend setting the Legendary quota to 0 for recipes that can use productivity modules for maximum efficiency. Just craft the legendary one elsewhere.
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0
2025-03-16T22:52:07-05:00
forum-topic-3492
3492
Starting on a small isle?? Read this before you post!
Minor issues
https://forums.factorio.com/viewtopic.php?t=3492
There have been several issues, that your character spawns at a small isle. No way to the continent.... This is not a bug! This issue scraps the definition of a bug: It won't enable you to play, but it's so soon in the game, that it is obvious: You need just to restart the map. The problem with this issue is: How should it be solved? Should the developers add a boat? Bridges? Or should the map-generator be changed, so that he doesn't create such start-positions? There is no good answer yet. But it is obviously very important to add more game content! So: Sorry for the inconvenience! This issue is of course on the todo-list of the developers and will be fixed at some time; till then we (the players) need to live with it. For more information see this threads: - https://forums.factorio.com/forum/vie ... =23&t=2941 - https://forums.factorio.com/forum/vie ... =23&t=2142 - https://forums.factorio.com/forum/vie ... =23&t=2690
[ { "author": "muzzy", "content": "I'd kinda call it a bug anyway, since the result is unexpected and certainly unintended and undesired. That makes it a flaw, a fault, an issue, and by certain definitions \"a bug\" - even if it's doing exactly what it's currently supposed to do (randomized map, no validation) \n \nHowever, the bug isn't that you start on an isle, the bug is that your starting conditions prevent you from playing the game. Plenty of different approaches to fixing that, some of which involve not touching the map generation at all (for example, let the player swim and introduce swimming/flying enemies so this can't be abused)", "date": "2014-05-10T19:06:43+00:00", "quotes": [] }, { "author": "", "content": "Yeah, all that already discussed. Good to repeat it here.", "date": "2014-05-10T19:27:23+00:00", "quotes": [] }, { "author": "Nova", "content": "This is a bug. Just by definition. Maybe it's an accepted / tolerated bug, but it is a bug. \n \n\nWhat the...? What kind of question is that? Of course has the map generator to be changed, that answer is clear as it can be. Building a boat or bridge? With which materials? Maybe wood, but do we want such a simple way to cross water? Swimming has a whole bunch of other problems. \nWhat has game content to do with that?", "date": "2014-07-16T04:12:53+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "", "content": "Well, this is the problem: the principle of map generation doesn't currently guarantee that you generate a map without a lake around you. Some players managed to see that after they played 7 and more hours. And any change to the map generation changes also it's determinism. \n \nThe problem is, that at the actual state it is - I estimate - just some hours to add a boat to the game (if you have the pure rendered graphics ready), but it takes much longer (weeks? Month?) to bring the map generator in a state, where he delivers maps, that hit your criteria of being a \"nice map\". And there is no way around it: it will take longer to generate the map then, because of those checks. \n \nThinking also to needs like symmetrical maps, where you play together/against (multiplayer) and some other stuff, it is my deepest opinion, that it makes no sense to make the map generator following some more or less special rules to force it in end effect to generate a landscape, which significantly looks different to the rest. \n \nInstead it makes much sense to enable the player to handle every situation with the map or whatever by using game elements. Like bridges or like a boat. You ask how I can have a boat? Add two wood to the inventory. Or guarantee, that every island has minimum two trees on it. It's a secondary question. \n \nAnd it is much more gameplay, if the editor is enhanced, so that you can generate cool maps on your own, or add scenarios, which guarantees that you don't start on an island.", "date": "2014-07-16T23:14:27+00:00", "quotes": [ { "author": "Nova wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Dark", "content": "There is a quite simple solution which involves zero changes to map generator - after has been map generated check that we are not Crusoe and regenerate map again automatically, or at least tell the user that he is going to spend the rest of the game with \"Friday\" (If he manages to find one), this can be even done with a mod, just check titles around spawn +3-5 chunks aways.", "date": "2014-07-16T23:32:23+00:00", "quotes": [] }, { "author": "", "content": "Well, a good solution for this special case. Yes a requester can open and asks you to regenerate the map. \n \nNot a general solution: Even searching 10 chunks away it can happen, that we are just on an island.", "date": "2014-07-17T08:58:42+00:00", "quotes": [] }, { "author": "Dark", "content": "A general solution is too expensive to implement right now, the \"special-case\" solution gets rid of 90% of problems, not so special I can say. \nThere are two main problems with map generation: \n1. Starting on 2 tile long island. (rare) \n2. Starting area is completely surrounded by water (very common, happens several times in a row). \nThe proposed solution gets rid from both of em. \n \nAnd there comes the special case - you found yourself on small continent (5-10 times size of starting area) after few hours of exploration, surrounded by water again. Never seen this one personally, so - extremely rare for me. \nThis case is not as so fatal or boring as two above, starting area can never even have a biter nest.", "date": "2014-07-17T09:17:46+00:00", "quotes": [] }, { "author": "", "content": "General solution: Add a boat in the inventory and the ability to built a boat.", "date": "2014-07-17T14:34:39+00:00", "quotes": [] }, { "author": "therapist", "content": "I understand that the engine can't just check 10 tiles away, but is it possible to use the bugs pathfinding AI to fix this problem? Run a sort of \"ghost bug\" check upon map generation to see if the nearest bug nest can reach the player and maybe the second and third nearest nests as well? If these nests can't be reached, or rather, these nests cannot properly path to the player, this could cause the game to display the \"You have landed quite unfortunate, doomed on an island. Regenerate map Y/N?\" message that others have suggested before, or the game could move the player to the nearest shore and run the check again. \n \nMaybe the pathfinding AI isn't developed enough to exhibit this function yet, and the solution will be fixed in map generation, but as others have argued generating maps where the player is on an island might be a natural part of map generation and not a bug at all. The bug seems to be not letting new players know how/why they are doomed or giving them any option to get off the island.", "date": "2014-08-03T21:16:38+00:00", "quotes": [] }, { "author": "roothorick", "content": "Better: \n \nAttempt to pathfind from the player to chunks that have not been generated yet (preferably in order of \"shortest path first\"). Generate those chunks. Continue until one each of: tree, coal, iron, stone, copper, oil, and biter spawner, has been generated in a location that can be reached from the player (special check). If no further chunks can be reached, and not all deposit types have been reached, relocate the player to a chunk that has not been generated yet (and is therefore unreachable from his original position), and restart from the beginning. \n \nI think it's a good compromise: you can wind up on an island with limited resources, but you're guaranteed to have at least SOME of every raw resource (and probably a reasonable amount of space), so you're not completely locked out of part of the tech tree with no recourse.", "date": "2014-08-11T23:42:39+00:00", "quotes": [ { "author": "therapist wrote:", "content": "" } ] }, { "author": "", "content": "We were already discussing something simillar some time ago, basically a mechanism that would separately ensure that there is an exact number of resources in the starting area and that the starting area is in a part of the world with average terrain height (not in the middle of the sea or on the top of a mountain). \nBut it has kinda low priority.... probably will get into the game sooner or later, though.", "date": "2014-08-12T08:07:38+00:00", "quotes": [ { "author": "roothorick wrote:", "content": "" } ] }, { "author": "", "content": "I want to point also to this: https://forums.factorio.com/forum/vie ... der#p40483", "date": "2014-08-13T22:32:37+00:00", "quotes": [] }, { "author": "Rakasch", "content": "A game start on a paraglider sound great, only you have to start the flight high up in the sky, to find some useful land. \n \nStarting on an island isn't the worst that can happen: \nRight now I startet as reincarnation of Jusus, standing on the water in the middle of nowhere. There wasn't any land in sight. \nI would call this a bug.", "date": "2014-08-17T17:05:04+00:00", "quotes": [] }, { "author": "cpy", "content": "Hmm ability to swim, some water resources (probably oil/gas), water creeps, ships, this game have really insanely high potential.", "date": "2014-08-18T10:08:09+00:00", "quotes": [] }, { "author": "psihius", "content": "I say add ability to make a basic boat, so people can actually play maps like these and expand over the water if they want (because it's fun to move the base to mainland and keep the old base as a fallback and resource stash). At least this should be relatively easy. Adding more water related content is the ultimate solution - I would like a powered boat and a transporting ship, just like there are trains (it should be relatively big and have a lot of space, so you need a big body of water to use it). And balance the speed - big ships are slow, but have a ton of capacity. Smaller boats have less space, can not be automated (maybe) like a car is in the game now. \n \nI would really like the basic boat ASAP, because it opens a lot of possibilities. And wait for other water stuff as long as needed.", "date": "2015-01-04T08:01:31+00:00", "quotes": [] }, { "author": "Asakari", "content": "Maybe the starting Position cannot be within a square where water is, maybe 10x10. It is a one time check . if the check find water, just make an automatic restart. Only when use random maps. \n \nTry this map, werry funny. \n \n>>>AAALABYAAAADAwYAAAAJAAAAYWxpZW4tb3JlAwMCBAAAAGNvYWwD \nAwIKAAAAY29wcGVyLW9yZQMDAgkAAABjcnVkZS1vaWwDAwIIAAAAaXJ \nvbi1vcmUDAwIFAAAAc3RvbmUDAwLHLaVpLnAAABUyAAAAAAAAAAAAAA \nMANg8I1A==<<< \n \nIf nessesary : 0.11.22 (Build 14011, win64) \n \nHave fun", "date": "2015-05-10T08:36:16+00:00", "quotes": [] }, { "author": "British_Petroleum", "content": "+1", "date": "2015-05-10T10:04:36+00:00", "quotes": [ { "author": "cpy wrote:", "content": "" } ] }, { "author": "RedScourge", "content": "Obviously a boat needs to be added to the game. The question then becomes whether or not to give the player a boat at the start. I think that is a bit of a lazy solution. \n \nTherefore, before placing the player on the map, the biter pathfinding AI should be used to see if there is a path between the player and a tree. If yes, then do nothing, if no, then use a standard spiral search pattern to place the player 10 chunks away and repeat this process again. If it is necessary that the player must start at origin coordinates, either you have to spawn a new map, or have the ability to offset either the coordinates to the new origin, or add the ability to have the player not always start at the origin. Perhaps another check could be added: if the pathfinding AI cannot find a way to get to the nearest enemy spawner (i.e. player is on a medium island or smaller), then rather than giving the player a random hint on start, the first hint given to the player at the start of the game be a hint on how to create a boat. This would decrease the chance that the player chops down all the trees on their island before they think to make a boat. \n \nIn one of my first maps, a spawner was created on an island in the middle of a large lake, and my base surrounds the lake. The result is that my logistics robots occasionally get shot down when crossing the lake directly. I cannot reach this lake and kill the spawner, so a boat would be great!", "date": "2015-10-03T22:01:58+00:00", "quotes": [] }, { "author": "AyrA", "content": "Precondition \nUse this map string\n Code: Select all >>>AAAMAA8AAAADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl\nAwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAQAACAAAAGl\nyb24tb3JlAwMCBQAAAHN0b25lAwMCq4L0sHYyAAD4aQAAAAAAAAAAAA\nAFAEAlDj4=<<< \n Problem \nThis map exchange string will create an unusable map. It was randomly generated by factorio when creating a new game. I think this generates the smallest possible land you can have in the game and is quite hilarious. You can't die, but also you can't win. \n \n Reproducible \nYes \n \n Possible solutions \nAdd a simple A* path finder to the game. The provided wiki link has pseudocode included. \nUse the algorithm to check, if the player can reach at least 10'000 items (not map squares) of all basic resources(coal, stone, copper, iron, oil, alien base), except if he has disabled one of these of course. \nIf not enough resources are found, use the next seed available. (seed+1). \n \nThe number of items to search can be increased to the number of items needed to complete the game objective to ensure a map is guaranteed to be solved. Another cheap method would be to ensure, that a water body cannot 'touch itself'. This would also remove islands, which are unuseable at the moment.", "date": "2015-10-29T20:31:29+00:00", "quotes": [] } ]
19
2014-05-10T13:22:54-05:00
forum-topic-126950
126950
Steam pinned thread with broken links to this forum
This Forum
https://forums.factorio.com/viewtopic.php?t=126950
Adam.Podstavka
not sure where to post this minor issue, so here goes: Pinned Steam discussion thread "Report bugs on the Factorio Forum" by Klonan contains broken links to this forum https://steamcommunity.com/app/427520/d ... 201315725/ known issues link is broken - steam://openurl_external/https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fwww.factorioforums.com%2Fforum%2Fviewtopic.php%3Ff%3D7%26amp%3Bt%3D3636 I guess as the bug report forum changed, the related steam post is outdated and could use some refreshments Have great time, cheers Adamos
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0
2025-02-19T04:20:12-06:00
forum-topic-95943
95943
Factorio Videos for Course Examination in Logistics
Videos
https://forums.factorio.com/viewtopic.php?t=95943
biggerw
Two factory base tours with a problem for students of logistics. https://youtu.be/LFpRW-LIkoA and https://youtu.be/SSMsGCcohGA The blog post https://martins-wahre-logistik.blogspot ... dents.html explains the situation and provides some material. There is also a powerpoint presentation with the layouts https://drive.google.com/file/d/14zCQ6f ... Ia-JO/view . Anybody who wants to solve the problem is welcome. Anybody may use the scenario in his educational courses.
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0
2021-02-09T13:58:18-06:00
forum-topic-111971
111971
AU/NZ MP Discord/Server
Multiplayer
https://forums.factorio.com/viewtopic.php?t=111971
mistamadd001
Hi all, I am currently looking to find/create a semi-casual Discord for linking AU/NZ players who love this crazy mind-melter of a game. If I create the discord I will also attempt to setup my own home server that will run 1-2 games based upon the consensus of the group, likely 1 vanilla and another modded. If anyone is interested in joining me or has a server/discord already setup, please reach out. 'The Factory must grow!'
[ { "author": "UncleNewta", "content": "Yo I’ve just started to get right into the game, how’d you go with the server? Did you find or make one?", "date": "2024-07-25T05:09:57+00:00", "quotes": [] }, { "author": "scientificnath", "content": "Im down to join the discord if its up. Havent found any aus factorio servers yet... so id be keen to jump on.", "date": "2024-11-10T04:33:19+00:00", "quotes": [] }, { "author": "Chernobyltoast", "content": "Yo, is this still a thing? AU player here.", "date": "2025-02-10T05:03:40+00:00", "quotes": [] } ]
3
2024-03-23T19:58:37-05:00
forum-topic-127272
127272
Circuit module for recipe signal
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=127272
duruoqingyun
As shown in the figure QQ20250305-115829.png (123.43 KiB) Viewed 226 times The following passage is translated by Google: Factorio 2.0 has huge potential for automated circuits. We can realize digital electric control factories in this version. However, with the increase of modules, there are more and more recipes, and signals may also disrupt module coverage, so I thought of MC's "AE2" and Satisfactory's "Digital Storage". The former requires setting templates in advance to determine the recipes, while the latter allows you to choose different routes according to different recipes (provided you have to unlock them). From this, I thought about whether a module can easily realize circuits. First, "Helmod" and "Factory Planner" can query recipes, and use this method to turn recipes into circuits, and then land on machines. Then use robot logistics to realize digital electric control factories, which can greatly improve the utilization efficiency of machines. The following is a video I found, and the corresponding blueprint in the video is attached. I hope someone can package and make a simple mod for people like me who don't understand circuits. https://www.bilibili.com/video/BV1AuSXY ... d.sections
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0
2025-03-04T22:16:34-06:00
forum-topic-13094
13094
Draft: Better Crafting Infos
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=13094
More, better information before, during and after crafting. https://forums.factorio.com/forum/vie ... =6&t=13089 Prerequisite Tree/Info Seeing also the intermediates usages before crafting (a bit like the raw materials usages). https://forums.factorio.com/forum/vie ... =6&t=13088 Lowest Raw Material Highlight
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0
2015-06-19T01:40:46-05:00
forum-topic-127386
127386
[Klonan] [2.0.39] Wasted space in Train Stop UI in german language
Assigned
https://forums.factorio.com/viewtopic.php?t=127386
Usul
When game is set to german language, there is a strip of wasted space in the train stop UI. This problem does not exists when the game language is set to default/english. 03-11-2025, 12-17-05.png (169.51 KiB) Viewed 109 times 03-11-2025, 12-17-39.png (159.3 KiB) Viewed 109 times Screenshots were taken at 4K resolution with 200% UI scale. I had not noticed the the influence of the game language in my initial bug report , which moderator Loewchen classified as "not a bug", presumably because it could not be reproduced. This bug is very similar to another bug report I made, that was acknowledged and fixed by Klonan. Please fix this, thank you very much!
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0
2025-03-11T06:18:59-05:00
forum-topic-124150
124150
How to implement automatic ammunition loading through scripts on the platform
Modding discussion
https://forums.factorio.com/viewtopic.php?t=124150
sdgmlj
I wrote a mod that automatically loads ammunition through a script. It works normally on Earth, but is not effective on the platform. Can anyone help me modify it? thank you Code: Select all function ammo.stowage_on_tick(event) if event.tick % filling_time == 0 then for _, surface in pairs(game.surfaces) do local entitys = surface.find_entities_filtered{name = "v2-ammo-stowage"} if next(entitys) == nil then return end for _, entity in pairs(entitys) do local chest_inventory = entity.get_inventory(defines.inventory.chest) if chest_inventory.is_empty() then return end if entity and entity.valid then local position = entity.position local radiu = entity_quality_radiu(entity) for _,name in pairs(turrets) do local turret_s = surface.find_entities_filtered{name = name, position = position, radius = radiu} if next(turret_s) ~= nil then for _, turret in pairs(turret_s) do if turret and turret.valid then ammo_loading(entity,turret) end end end end end end end end end
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0
2024-12-10T04:33:49-06:00
forum-topic-119913
119913
Bot "Minimum Operation Time"
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=119913
A7x49
This seems a bit strange name of a metric to me. I think that this actually means "Maximum Operation Time" if it is the time it takes for the bot to operate at something at the maximum distance. Am I misunderstanding?
[ { "author": "MechBFP", "content": "It means the minimum amount of time the bot can operate regardless of conditions. Better conditions mean it can operate longer than that base minimum.", "date": "2024-11-05T19:20:02+00:00", "quotes": [] }, { "author": "orzelek", "content": "It might be in reference to Aquilo where bots will not work as long due to heavily increased energy costs for operation. \nIt still sounds weird when you read it.", "date": "2024-11-05T20:54:18+00:00", "quotes": [] }, { "author": "Nypyren", "content": "I mouse-over'd over a construction bot recharging at a standard (non-personal) roboport on Aquilo and its info card showed a minimum operational time of 6 seconds, which is the maximum flight time I observed with a stopwatch. I have movement speed bonus rank 8 which is +435% (I can't remember if increased speed decreases flight time or not). \n \nIf I hover over the same one inside the roboport on Aquilo, it says 30 seconds, which matches my Factoriopedia entry. I get about 30s of flight time out of them on Nauvis. \n \nI think the tooltip should be changed to \"time between charges\".", "date": "2024-11-09T06:47:58+00:00", "quotes": [] }, { "author": "Aricitic", "content": "Sorry to enter an older post, but I thought I would add my \"two cents.\" \n \nFor a construction bot on Nauvis (I've yet to go to another planet... I'm being too cautious) I see Speed: 13 + 9.7 km/h and Maximum flying reach: 1095 m. Fortunately, it's easy to convert m to km and back (multiply/divide by 1000). The speed is 22.7 km/h or 22699.98 m/h. That's (gets out calculator) 6.305556 m/s; so it would take about 173.8 seconds to travel 1095 m. That's 2 minutes and 53 seconds, which is equal to the \"Minimum Operational Time.\" \n \nSo.... Um... (looks up the definition of minimum), that's definitely NOT the \"minimum\" operational time, but the \"maximum\" operational time. Right? \n \nJust in case it was a \"language thing\" I decided to do a \"deep dive.\" Wube is out of the Czech Republic according to the Factorio Wikipedia page https://en.wikipedia.org/wiki/Factorio . the Czech Republic has the Czech language (CS in the language selection if anyone is curious), but also speak English, German and Russian according to Czech Universities https://www.czechuniversities.com/artic ... h-language . To test if it was a language thing I changed the language first from English to French (the one I knew I would mostly recognize and be able to type into Google Translate the most easily), then French to Czech. I didn't try German, I didn't want to try and figure out Russian letters so... \n \nThe phrasing is the same in the three instances I tested (English, French, and Czech). So... I don't know, maybe a cultural thing? \n \n \nOn my part, I would second Nypyren's idea of rephrasing it to: \"time between charges\" (maybe add \"maximum\"?) or simply changing \"minimum\" to \"maximum optimal\" operation time. \nRealistically the \"Minimum Operational Time\" would be the time it takes a bot to go from where it's placed to the nearest Roboport or job (and then Roboport). \n \n Post Script \nOne thing I have noticed as I've played with this expansion is that there are a few odd wordings for some things. The following thread is a discussion on another such \"odd phrasing.\": viewtopic.php?f=12&t=120191&p=641994#p641994 \n \nThis is IN NO WAY meant to say anything bad about Wube or its people. Not at all. I just find the choices made for some things \"curious\" and am the type of person who likes to (gently) offer suggestions to make things more clear and understandable...", "date": "2024-11-20T16:55:27+00:00", "quotes": [ { "author": "Nypyren wrote: Sat Nov 09, 2024 6:47 am", "content": "" } ] }, { "author": "majik1213", "content": "The Operational Time depends on power, not speed. After all, wouldn't you agree that the time available to fly relies on the battery power, not the actual speed of the unit? Power = Energy / Time, and energy consumption is energy over a given second. (1 Watt = 1 J / second = 1 energy consumption.) For a given Energy Capacity, E_max, the Consumption, C, ranges between \"Moving consumption\" and \"Max. consumption,\" and these two data points are shown on the info box you mentioned. \n \nNow, you want to know minimal Operational Time, which in turn relies on power available to the bot. Well, the minimal Operational Time needs to be less than or equal to the Operational Time, right? So, let's start there. Operational Time depends on the varying power consumption. Remember what I said above? \"Consumption\" (here, energy consumption) varies between \"Moving consumption\" (the lowest possible energy consumption) and the \"Max. consumption\" (the highest possible energy consumption). If we let C_min represent the former and C_max represent the latter, we have a range, C_min to C_max, whose units are that of consumption, expressed conventionally as joules per second, or watts, which represents power, not speed. \n \nOK, we have a power consumption range, now we just need a time. If energy consumption is energy over time, then its inverse is time over energy. If we know maximum energy (which is expressed as \"Energy capacity\" in Factorio, E_max, also on the info box), we know the Operational Time, T. To be formal, let \"Energy capacity\" (shown in info box) = E_max. You now have the minimal Operational Time, T_min. T_min = E_max / C_max . C_max is chosen here because the minimal operational time occurs under circumstances that consistently require the maximal amount of energy consumption. Also, here, division represents the inverse. You can also compute the maximal Operational Time by analogy: T_max = E_min / C_min = E_max / C_min. (In the Factorio video game, C has a range, but E doesn't [false in real life], so E_min = E_max, always.) \n \nGiven this line of reasoning, let's verify that the already shown T_min, 18 seconds on the info box, is correct. Now, to be fair, I'm from the future, and your values have been updated in the Factoriopedia. Here's what I see for a normal logistic bot: \n- \"Max. consumption\" = C_max = 83.25 kW \n- \"Moving consumption\" = C_min = 15.0 kW + 65.25 kW = 75.25 kW \n- \"Energy capacity\" = E_max = 1.5 MJ \n- \"Minimum operational time\" = T_min = 18 s \n- \"Maximum flying reach\" = D_max = 289 m \n- \"Speed\" = 10.8 + 47.0 km/h = 57.8 km/h (again, this is an update, from the future, regarding what you said, \"13 + 9.7 km/h,\" or 22.7 km/h) \n \nUsing the above formula in red, T_min = E_max / C_max = 1.5 MJ / 83.25 kW = 1500 kJ / (83.25 s/kJ) = 18.018 s, or ~18 s . By contrast, the maximal operational time you accidentally computed as 2 minutes and 53 seconds is actually T_max = E_max / C_min = 1.5 MJ / 75.25 kW = 1500 kJ / (75.25 s/kJ) = ~20 s . So, the logistic bot runs between 18-20 seconds before a recharge. \n \nIf you apply efficiency modules, C_min drops, and T_max increases. T_min improves with higher quality logistic bots. \n \n\nHopefully, this explanation clarifies the formula involved and reveals that this formula is not a \"cultural thing.\" Factoriopedia could include something like this explanation, however, to avoid confusion.", "date": "2024-12-28T01:06:23+00:00", "quotes": [ { "author": "Aricitic wrote: Wed Nov 20, 2024 4:55 pm", "content": "" }, { "author": "Aricitic wrote: Wed Nov 20, 2024 4:55 pm", "content": "" } ] }, { "author": "Aricitic", "content": "Good <insert your preferred word here> I wish I had a better brain. Does anyone know of a method of upgrading memory and focus? \n \nJokes aside, I'm assuming that your formulas show how the wording is correct, right? Ok, fine. \n \n-= And I need to preface myself here by saying I truly, and honestly mean absolutely no offense or insult... but... seriously, I NEED an editor... =- \n \nWhat you have done is, however, sadly, utterly irrelevant. \nWhy? \nIt's still confusing. \nFactorio isn't a thesus. \nIt isn't a user manual for a nuclear power plant or nuclear armaments. \nIt is a game. If the wording is confusing on something it should be changed... or explained as thoroughly as you have --- and then explained again in a way that someone without a math degree can understand in five seconds. \n \nThe wording, as it stands, may be correct, mathematically, however, even with your example, I still disagree with it. \nYou are correct that the minimum/maximum operational time depends on the available power - and, by the way, there are no efficiency upgrades for bots, so, relevance? there are, however, \"speed\" upgrades, which influence this equation. i.e. no way to increase energy capacity without quality, but there is a way to increase speed - but only until you take into consideration that bots >DO NOT DIE (or stop)< when they run out. They continue to operate indefinitely, but only seek a charge until recharged fully. \n \nSo, even if we go with the assumption that the equation you provided is the basis of the wording, the wording itself is still incorrect. \nAbsolutely no one cares about the \"minimum\" amount of time - which changes per planet and per upgrade in speed - that the bot can operate. They care about the \"maximum\" amount of time between needed charges. \nAnd, listing a minimum suggests that there is a maximum. Which, arguably, there isn't, as bots (once again) >DO NOT DIE< when they run out. They don't stop functioning either, they just stop doing anything but seek a recharge. \n \nSo, why list a \"minimum\" operational time? Why not list the maximum? Why list something that only those digging into the code will care about, and not what the general user will need... actually need to know? \n \nHow long? \n\"How long.\" \nHow long will my bots continue to operate? \nThe minimum is irrelevant to that question; is it not? Why do we care about the minimum amount of time? (Please, tell me.) Don't we care about the maximum amount of operational time? How long before a bot needs to stop doing what it's doing and seek a charge? No, not the \"minimum\", but, instead, the maximum amount of time between charges. \n \nFinally, with regard to the \"cultural thing\" I wasn't referencing formulas. While those, bizarrely, CAN BE cultural (see \"mathematical notation by culture\"), I was more referring to the strange choice in how a number of things have been worded in Factorio. This is only one, I've joined in on the conversation of another. https://forums.factorio.com/viewtopic.php?f=12&t=120191 is another. \nSorry for the confusion on that. -- but, seriously, I absolutely LOVE Factorio, but why are some of the things worded the way they are? \n \nOne final question I feel that I need to start asking everyone who responds to me: \"Who are you in relation to the game? General user? Code digger/hacker/moder? Wube associate? Or part of the game development team?\" \nThe reason I ask is so that I understand your background with regards to your answer. \nMe? I'm a general user (and, yes, as you can take by my joke at the beginning, I'm not as \"smart\" as I would like... I've tried, and failed, to do far too much to believe highly of myself...) But I do my research for my responses - when I don't already know the information off-hand (and even then I double-check with the game and/or 50 web pages open). \nYour math is correct, regardless of whether I can generally process it at the moment or not, but, why do \"you\" care? Why do \"you\" believe that the wording is correct? \n \nThat's what has me curous. \n \nSorry, and thank you. -- And, truly, I mean no offense. I just can't think of a better way of wording 'some things'... \n \nEDIT: Final note: I updated my preferences so that I will be emailed when I get quoted so that it won't take as long for me to notice... Also, in case it influsences anything, I nearly reported, then nearly deleted this post while trying to simply \"edit\" it... so, yeah, I'm not exactly thinking clearly.", "date": "2025-01-04T05:05:47+00:00", "quotes": [ { "author": "majik1213 wrote: Sat Dec 28, 2024 1:06 am", "content": "" }, { "author": "Aricitic wrote: Wed Nov 20, 2024 4:55 pm", "content": "" }, { "author": "Aricitic wrote: Wed Nov 20, 2024 4:55 pm", "content": "" } ] }, { "author": "mmmPI", "content": "Actually, even if the brain isn't a muscle, you can train it with practice ! My method is playing video-games, it's a bit like reading books, but much easier to stay focused i think \n \n\nI just wanted to point out that the link doesn't work due to the syntax, you can use the \"copy link button\" to have a clean link like this : 120191 or the [ url= ] thing must be used with the link first , like : link \n( you can \"quote\" to see the text without formatting and use \"preview\" to see how it look before submitting to make sure it works ) \n( and i'm just saying this because i saw you might be interested from the previous discussion ) \n \nRegarding the actual topic, i think it's difficult/impossible to write a short sentence that is unambiguous for everyone. There will always be at least a few person who in particular context will be confused. \n \n\nSorry if you receive an email just for this x) In case my personnal goof is to try and edit a post to remove a typo i made, but due to lack of focus i click the quote button, and end up needing to delete the second post after posting a corrected copy after the first one instead of just modifying it.", "date": "2025-01-04T09:36:00+00:00", "quotes": [ { "author": "Aricitic wrote: Sat Jan 04, 2025 5:05 am", "content": "" }, { "author": "Aricitic wrote: Sat Jan 04, 2025 5:05 am", "content": "" }, { "author": "Aricitic wrote: Sat Jan 04, 2025 5:05 am", "content": "" } ] }, { "author": "Aricitic", "content": "I know the brain is a muscle. I do exercise it, but I also have a (few) nonverbal learning disabilities. Below average focus and memory are two of them (ironically). It's like trying to exercise a broken arm/leg (or, more accurately, something that's growth was stunted at a young age and will never fully grow). I absolutely *HATE* it because there are things I want to do that I simply am unable to do. >from here< \n \nAnyway... \n \nThis: 120191 is the thread. It's entitled: \"Minor grammar in \"resource drain\" and \"spoil time\" descriptions.\" \nTechnically the OP was incorrect, but their intent - it being confusing - was correct. \n \nAdditionally, you are absolutely correct, it is impossible to write a short sentence that is unambiguous for everyone. This is entirely true. But it is possible to reduce this for \"most\" people. -> Parts of Factorio read as a user manual - which, in-and-of-itself is fine, except for the context that they appear. Within the forums, you have images that can have captions (subtexts in italics that give descriptions/additional information). The way some of these read is as though they are these captions, but without the immediate context of the images. Sometimes this is fine, other times - such as the above link's instance - they \"create\" ambiguity that creates confusion. \n \nImagine, if you will, that I take a sentence referring to a previous part of the entirety of what I've written (here, not on the forums in general) and reference, or complete it further down from where it is positioned. Let's say >to here<, but I make no reference to the actual position of the original text, and no reference to the text itself, it's just a continuation of that context. (I'm sure that most people who actually read my posts were confused about what the >from here< was referencing until just now). That's my main issue with the sentence in \"Minor Grammar [...]\" \n \nMy gripe with \"Minimum operational time\" is described in my previous post, and I won't bore/annoy people with restating it in full, but I will state that it's needlessly complex. Simply changing to \"Maximum\" or utilizing what one of the people before me suggested - and I replied with \"YES! This!\" (I think it was \"Maximum time between charge\") - would make it more easily understood. \n \nI won't argue that we don't need a manual, and Wube have done an excellent job providing one that goes above and beyond what most devs would provide. It's wonderful... but I question some of the wording choices. This is a \"manual\" for a game, not a technical manual for something we need a degree to be able to use, right? \n \n \n \nFinally, I think because you quoted yourself, and not me, I only received an email for the initial post. \nStill, getting an email is much better than needing to have 20 tabs open to see if anyone has responded.", "date": "2025-01-04T16:14:56+00:00", "quotes": [ { "author": "mmmPI wrote: Sat Jan 04, 2025 9:36 am", "content": "" }, { "author": "Aricitic wrote: Sat Jan 04, 2025 5:05 am", "content": "" }, { "author": "Aricitic wrote: Sat Jan 04, 2025 5:05 am", "content": "" }, { "author": "Aricitic wrote: Sat Jan 04, 2025 5:05 am", "content": "" } ] }, { "author": "majik1213", "content": "Don't give up! Factorio is not a game for all players. It ignores accessibility considerations. In turn, it attracts a select group of such individuals who prefer that style of gaming. It isn't a cultural thing but at the same time it certainly will not appeal to all tastes, but all players are welcome! \n \n\nAquilo cares. Aquilo will be unpleasant if you don't improve Minimum Operational Time , even if Maximum Operational Time is infinitely high. The cold environment of Aquilo forces your robots to consume more energy just to stay warm. (Mathematically, C_max = C_min + I + stuff.) C_min is just \"Moving consumption\" and ignores any other energy requirements. I is Idle consumption, which is negligible on most planets but is magnified on Aquilo. T_min = E_/C_max, so T_min will drop on Aquilo unless you improve the quality of the logistic bots. \n \n\nWell, to be fair, I did say the minimum in red was 18 seconds and maximum in green was 20 seconds. Maximum operating time simply means a point at which any bot would immediately recharge, but they \">DO NOT DIE<.\" To be direct, here's an example: Suppose there are 3 logistic robots flying around for 18, 19, and 20 seconds at varying velocities. The 20 second bot must recharge now and stops doing its tasks. The 19 second bot also quits, but only because it has met its minimum operational time threshold of 18 seconds and now doesn't give a crap anymore what anyone thinks about it and just wants to D A N C E instead of doing its job you asked it to do. So, the 19-second robot, right in front of you, \">DOES NOT DIE<\", but abruptly stops its task and instead dances, smiles, frowns, and does just about everything you never once asked the 19-second robot to do. You are saddened with this defiant behavior, but there are other bots still working, so you focus now on the 18-second robot instead. The 18-second robot *wants* to quit. I mean, let's be honest: the 19-second robot just shot a giant middle finger your way, so that tickles the 18-second robot's interests. But, the 18-second robot understands that its life is dictated by the Minimal Operational Time, which is 18 seconds and in the red formula I mentioned. With tears in its eyes, the 18-second robot keeps working, counting down the nanoseconds until the 19 second mark arrives. I mean, it could work longer if it wan-- \"I'M SORRY, DID YOU FORGET ABOUT ME?!\" screams the 20-second robot, now long forgotten, at the narrator. You see, the 20-second robot really WANTED to work harder, do more, but he just ... well it's just .. he just couldn't, OK?! He was at the Maximal Operational Time. \n \nLike I said before, if you improve the logistic robots quality, you can make that sucker D A N C E its little butt right back to work for up to 6 times longer. \n \n\nThe Minimum Operational Time is NOT the \" Maximum time between charge.\" Normal bots can fly up to 20 seconds, but the time you mentioned is 18 seconds. 20 seconds is more than 18 seconds, so 20 seconds is the maximum . The Minimum Operational Time accounts for Aquilo's harsh environment, and bots are required to fly longer at a minimum on other planets than Aquilo. If I understand your comments correctly, what I think you want is a \"Maximum Distance Before Recharge\" in the info box. On Aquilo, max distance before requiring recharge decreases. I agree that semantics can be confusing!", "date": "2025-01-04T23:00:13+00:00", "quotes": [ { "author": "Aricitic wrote: Sat Jan 04, 2025 5:05 am", "content": "" }, { "author": "Aricitic wrote: Sat Jan 04, 2025 5:05 am", "content": "" }, { "author": "Aricitic wrote: Sat Jan 04, 2025 5:05 am", "content": "" }, { "author": "Aricitic wrote: Sat Jan 04, 2025 5:05 am", "content": "" } ] }, { "author": "Aricitic", "content": "If I understand your post correctly then you are saying that the \"minimum\" is the time before it *can* recharge. \nUm, isn't that effectively the maximum before it *will* recharge? \n \nGenerally speaking, bots will drop what they are doing and recharge once they hit this number, regardless of what they are doing. If the player has done what I once did: in 1.1, creating grids of roboports, ignoring water tiles because they were meaningless -- until I realized that bots will literally stop almost three-fourths of the way across only to turn around and seek a recharge from where they came (rather than on the other side...), then they will discover this to be true. \n \nSo far as I know there are only two instances where this isn't true: 1. Bot dies from damage. 2. Bot's task gets removed and it immediately returns to the port. \n \n \nAs pointed out by both of us, \"Maximum\" never referenced their lifetime as that is \"until destroyed\". No, \"maximum\" references the maximum time before they stop their current task and start a new one: \"seek recharge at all costs.\" \n \n \nAnd, your point about Aquallo only drives my point forward. This is the maximum time before they stop doing what 'the player' wants them to and start \"seeking a recharge\" - is it not? If not, tell me, what do they do (that the player wants) beyond this 'minimum'? \n \nOk... Ok... To be fair to your next point, if there is a maximum - truly a maximum that is not the minimum listed - before they disregard all else and seek a recharge (or to dock, for that matter) what is it and where is it listed? How do you calculate it? If it isn't time between recharges then what metric are you using for \"maximum\" operational time... as stated above it cannot be 'death' since this only happens when they are destroyed. Nor can it be time between recharges as that is what you use as the \"minimum\"... So... what is it? (and, I will admit, I may not be reading your text as well as I should. I only recently 'needed' to start wearing glasses and I often forget that they actually help me read text... so...) \n \nTruly... Truly, the minimum operational time, all else be damned, is the additive time between the start and end of the \"leaves roboport\" animation and the start and end of the \"enters roboport\" animation. This is the absolute minimum operational time, because \"leaves\" is \"Begin Operation\" and the end of \"returns\" is the \"End of Operation\". \n \n \nFinally, with regards to your reply, how does the \"Minimum operational time\" ignore Aquallo completely... IF the following comment says otherwise?:\n \nSo, yes, here I'm confused. \n \n \nFinally, finally: You didn't answer my last question in my previous post: \"One final question I feel that I need to start asking everyone who responds to me: \"Who are you in relation to the game? General user? Code digger/hacker/moder? Wube associate? Or part of the game development team?\" \nThe reason I ask is so that I understand your background with regards to your answer.\" \n \nEDIT: Ok, one last finally. I think after the two of us have one last comment with regards to this we should probably drop this here. We could, potentially, continue in direct/private messages, but I don't see any reason to harass everyone else with this, unless someone else disagrees.", "date": "2025-01-05T00:45:02+00:00", "quotes": [ { "author": "majik1213 wrote: Sat Jan 04, 2025 11:00 pm", "content": "" }, { "author": "Nypyren wrote: Sat Nov 09, 2024 6:47 am", "content": "" } ] }, { "author": "majik1213", "content": "If minimum time is before it *can* recharge, maximum time is before it *must* recharge. I already said previously that the minimum time is 18 seconds, maximum is 20 seconds. The bot *can* recharge at 18 seconds, but it *must* recharge at 20. The two values are completely different. \n \n\nI'm sorry, I'm now the confused one: I already calculated the maximum time in green for you. I keep saying the maximum time is 20 seconds. The minimum time is 18 seconds. I gave you the formula and calculated these two times for you, but it was in my original reply post, not the previous one. Did you see it there? \n \n\nHmm, I'm not 100% sure if that's correct, but, let's go with it, though, and see what happens! You want the minimal operational time to be the time from departure to arrival of another roboport, yes? OK, that time depends on speed, because if bots go faster, that time improves, yes? OK. Now, improving the quality improves minimal operational time, yet somehow the speed of the bot NEVER changes regardless of quality. Wait a second, didn't you just say time should depend on when a bot leaves and enters another roboport, which means that if robot quality improves, they must move faster? That seems like a contradiction. This \"time\" you defined increased with quality, yet somehow the way you measure it, depending on entry/exit times, relies instead on speed of the robot, which never changes. You don't even need a label to tell you minimal operational time to comprehend that quality on the robot depends on energy capacity, energy expenditure, and energy consumption. It doesn't matter what the label even says: if you see it as units of time, and look at the other blue diamonds that denote quality-dependent values, you already know that whatever this \"time\" value is, it cannot POSSIBLY depend on speed, because speed NEVER changes despite quality improvements in the robot itself. Thus, your idea of time depending on when a robot leaves vs. enters, which in turn depends on speed, cannot possibly be true, even if the \"time\" label were written in French. Although time is frequently presented as distance over speed, there are many other ways to define time, such as the case here.", "date": "2025-01-05T03:46:21+00:00", "quotes": [ { "author": "Aricitic wrote: Sun Jan 05, 2025 12:45 am", "content": "" }, { "author": "Aricitic wrote: Sun Jan 05, 2025 12:45 am", "content": "" }, { "author": "Aricitic wrote: Sun Jan 05, 2025 12:45 am", "content": "" } ] }, { "author": "mmmPI", "content": "I haven't quoted myself, i quoted you. ( and here again) \n \n\nYou don't need 20 tabs open, just one and refresh from time to time to see the notifications counter which should increase when i quote you.", "date": "2025-01-05T11:35:19+00:00", "quotes": [ { "author": "Aricitic wrote: Sat Jan 04, 2025 4:14 pm", "content": "" }, { "author": "Aricitic wrote: Sat Jan 04, 2025 4:14 pm", "content": "" } ] }, { "author": "Aricitic", "content": "Ok, now, FINALLY, I think I understand where you are coming from. \n \nI still assert that this information is irrelevant to most players. Most players don't care how quickly a bot \"can\" recharge, but how quickly it \"must.\" But I'm going to leave it at that. \n \n\nI don't feel well; I have felt unwell enough to not go to work (and therefore lose money - and be unsure if I'm using lose vs loose correctly...), so, I \"saw\" your equation, but I didn't \"comprehend\" your equation. \n \n\nHere you fully misunderstood me. \n \nThink of it this way. Roboport with one construction bot in it -> create a ghost -> immediately delete the ghost -> construction bot immediately leaves and reenters roboport. THAT is the minimum operational time. \n \n \n \n \n \n \n\nI received two notifications. One for the above post, one for yours. I think we're good on this front. \nThe reason for 20 tabs, is that I have posts on threads where they don't reply to me directly (or at all), but I'm still interested in what is said.", "date": "2025-01-05T13:19:06+00:00", "quotes": [ { "author": "majik1213 wrote: Sun Jan 05, 2025 3:46 am", "content": "" }, { "author": "majik1213 wrote: Sun Jan 05, 2025 3:46 am", "content": "" }, { "author": "majik1213 wrote: Sun Jan 05, 2025 3:46 am", "content": "" }, { "author": "mmmPI wrote: Sun Jan 05, 2025 11:35 am", "content": "" }, { "author": "Aricitic wrote: Sat Jan 04, 2025 4:14 pm", "content": "" }, { "author": "Aricitic wrote: Sat Jan 04, 2025 4:14 pm", "content": "" } ] }, { "author": "mmmPI", "content": "good to hear \nsorry if this off topic but as i'm using the forum quite a lot i've faced the same concern, and i solved it by clicking the \"your post\" link at the top of the page, you got all threads where you posted at least once listed, and the icon turn orange if there was something new, plus it's put at the top of the list so you can't miss anything !", "date": "2025-01-05T13:45:55+00:00", "quotes": [ { "author": "Aricitic wrote: Sun Jan 05, 2025 1:19 pm", "content": "" } ] }, { "author": "majik1213", "content": "That is an interesting way of thinking about it, where minimum time would be expected to be nearly 0 seconds in this scenario. One thing to keep in mind is that the bot reentered the roboport not because it needed to recharge but only because it had no task assigned to it. In robotics, operational time is defined as the total hours a robot has been powered on, or the time it takes for a robot to complete a task. What you did here was made a task but then removed it before the robot had an opportunity to complete it.", "date": "2025-01-05T15:42:43+00:00", "quotes": [ { "author": "Aricitic wrote: Sun Jan 05, 2025 1:19 pm", "content": "" } ] }, { "author": "Muche", "content": "I use subscribed topics for that. There are also bookmarked topics, if you want to have differing notification vs. email setting for them.", "date": "2025-01-05T15:43:10+00:00", "quotes": [ { "author": "Aricitic wrote: Sun Jan 05, 2025 1:19 pm", "content": "" } ] }, { "author": "Aricitic", "content": "I didn't know about that. I'll start using something like that instead. Thank you. \n \n\nI probably didn't think of this because typically -- and I KNOW this will be hard to believe --- typically I prefer to remain invisible and anonymous... so \"subscribing\" to things is 'difficult' for me. I'll get over it. \n \n \n \nTrue, but look at it another way, if, instead of deleting the ghost, you build it yourself, then the task is complete, not by the robot, but complete none the less.", "date": "2025-01-05T15:58:32+00:00", "quotes": [ { "author": "mmmPI wrote: Sun Jan 05, 2025 1:45 pm", "content": "" }, { "author": "Aricitic wrote: Sun Jan 05, 2025 1:19 pm", "content": "" }, { "author": "Muche wrote: Sun Jan 05, 2025 3:43 pm", "content": "" }, { "author": "Aricitic wrote: Sun Jan 05, 2025 1:19 pm", "content": "" }, { "author": "majik1213 wrote: Sun Jan 05, 2025 3:42 pm", "content": "" }, { "author": "Aricitic wrote: Sun Jan 05, 2025 1:19 pm", "content": "" } ] }, { "author": "Nidan", "content": "This thread seems to have derailed somewhat… I'll limit myself to OP's question. \n \n\nAs far as factorio is concerned, \"operational time\" is the time it takes to drain the bots battery (\"energy capacity\"). If the bot is doing something energy intensive, i.e. moving, that time will be short: \nminimum operational time = energy capacity / max consumption \nThe other extreme, just idling / hovering in place, allows the bot to be operational for longer: \nmaximum operational time = energy capacity / min consumption. \nIdling seems to consume 3kW, thus for a normal quality bot: maximum operational time = 1.5MJ / 3 kW = 8min 20s.", "date": "2025-01-05T23:21:39+00:00", "quotes": [ { "author": "A7x49 wrote: Tue Nov 05, 2024 12:48 pm", "content": "" } ] }, { "author": "majik1213", "content": "Oh yeah thanks for that. C_min = I_min = idling consumption. C = C_min + stuff (including C_move = \"Moving consumption\" = 15.0 kW + 65.25 kW = 75.25 kW). I guess on Aquilo, I_min increases.", "date": "2025-01-06T00:01:15+00:00", "quotes": [ { "author": "Nidan wrote: Sun Jan 05, 2025 11:21 pm", "content": "" } ] } ]
19
2024-11-05T06:48:36-06:00
forum-topic-119427
119427
[2.0.14] Trains on map only selectable when zoomed out unless near a radar
Won't fix.
https://forums.factorio.com/viewtopic.php?t=119427
CaffeinatedCucumber
When zooming into the map enough that actively revealed chunks become rendered, all trains outside of radar range can no longer be selected. Mousing over the train no longer highlights it, and clicking it no longer brings up the GUI. I would think that zooming in wouldn't stop trains from being interactable when they otherwise would be. If the train is in an actively revealed chunk, clicking it brings up the GUI at all zoom levels. There don't seem to be any special conditions for trains to behave this way; they just always do. Video here: 2024-11-02_16-30-40.mp4 (19.96 MiB) Downloaded 19 times
[ { "author": "", "content": "Thanks for the report however I don't believe we will be changing this. Adding special cases for the zoomed-in-view seems like a rabbit hole I have no interest in going down.", "date": "2025-03-10T14:51:06+00:00", "quotes": [] } ]
1
2024-11-02T18:48:11-05:00
forum-topic-126988
126988
Increase Space platform size limitation
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=126988
Rokaz666
Hello Issue: Space platform length building limit. Suggestion: Please make it possible to increase the length of the space platform north direction as it currently has a short limit compared to building south from the space platform hub. Thanks 02-20-2025, 14-06-09.png (300.07 KiB) Viewed 187 times
[ { "author": "adam_bise", "content": "I think this limit was added when speedrunners built platforms that reached so far ahead that asteroids would not spawn and they could go as fast as they wanted.", "date": "2025-02-20T14:35:35+00:00", "quotes": [] } ]
1
2025-02-20T08:06:52-06:00
forum-topic-127466
127466
Exact/Partial match function in the map search
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127466
sakuro
In Japanese, name of ores end with "石(stone)" and coal is "石炭" (stony charcoal/carbon) so searching for Stone resource patch with "石" shows many highlights, making the highlighting meaningless. It is helpful if we have exact match (like togglable by ✓) 03-14-2025, 01-38-33.png (417.11 KiB) Viewed 86 times
[]
0
2025-03-13T11:40:07-05:00
forum-topic-18153
18153
Information-Layers (for map and/or normal view)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=18153
This topic is directly related to another frequently suggested thread: https://forums.factorio.com/forum/viewtop ... 80&t=19987 More Game Information (Statistics, Monitoring, Graphs) ca6ce94cdd2e09a1da8aa6ec22336835.jpg (434.37 KiB) Viewed 9710 times Example pics are taken from OpenTTD. viewtopic.php?f=6&t=1499 The Alt Key viewtopic.php?f=6&t=1691 improved minimap/bigmap viewtopic.php?f=66&t=2060 Foundation for buildings / pavement / concrete slabs / base [already implemented] viewtopic.php?f=6&t=3691 integrating the "alt-mode" into the default graphics viewtopic.php?f=6&t=3719 Terrain Elevation viewtopic.php?f=6&t=4721 Underground layer for pipes and belts viewtopic.php?f=6&t=5304 Make trees more visible in map viewtopic.php?f=6&t=6088 Openstreetmap for factorio viewtopic.php?f=6&t=6253 Better Display of Resources in the World Map viewtopic.php?f=6&t=6800 Hide-able render layers viewtopic.php?f=6&t=8943 Grid Overlay viewtopic.php?f=6&t=9054 Map Overlays viewtopic.php?f=6&t=16612 further maps overviews viewtopic.php?f=6&t=16293 Neon colored pipes viewtopic.php?f=80&t=16566 Alerts, Alert-Info (Map), visible/audible Indication viewtopic.php?f=6&t=17286 Arrows on pipes viewtopic.php?f=6&t=18072 Map overlays/filters viewtopic.php?f=6&t=22165 Map resource display filter viewtopic.php?f=6&t=23325 Great Map shows information viewtopic.php?f=6&t=26454 Tube flow signs viewtopic.php?f=6&t=28618 Add a transport belt ghost Arrow viewtopic.php?f=6&t=28648 Distinct electric network coloring viewtopic.php?f=6&t=28545 Customize your map (M/minimap, not map generation) viewtopic.php?f=6&t=29406 Lights set to Circuit Network Signals on Minimap viewtopic.php?f=6&t=29544 Visual aid options. viewtopic.php?f=6&t=30526 Minimap zooming viewtopic.php?f=6&t=30579 Logistics network overlay on minimap viewtopic.php?f=6&t=30668 Screenshot command option to omit terrain viewtopic.php?f=6&t=30894 OSD Widgets viewtopic.php?f=6&t=31672 Toggle: Hide logistic robots viewtopic.php?f=6&t=32825 Ability to see all places defended plain eye/minimap viewtopic.php?f=6&t=34932 ore sorting minimap mode viewtopic.php?f=6&t=38931 Option to label ores on the map viewtopic.php?f=6&t=40294 Detailed info on hovered entity. viewtopic.php?f=6&t=50172 Suggest UI button to hide robots and prevent mining them from viewtopic.php?f=6&t=40046 Underground Placement Indicators Related: viewtopic.php?f=76&t=306 Little Animation Menus viewtopic.php?f=6&t=793 Supreme commander overview viewtopic.php?f=6&t=1528 Change names for labs, train stops etc - Station names viewtopic.php?f=6&t=1799 Bots - mining viewtopic.php?f=6&t=2114 The Satellite viewtopic.php?f=6&t=2771 Bring on the 3rd Dimension! Aka World Layers viewtopic.php?f=6&t=3440 What do biters do in their spare time? (Pheromone pathfind) viewtopic.php?f=67&t=4682 Epic:Planing (Cloning, Ghosting, Blueprinting and further... viewtopic.php?f=67&t=9279 Everything GUI Clickable/Touchable ☸ viewtopic.php?f=6&t=12771 Terrain elevation, hills and mountains with fake cliffs viewtopic.php?f=80&t=13022 World Generation / Map Generator / Game Modes viewtopic.php?f=6&t=16547 When an Alert Comes Up Clicking it takes you to the map. viewtopic.php?f=6&t=17975 Terrain: mountains, plateaus, and cliffs! viewtopic.php?f=6&t=24568 Quick view on smart inserters viewtopic.php?f=6&t=40046 Underground Placement Indicators viewtopic.php?f=6&t=41176 Improve Basic Circuit Overview posting.php?mode=edit&f=80&p=119087 Information-Layers (for map and/or normal view)
[ { "author": "", "content": "Added another picture to the suggestion (taken from http://2012books.lardbucket.org/books/g ... lysis.html )", "date": "2016-09-11T08:49:34+00:00", "quotes": [] }, { "author": "RunItsATrap", "content": "Just in case someone stumbles across this while searching for a solution: these days there is a mod called https://mods.factorio.com/mod/resourcehighlighter (not mine) which helps spotting at least resource patches more easily.", "date": "2020-10-30T12:15:45+00:00", "quotes": [] } ]
2
2015-12-02T13:47:25-06:00
forum-topic-88599
88599
Hide GUI
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=88599
Néomorphos
Hi all o/ just a quick idea : having a hotkey to hide/show the whole GUI . It would allow to simply walk through your base, enjoying its beauty/complexity/ingeniosity/whatever you want without the GUI. Many games have this option, and it also allows some content creators to produce "cinematic" content (but in Factorio, kinda hard tbh). Examples : overwatch, the witcher 3. (Ok, these are graphically big games, but still, Factorio has its own beauty) I haven't found a control for that in the settings.
[ { "author": "", "content": "[Koub] Moved to Ideas and suggestions. \nI'm sure i've seen a similar suggestion recently, but couldn't find where.", "date": "2020-08-26T14:50:26+00:00", "quotes": [] }, { "author": "eradicator", "content": "Good news is that it's already trivial to mod. The problem with adding more and more vanilla hotkeys is just that it gets more and more difficult to chose a good default key :D. \n Code: Select all /c\nlocal keys = {\n 'show_controller_gui', 'show_minimap', 'show_research_info', 'show_entity_info',\n 'show_alert_gui', 'update_entity_selection', 'show_rail_block_visualisation',\n 'show_side_menu', 'show_map_view_options', 'show_quickbar','show_shortcut_bar',\n }\nlocal x = not game.player.game_view_settings.show_controller_gui\nfor _,k in pairs(keys) do game.player.game_view_settings[k] = x end", "date": "2020-08-26T15:12:01+00:00", "quotes": [] }, { "author": "Néomorphos", "content": "Very nice!! I don't know much about coding, how can I play with this code as a mod? \nAnd, for hotkeys, I think some already aren't bind by default, so this could be added without bind.", "date": "2020-08-26T15:31:22+00:00", "quotes": [ { "author": "eradicator wrote: Wed Aug 26, 2020 3:12 pm", "content": "" } ] }, { "author": "eradicator", "content": "You just need to define a custom-input (\"hotkey\") or a shortcut (those buttons right of the quickbar) in data stage and then listen for the corresponding event in control stage to call the function i posted. \n \nLong time ago when hotkeys were new and shiny i made a tutorial mod to demonstrate how they work. I've been slacking off a bit on properly commenting all the changes each time i had to fix it up for a new factorio version but it should still be ok as a general guidline: https://mods.factorio.com/mod/HandCrankGenerator \n \nIf you want to make your own mod out of this you better make a new thread in modding-help.", "date": "2020-08-26T15:50:00+00:00", "quotes": [] }, { "author": "Hares", "content": "Implemented in 2.0.", "date": "2024-12-17T21:34:15+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Moved to Implemented suggestions, thanks @Hares.", "date": "2024-12-17T22:35:01+00:00", "quotes": [] }, { "author": "Néomorphos", "content": "I don't find it, could you tell me where is it available ?", "date": "2024-12-19T11:07:31+00:00", "quotes": [ { "author": "Hares wrote: Tue Dec 17, 2024 9:34 pm", "content": "" } ] }, { "author": "Hares", "content": "Open Settings -> Controls, field \"Toggle GUI visibility\". It looks that default hotkey is Ctrl+Shift+F4 (Ctrl+Shift+I is my override)\n \n \n \n 12-19-2024, 14-52-35.png (114.94 KiB) Viewed 1511 times", "date": "2024-12-19T11:52:47+00:00", "quotes": [ { "author": "Néomorphos wrote: Thu Dec 19, 2024 11:07 am", "content": "" } ] } ]
8
2020-08-26T09:16:39-05:00
forum-topic-61835
61835
PyCharts
PyMods
https://forums.factorio.com/viewtopic.php?t=61835
pyanodon
Here in that album you can find some of the charts we did to help you organize your factory. https://imgur.com/a/OQuU6
[]
0
2018-07-31T10:03:18-05:00
forum-topic-61398
61398
Friday Facts #250 - Dead end conclusion
News
https://forums.factorio.com/viewtopic.php?t=61398
https://www.factorio.com/blog/post/fff-250
[ { "author": "Zeblote", "content": "yes!!", "date": "2018-07-06T15:26:13+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "zugbo", "content": "This is the only part I don't like. I had a great time in a public multiplayer game where people would log on and we would look through their blueprint library and take the prints we liked and offer suggestions on some things. This would be a lot harder or impossible if the prints all had to be manually shared, and a lot of the best ideas came from the work-in-progress blueprints that wouldn't have been selected for sharing on account of lacking polish. \n \nSharing blueprint copies through chat links solves the added problem of transferring blueprint items across space (if you need a mall blueprint from the library of the person working on a mine expansion, for example) but it introduces friction to make that person interrupt their work to find the print you need and post a link, rather than you looking through their library and finding the one you want without their involvement. And also, if I can't see everyone's library, maybe I don't know that they have a blueprint that would solve my problem, so I don't think to ask them for a link.", "date": "2018-07-06T15:54:02+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "mooklepticon", "content": "Have y'all seen this reddit thread on blueprint menu? I prefer it to blueprints as items. Why are they items, at all? I understand why they were items previously, but I think they can be abstracted, now. \n \n https://www.reddit.com/r/factorio/comme ... blueprint/", "date": "2018-07-06T15:54:27+00:00", "quotes": [] }, { "author": "Teraka", "content": "While we're at it, could blueprint books have their own icons rather than use the icons of the currently selected blueprint? I find that often my blueprints will have a lot of icons detailing what's in them, making the books hard to recognize at a glance since I never know which blueprint is selected. \n \nEdit: Oh and please please please could we get copper wire connections stored in blueprints? At least the ones that are manually modified, not necessarily every connection.", "date": "2018-07-06T15:55:40+00:00", "quotes": [] }, { "author": "Hyratel", "content": "still not a fan of the toolbelt becoming a Linkbar UNLESS the main inventory is expanded to compensate, adding 10 slots for every row of toolbelt slots", "date": "2018-07-06T16:06:46+00:00", "quotes": [] }, { "author": "TheTom", "content": "Wiuthout chapters and titles being visible in a list the blueprint library is hardly usable to start with. Icons do not transport meaningwell enaough and grouping icons... sorry, fail.", "date": "2018-07-06T16:23:23+00:00", "quotes": [] }, { "author": "Cooldude2606", "content": "In my opinion this is a great idea but will this apply to the copy paste feature as having that before bots would still be nice and to help you copy what you have already build or help to plan your base. Personally I find it more fun to use blueprints to copy what you have already build so once there is the copy and paste feature I may never need anything but a decon-planer. Also to note is that it got very boring for me and some others I know as every map we did would always have the same blueprints, limiting it to copy what is already present on the map will bring back some creativity for multiplayer builds.", "date": "2018-07-06T16:24:03+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "QGamer", "content": "I like proposal Zero quite a bit. \nI have one more request: can we have a button or an option to sort the blueprints alphabetically?", "date": "2018-07-06T16:25:57+00:00", "quotes": [] }, { "author": "Pinga", "content": "Will blueprints ever remember electrical cable connections? This is not just about the cable mess that bots make. There are several things that are impossible to blueprint right now, like a Power Switch in between 2 Big Poles, or some isolated power grid setups, like a nuclear reactor with it's own solar panels to start the process, etc.", "date": "2018-07-06T16:29:00+00:00", "quotes": [] }, { "author": "Philip017", "content": "I really like the proposal zero, i wonder why that wasn't the first proposal to begin with. \n \none comment regarding the quick copy function, imo it could function like this: \nif i have the pasting blueprint in my hand, i should be able to keep it as a blueprint by placing it in my action bar or library. \npressing q clears my hand, and it is destroyed, but if i press ctrl-v again i will have the last copied blueprint in my hand again.", "date": "2018-07-06T16:41:14+00:00", "quotes": [] }, { "author": "", "content": "That's simple, it's a complicated topic, we aren't perfect, and it took us time to discuss and get to this proposal.", "date": "2018-07-06T16:52:11+00:00", "quotes": [ { "author": "Philip017 wrote:", "content": "" } ] }, { "author": "Tankh", "content": "They said in an earlier FFF that they would indeed increase inventory to compensate", "date": "2018-07-06T16:56:52+00:00", "quotes": [ { "author": "Hyratel wrote:", "content": "" } ] }, { "author": "Durabys", "content": "Cute. The first Staff reply is only to the poster who is actually praising this change and not one of the complainers.", "date": "2018-07-06T16:57:08+00:00", "quotes": [] }, { "author": "Yehn", "content": "Can we have a way to delete old announcement topics from our mods' discussion pages? \n \nA lot of mine are now obsolete with the new \"Discussion Notice\" feature (ie, announcements telling people how to contact me about bugs, etc).", "date": "2018-07-06T17:01:09+00:00", "quotes": [] }, { "author": "pleegwat", "content": "You could use a chest, though that would restrict its use to a single location in the base. Maybe a special blueprint chest which can be accessed from multiple locations? You'd also want to be able to copy blueprints held in a chest, rather than everyone having to move them to their library, copying them, then putting them back in the chest.", "date": "2018-07-06T17:19:35+00:00", "quotes": [ { "author": "zugbo wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "Sorry! I didn't see any question that would need answering, or a question I would know how to answer. Not all of us do everything.", "date": "2018-07-06T17:45:11+00:00", "quotes": [ { "author": "Tomik wrote:", "content": "" } ] }, { "author": "happyfuel", "content": "Referencing bullet point 7.1: Would you please name the button \"Update\" rather than \"Reassign\"? Other than that, Proposal Zero sounds perfect!", "date": "2018-07-06T18:13:37+00:00", "quotes": [] }, { "author": "5thHorseman", "content": "Could we have a clarification on this? I read it as \"You can enable them at any time, but they're hidden until you do\" but at least a poster above me read it as \"They're completely disabled until you get bots\" and didn't get corrected so now I'm a bit concerned. \n \nOnly a bit, because the first mod I'll install is one to unlock them, but still.", "date": "2018-07-06T18:19:17+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "CorrettoSambuca", "content": "I have to reiterate, have you considered a solution like the one presented in the Reddit thread https://www.reddit.com/r/factorio/comme ... blueprint/ ? \n \nIf so, what is the rationale against it and towards Proposal Zero? I know I would find the filesystem-like approach much more manageable, and I don't see the value in having blueprints as items.", "date": "2018-07-06T18:39:45+00:00", "quotes": [] } ]
19
2018-07-06T10:21:49-05:00
forum-topic-9502
9502
Uranium Power - Page 15
Atomic Power
https://forums.factorio.com/viewtopic.php?t=9502&start=280
Fatmice
Going well, I'm porting 0.6.7 to Factorio 0.15.x. Also making some changes to make the mod less UPS heavy in large scale building.
[ { "author": "Light", "content": "It would be nice to see an update or progress report every week just to know how things are going. \n \nThis mod is one I've naturally been anticipating for a while, I haven't started playing yet because of the wait, so the silence is making me a bit concerned if things are even moving. Having weekly reports would be greatly appreciated to ease the mind.", "date": "2017-06-04T22:34:46+00:00", "quotes": [] }, { "author": "mcwaffles2003", "content": "this please", "date": "2017-06-13T20:35:52+00:00", "quotes": [ { "author": "Light wrote:", "content": "" } ] }, { "author": "ssfsx17", "content": "Assuming that the schedule of school testing is similar to that of the USA - hopefully we can get one sentence of update, or just one picture, next week", "date": "2017-06-14T23:30:32+00:00", "quotes": [] }, { "author": "Fatmice", "content": "Calm down guys. \nI have been very busy. I had back to back conferences and a raid array crash. This is why there was no update for the past weeks. Rest assured I am working on the mod. I just recovered my array...that was not easy.", "date": "2017-06-21T01:58:57+00:00", "quotes": [ { "author": "ssfsx17 wrote:", "content": "" }, { "author": "mcwaffles2003 wrote:", "content": "" }, { "author": "Light wrote:", "content": "" }, { "author": "Light wrote:", "content": "" } ] }, { "author": "Light", "content": "You must understand that you were the one who got our hopes up in the first place. \n \nOn May 6th you posted that a release may happen in roughly one week, restoring most of the functionality and improving vanilla reactors. Updates followed for a few days after, including excitement over a discovery that would speed up the process on May 10th. \n \nOn May 23rd, you stated that development is going well and minor tweaking was going on. Considering the two week gap between updates, this felt like a good sign the mod was nearing completion as it was one week after the implied release date you told us. \n \nThen dead silence for a full month while we eagerly anticipated a quick 5 minute post with either an update or release at any moment. \n \nWhile I'm pleased to finally get an update, alongside the news that you got things in order, it's not exactly our fault for getting excited that one of our favorite mods was nearing completion but getting largely disappointed and concerned when things went quiet for as long as it has. This is the great curse of throwing a release date out and writing up about how everything is going great, only to drop off the map and leave us in the dark. It's not unreasonable to expect us to ask questions and hope for some answers given that situation, wouldn't you agree?", "date": "2017-06-22T05:36:19+00:00", "quotes": [ { "author": "Fatmice wrote:", "content": "" } ] }, { "author": "Fatmice", "content": "Yes yes, I was excited too. Thus I was a bit more chatty than I should be. Normally I keep it down as I don't want people anticipating. I lost some files from the array crash and have to start over with new codes. Short of it is I am trying to keep the 3x3 as is while changing the 5x5 to something more interesting. This change needed more codes and that is where I am right now. The past several weeks has not been good on my free time either. I was out of town most of the time due to two conferences (two weeks), then when I get back my array crashed. Add on top of that my PI wanted a new paper written before he went to vacation. You don't want to be in my shoes. But he is on vacation now...a little breather for me. I can't blame you for feeling miffed.", "date": "2017-06-22T06:18:08+00:00", "quotes": [] }, { "author": "mcwaffles2003", "content": "no worries man, thanks again for your efforts. keep it up cant wait to play with it", "date": "2017-06-25T00:25:45+00:00", "quotes": [ { "author": "Fatmice wrote:", "content": "" } ] }, { "author": "Vadise", "content": "I have been wondering since our last contact. Do you intend to use the vanilla uranium and the vanilla centrifuges, or continue to make use of the assemblers? How do you intend to handle this? Will you keep the vanilla nuclear products completely separate from the mod's products?", "date": "2017-06-26T19:05:50+00:00", "quotes": [] }, { "author": "Fatmice", "content": "Currently I have a recipe to combine vanilla U-238 and U-235 at a certain ratio to make the 4.7% pellets. It is a one way conversion. I'm keeping my ore and processings for backward compatibility. This way people can play with both types of reactors, mine and vanilla no matter which ore processing line they started with.", "date": "2017-07-05T13:07:43+00:00", "quotes": [ { "author": "Vadise wrote:", "content": "" } ] }, { "author": "Vadise", "content": "I have been using pclance_reactors mod for a while now, and so far it is very satisfying, being able to fine tune the reactor fuel ratio with circuits for greater fuel efficiency. With a simple circuit, you can automatically adjust fuel consumption to maintain a steady temperature as turbine performance goes up or down, and you have a temperature limit, if you let the reactor get too hot, it may melt down. \n \nDoes your mod work similarly? can you connect your reactor components to the network for monitoring and fine tuning? May I suggest adding similar features to your reactors if not?", "date": "2017-07-24T15:10:25+00:00", "quotes": [] }, { "author": "Fatmice", "content": "I won't say much other than the 3x3 doesn't have circuit control but the 5x5 does.", "date": "2017-07-27T00:38:35+00:00", "quotes": [] }, { "author": "Fatmice", "content": "Variable speed turbine from 1-5x...Took freaking forever to get right.\n steam-turbine \n \n \n Screenshot from 2017-07-30 22-18-30.png (2.13 MiB) Viewed 13411 times", "date": "2017-07-31T03:20:05+00:00", "quotes": [] }, { "author": "ZombieMooose", "content": "Interesting. \n \nIs it safe to assume this is mostly going to play with vanilla assets, or will it use custom graphics for anything? \n \nCheers", "date": "2017-08-03T08:32:19+00:00", "quotes": [ { "author": "Fatmice wrote:", "content": "" } ] }, { "author": "Fatmice", "content": "I'm using vanilla assets to prototype and debug. Customs assets will be created, slowly, after I release.", "date": "2017-08-04T05:18:46+00:00", "quotes": [] }, { "author": "thatguyagain", "content": "Hey, just wanted to say thanks for this mod, I loved the complexity of the reactors and especially the fuel reprocessing chain when I was playing it back in .14 especially when combined with bob's and angel's mods. You've been quiet for over a month now and while I know it takes a time to make great things I was just wondering if you were still actively working on the mod? I get you're probably busy with school/real life stuff but I'm sure many of us would love even a small status update if you could spare the time. Right now there's really nothing out that's even close to what you've created and it's definitely a hole that I have in my set of mods that I would love to have filled.", "date": "2017-09-21T23:11:14+00:00", "quotes": [] }, { "author": "ZombieMooose", "content": "Is this a dead mod?", "date": "2017-11-01T04:49:27+00:00", "quotes": [] }, { "author": "Light", "content": "Indeed, it has been almost 7 months since 0.15 was released. \nI'm doubting much progress has been made since we never get any progress or status reports, but just having the mod ported to 0.15 would be more than acceptable right now.", "date": "2017-11-09T05:48:01+00:00", "quotes": [ { "author": "diongham wrote:", "content": "" } ] }, { "author": "ZombieMooose", "content": "Well the licence is MIT so technically we could update the mod for 0.15 and release it.", "date": "2017-11-10T04:36:33+00:00", "quotes": [ { "author": "Light wrote:", "content": "" }, { "author": "diongham wrote:", "content": "" } ] }, { "author": "Light", "content": "Well, I meant more along the lines of Fatmice himself releasing the port with his UPS improvements. Something he mentioned being worked on in May, which will greatly help those of us who suffer UPS drops due to a dozen reactors. \n \nIf someone is willing to touch up the code while porting to 0.15, then I'd be all over it.", "date": "2017-11-11T21:31:33+00:00", "quotes": [ { "author": "diongham wrote:", "content": "" }, { "author": "Light wrote:", "content": "" }, { "author": "diongham wrote:", "content": "" } ] } ]
19
2015-04-07T13:59:47-05:00
forum-topic-69922
69922
Factorio Forums • Forum name change - Page 2
It is done
[ { "author": "", "content": "Hi there. I hate to be a bother but is it possible to change my Forum user name to NickMatthews as it better reflects the online content I create. Thank you in advance!", "date": "", "quotes": [] }, { "author": "", "content": "Hi @Klonan, \n \nPlease change my forum username to Code: Select all Engimage to match my Factorio username \nThank you in advance!", "date": "", "quotes": [] }, { "author": "", "content": "It is done", "date": "", "quotes": [ { "author": "Engimage wrote: Fri Sep 22, 2023 12:50 pm", "content": "" } ] }, { "author": "", "content": "Is it even possible?", "date": "", "quotes": [] }, { "author": "", "content": "Yes. Send a PM to Klonan, or post it what you would like it changed to here and someone will take care of it.", "date": "", "quotes": [ { "author": "TomsFactoriogam977 wrote: Thu Aug 15, 2024 3:48 pm", "content": "" } ] }, { "author": "", "content": "Hello! \n \nMay I please be renamed to \"Ch4rl1e\", to match what I now use in most places and on the main site \n \nThank you!", "date": "", "quotes": [] }, { "author": "", "content": "Heya, I'd like to change my forum account to \"ShadyNetworker\" please. \nThank you!", "date": "", "quotes": [] }, { "author": "", "content": "Just stumbled across this post, could I have my name here changed to \"Nauviax\" to match my in-game and mod portal usernames? \n \nThanks in advance.", "date": "", "quotes": [] }, { "author": "", "content": "I have changed your username!", "date": "", "quotes": [ { "author": "Nauviax wrote: Thu Jan 16, 2025 10:16 pm", "content": "" } ] }, { "author": "", "content": "Thanks much!", "date": "", "quotes": [ { "author": "Sanqui wrote: Mon Jan 27, 2025 9:27 am", "content": "" } ] }, { "author": "", "content": "This name is a folly of my youth. if my name could be changed to Milk-Man-Mike I'd be grateful. Thanks", "date": "", "quotes": [] } ]
11
forum-topic-127454
127454
[Donion] [2.0.41] Lag spikes when music track is changed
Assigned
https://forums.factorio.com/viewtopic.php?t=127454
Atraps003
Sometimes when the game changes music to a space age specific track the game will lag briefly. I collected frame time data for about 1 minute on each surface while changing the music every couple of seconds. Every surface except nauvis has high frame time spikes. I forced the game to change music using the "Play the next music track" hotkey in controls but the lag spikes happen even when the game changes the music normally. The lag spikes also occur on a different computer with different hardware and os.
[]
0
2025-03-13T03:34:34-05:00
forum-topic-47912
47912
Base recipe missing after mod removal
Modding help
https://forums.factorio.com/viewtopic.php?t=47912
PantherX
Is it normal for recipes for base items to be missing when a mod (that removes these recipes) is removed from a save? Does the tech tree and recipes get refreshed when active mods change? To give a specific example. I've got a mod that removes the item and recipe for Hazard concrete and changes the Concrete technology to also not unlock the Hazard variant. When the mod is removed from a save, although the hazard concrete item and recipe returns, the recipe is not enabled. reset_recipes and reset_technologies doesn't fix it either, and the only workaround I've found to re-enable the Hazard concrete recipe is to manually un-research the Concrete technology and research it again. Is there a better way for me to handle this situation in the mod?
[ { "author": "Nexela", "content": "Mods don't have an uninstall script. Recipes are unlocked via research. If you remove/change a recipe unlock you will need to unlock the recipe manually \n \n/c game.player.force.recipes[\"recipe-name\"].enabled = true", "date": "2017-05-18T12:26:34+00:00", "quotes": [] }, { "author": "", "content": "Running \n Code: Select all /c game.player.force.reset_technology_effects() \n\nShould re-enable all the recipes properly", "date": "2017-05-18T13:48:32+00:00", "quotes": [] }, { "author": "PantherX", "content": "Thanks for the responses, it sounds like it's not something I can easily fix in the mod. It does raise another point though... If reset_technology_effects is a quick way to fix issues like this, is this something that the base game could automatically run when mods are removed? This would restore the game state no matter the situation.", "date": "2017-05-18T22:50:47+00:00", "quotes": [] }, { "author": "DRY411S", "content": "*** UNTESTED *** \n \nInstead of removing the item and its recipe, could you not instead just hide them? \n \n http://lua-api.factorio.com/latest/LuaI ... e.has_flag \n http://lua-api.factorio.com/latest/LuaR ... ype.hidden \n \nPerhaps these properties would be reset with reset_recipes and reset_technologies?", "date": "2017-07-11T09:31:19+00:00", "quotes": [] }, { "author": "bobingabout", "content": "didn't one of the latest exprimentals force run \"update_recipes\" and \"update_Technologies\", basically what Klonan just said too on EVERY state change, as a way to make the mod settings system work for those with startup changes? \n \nTherefore, in theory, removing any mod should now automatically run these scripts and fix this issues for you. \nIf that's not the case, let me know, but if you have the latest experimental, from what I understand the game SHOULD fix itself now.", "date": "2017-07-12T08:00:21+00:00", "quotes": [] }, { "author": "DRY411S", "content": "I believe that that has happened for a LONG time. Rsedling confirmed this to me in June 2016. viewtopic.php?f=25&t=26949&p=170831&hil ... pe#p170818 \n \nI think the issue here is that this mod author removes vanilla items completely, and not just the recipes. So when the mod is removed, the vanilla recipe is reset, the research for the item is reset, but the item itself is not recreated and thus not craftable. \n \nHence my suggestion that the mod tries just hiding the vanilla items rather than remove them. The mod is called Dectorio by the way. https://mods.factorio.com/?q=dectorio", "date": "2017-07-12T09:13:27+00:00", "quotes": [ { "author": "bobingabout wrote:", "content": "" } ] }, { "author": "bobingabout", "content": "This is true. I do actually disable recipe and remove from technology without removing the items.", "date": "2017-07-12T14:40:34+00:00", "quotes": [] }, { "author": "PantherX", "content": "The mod hasn't removed the item definitions since 0.5.9 as this was causing issues with other mods that relied on the item being present. It currently does disable the recipes to prevent the item being crafted and it switches out the sprites on any existing vanilla hazard tiles to use the modded ones to maintain backwards compatibility in case the mod is later removed. \n \nThe issue here is that when the mod is removed, the vanilla recipes that are disabled (in this case, the hazard concrete) are not being re-enabled.", "date": "2017-07-18T02:41:21+00:00", "quotes": [ { "author": "DRY411S wrote:", "content": "" } ] }, { "author": "DRY411S", "content": "My apologies. My mod Remove Chemical Batteries (which removes the chemical plant recipe) displays the same behaviour which, frankly, was a surprise. \n \nLooking at your code and mine, we both amend the technology effects for the vanilla item. Unless I'm having another brain fart, we seem to try to disable the technology in entirely opposite ways. You set the effects for concrete to be ONLY type = \"unlock-recipe\", where as I try to maintain all the effects EXCEPT unlock-recipe. \n Your Code Code: Select all \tif DECT.CONFIG[\"disable_hazard_concrete\"] then\n\n\t\t-- Remove base Hazard concrete (as it's replaced by painted concrete)\n\t\tdata.raw[\"technology\"][\"concrete\"].effects = {{\n\t\t type = \"unlock-recipe\",\n\t\t recipe = \"concrete\"\n\t\t }}\n\t\t \n\tend\n\n \n My Code Code: Select all --\n-- Fix for issue https://github.com/DRY411S/Remove-Chemical-Batteries/issues/1\n--\n-- Remove the battery from the unlocked recipes in the technology tree\n--\nlocal neweffects = {}\nfor _,effect in pairs(data.raw[\"technology\"][\"battery\"].effects) do\n\tif effect.type ~= \"unlock-recipe\" or effect.recipe ~= \"battery\" then\n\t\ttable.insert(neweffects,effect)\n\tend\nend\ndata.raw[\"technology\"][\"battery\"].effects = neweffects \n\nYou disable the hazard-concrete recipe, I merely hide the battery recipe. \n \nEither way, we both lose the vanilla item in a saved game after disabling our mod. It appears that changing the technology 'effects' may be causing your (now OUR) issue.", "date": "2017-07-18T07:56:54+00:00", "quotes": [ { "author": "PantherX wrote:", "content": "" } ] }, { "author": "PantherX", "content": "Well it would be interesting if that is indeed what is causing the problem. Strangely, though I've noticed that if you remove the mod and then go to the technology screen the hazard concrete does show correctly as being a recipe that is unlocked by Concrete, so the technology tree itself is resetting correctly and the item is being prototyped, it just doesn't seem to enable the recipe for crafting. I guess that makes sense since the mod, while installed and the tech is originally unlocked, tells it not to, but is there a better way we should be handling these tech changes to avoid this situation as we obviously can't fix it once the mod has already been deleted?", "date": "2017-07-18T08:17:07+00:00", "quotes": [ { "author": "DRY411S wrote:", "content": "" } ] }, { "author": "DRY411S", "content": "Rather than disabling the hazard-concrete recipe in your mod, have you instead trying merely hiding it (and the associated hazard-concrete item)?", "date": "2017-07-18T08:32:52+00:00", "quotes": [ { "author": "PantherX wrote:", "content": "" } ] }, { "author": "DRY411S", "content": "Let me answer my own question. It doesn't work. That was what I tried way back in factorio 0.12! \n \nWhat we have in common is that we are removing a vanilla recipe from a vanilla technology with our mod, and then finding that while it does reappear in the technology tree when we remove our mod from a saved game, it is no longer craftable. This feels like a bug in the game to me, unless removing vanilla recipes from vanilla technology is verboten. \n \nI'm going to raise a speculative bug report.", "date": "2017-07-18T09:01:51+00:00", "quotes": [ { "author": "DRY411S wrote:", "content": "" }, { "author": "PantherX wrote:", "content": "" } ] }, { "author": "DRY411S", "content": "It appears to me that it DOES enable the item for crafting if you've used the mod, but haven't researched past the point that it would have been enabled for crafting. \n \nUse mod, research past the concrete point, save, toggle the mod off. Hazard concrete reappears on research screen, but is not craftable. \nUse mod, research to just before the concrete, save, toggle the mod off. Hazard concrete reappears on research screen. Research concrete. Hazard concrete IS craftable. \n \nI've raised a bug report. viewtopic.php?t=51014", "date": "2017-07-18T09:56:35+00:00", "quotes": [ { "author": "PantherX wrote:", "content": "" } ] }, { "author": "DRY411S", "content": "OK, I think I may have a solution. \n \nIn control.lua define a function that handles the event 'on_research_finished' \nIn that function test for the event name being 'concrete' (or battery in my case) \nSet the recipe for hazard concrete (or battery in my case) enabled as true. \n \nSo although you are hiding the hazard concrete and it's not in the technology.effects for concrete, you are unlocking the recipe. \nThis should mean that it becomes available again if you stop using the mod and revert to vanilla. \n \nI use this technique to manually unlock recipes that aren't assigned to technology.effects in my Recycling Machines mod. In my case it's non-vanilla recipes, but I don't see why this won't work with vanilla. \n \n Edit: I've posted a modified version of this proposed solution on your GitHub.", "date": "2017-07-18T12:59:33+00:00", "quotes": [] }, { "author": "ownlyme", "content": "when you just set the recipe to \".hidden = true\" in the data stage, it gets unlocked normally but doesn't show up in the technology or the player's recipes. \nbut when you disable the mod again, it shows up again", "date": "2019-03-07T22:19:02+00:00", "quotes": [] } ]
15
2017-05-18T05:55:45-05:00
forum-topic-78145
78145
Code Completion for jetbrains IDEs
Development tools
https://forums.factorio.com/viewtopic.php?t=78145
asdff45
I've written a plugin for Intellij, that downloads and parses the Factorio Lua API and adds autocompletion for it. The factorio Version can be selected in the Settings under `Settings > Languages & Frameworks > Factorio Autocompletion`. As plugin-dependency, emmyLua is required for the basic LUA integration. Autocompletion will be added to every LUA file, when activated. Also a different autocompletion is used for prototype definition. The info.json has automatically the correct json-schema loaded, so it has autocompletion and error checks. Source-Code: https://github.com/knoxfighter/intellij ... completion Plugin-Page: https://plugins.jetbrains.com/plugin/13 ... pi-support Implemented Features: info.json has a schema Prototype definitions (data:extend) autocompletion Autocompletion for require command (load default LUA libraries, e.g. `mod-gui`) Autocomplete Prototypes for tables (e.g. `LuaForce.recipe[String]LuaRecipe`) Autocomplete Prototypes in data.raw table. Planned features: Creation of Projects/Files Autocompletion for LocalizedStrings (general translation tools)
[ { "author": "asdff45", "content": "Update 1.1.0: \n Added: \n \n JSON Schema for info.json \n Autocompletion for Prototypes (other autocompletion mostly deactivated)\n \n completion for prototype field (only names) \n completion for the type literal \n \n Compatibility with Jetbrains 2019.3 IDEs \n \n Update 1.1.1: \n Fixed: \n \n Global Variables where defined local", "date": "2019-12-30T11:46:29+00:00", "quotes": [] }, { "author": "asdff45", "content": "Update 1.2.0: \n Added: \n \n Autocompletion for require statement. (autocompletes the path to lua files) \n Download the factorio lualib ( https://github.com/wube/factorio-data/t ... ore/lualib ) \n Type infer is followed the require statements correctly to files. This is based on the two points above \n Autocomplete Prototypes for tables (e.g. `LuaForce.recipe[String]LuaRecipe`) \n Autocomplete Prototypes in data.raw table. \n \n Fixed: \n \n Removed weird indexing of files (only happens now, when finished downloading) \n \n Changed: \n \n Settings will reload Prototypes and Lualib too. \n Check for updates is only done, when the Project is opened.", "date": "2020-01-16T15:47:58+00:00", "quotes": [] }, { "author": "AmatorPhasma", "content": "Hi, \n \nthanks for this plugin", "date": "2020-01-16T17:00:49+00:00", "quotes": [] }, { "author": "asdff45", "content": "Update 1.2.1: \n Fixed: \n \n Added missing log() and table_size() functions \n Defines-Table is now available again (was defined local) \n functions and variables inside base/core Prototype definitions are not shown in auto-completion anymore.", "date": "2020-01-20T14:45:52+00:00", "quotes": [] }, { "author": "asdff45", "content": "These fixes where released a while ago, but i forgot to post it here \n Update 1.2.2: \n Fixed: \n \n endless \"Download Factorio LuaApi\" on startup \n download of lualib and core prototypes failed", "date": "2020-02-27T23:39:27+00:00", "quotes": [] }, { "author": "onexdrk", "content": "Great job! \nCould you release a new version for Intellij Idea IC-221, please?", "date": "2022-04-29T13:13:31+00:00", "quotes": [] } ]
6
2019-11-19T08:14:35-06:00
forum-topic-122919
122919
[raiguard][2.0.21] Mod updates not downloading upon Steam sign in
Won't fix.
https://forums.factorio.com/viewtopic.php?t=122919
davfrs
I have been playing Factorio installed via Steam for some time and had installed mods via the game's mod menu. As everyone on Steam knows, we can now link our account to Steam thanks to a recent-ish update... well I hadn't yet. I went to the mod menu in game and went to update the installed mods, game prompted me to link my Steam account when I clicked the update selected mods button; I have no problem with that. After I linked, however, mods did not update, like one would expect. I had to back out to the main menu, go back to the mods menu, have it re-check for updates to see the same mods I'd already told it to update still had updates available, switch to the updates tab, and finally click the update selected mods (again). This is a one-time thing, as I shouldn't need to link to my Steam again, but it is still a QoL annoyance. TL;DR version, in format: 1. install mods in old version in Steam, update game without linking to Steam, try to update mods and link to Steam as forced 2. installed mods do not update despite having clicked the update mods button, can't just reclick update mods button as it was already clicked 3. expected for mods to update, even if after the linking 4. situation only happens once per account normally, twice max with the Steam unlinking (in theory, I'm not unlinking to check)
[ { "author": "", "content": "Thanks for the report. I managed to reproduce the issue, but the fix is not trivial. Due to the extremely rare nature of this bug and because it is easily worked around, I am moving to \"won't fix\".", "date": "2025-01-09T04:22:16+00:00", "quotes": [] } ]
1
2024-11-25T15:34:07-06:00
forum-topic-41421
41421
Friday Facts #178 - Minimal mode and Mini-tutorials - Page 3
News
https://forums.factorio.com/viewtopic.php?t=41421&start=40
bobingabout
Nearly all the ores are handled the same. Gems gives multiple ores, Lithia is a fluid and uses a unique building, but can also use the oil drills. And, although it's not all that heavily dependant on oil, depending on what you're doing, it does add A LOT of new fluids. (Though half of them are actually gasses. And all the gasses can be made from Water, or "Air" aka nothing) It does also make a lot of changes depending on what mods are installed, for example, Electronics mod rewrites electronics, and as a result you'll need some of my new ores to be able to make them... and Hydrogen chloride. Hydrogen Chloride can currently be made quite easily, all you need is water, but is annoying due to the Sodium Hydroxide byproduct. The Salt water electrolysis is kind of like my version of oil processing.
[ { "author": "Tym", "content": "It's not only me where outside time appears to stop when I play? Forgetting to eat, drink, [and sleep, once!] occurs frequently when I'm playing.", "date": "2017-02-24T14:23:41+00:00", "quotes": [ { "author": "bripi wrote:", "content": "" } ] }, { "author": "orzelek", "content": "Why do you think people ask for real clock access in game? \nTo make alarms to not forget to eat and sleep", "date": "2017-02-24T19:15:03+00:00", "quotes": [ { "author": "Tym wrote:", "content": "" }, { "author": "bripi wrote:", "content": "" } ] }, { "author": "Damaskox", "content": "I am glad about the Minimal mode. Though the errors are telling about what mod has problems about 90% of the time, there are those uncommon moments when you need to find the mod breaking it all. Plus the -push-the-button-automated mod-toggling is a nice plus. \n \nMini-Tutorials are awesome too. I dislike the idea about people leaving the game just because it's \"too overwhelming\" or \"too difficult\". For the people who wants to skip the Campaign, to go straight in Freeplay, those tutorials could be good! \nI especially need a tutorial on the Circuit system. The little research I have done over the Internet, my understanding is very feeble over logic, and my frustration builds up quicker than running out of breath when holding it. Can't figure out even the simplest things there. \n \nJust make the tutorials skippable for people, who already handle them, or who are not interested in them.", "date": "2017-04-06T19:47:42+00:00", "quotes": [] }, { "author": "catpig", "content": "Sorry to resurrect this ancient thread, but the recent mention of minimal mode led me to re-read this FFF and I just wanted to say that it might be the best development since sliced bread ^^", "date": "2024-12-11T15:23:15+00:00", "quotes": [] } ]
4
2017-02-17T12:42:14-06:00
forum-topic-127124
127124
Quality Module I research cost is "off the charts"
Balancing
https://forums.factorio.com/viewtopic.php?t=127124
GrumpyJoe
Im no game dev, therefore i wont suggest any numbers here, dont look for them! But I think you should look into this: While all other Tier1 modules cost 50 research, the all singing all dancing shiny new quality 1 module cost 500. While this reflects it´s usefulness (shall be seen, see below) it´s way off balance imho. Normally i wouldn´t even look at it and just pay a little more, research cost never been an obstacle since forever, you just dont think about it with a base that could be in any YT video tutorial Normally i wouldn´t worry, but i recently started a x100 science cost map , which makes the 10x factor very much noticable. Now, i dont plan on using the module for the forseeable future, rocket silo is quite some way to go and the only thing I´d want early quality on would be asteroid grabbers and maybe steel power poles But even that can wait until i start moving space platforms. Building a resarch platform will be a big enough undertaking, i dont mind normal quality grabbers. Therefore, researching quality mod1 could wait until i remodeled my starter base to a production level where this doesn´t cost me hours. However, here is where it starts looking like a balancing oversight: Qmod2 costs just as much. The others all increase, where this doesn´t. Qmod3 increases again. Before you have to look at it in the wiki: Module: Speed - Prod. - Effi - Quality Tier 1: 50-50-50-500 Tier 2: 200-200-200-500 Tier 3: 2000-300-300-2000 yes, speed leaps too and the jump from 200 to 300 with the other ones is weird scaling! I highly doubt these are numbers anyone ever thought about with science cost increase in mind. Even for normal runs, normally noone but speedrunners cares. Science is there to brute force it via the main goal early game: the factory must grow! You typically only notice things like Rocket silo in vanilla, atomic bomb and other very late game researches. The rest is just BING BING BING NEXT! But in a high cost scenario, when researching a small module costs half a rocket silo, which in Space Age x100 is a bigger hurdle than everything before, you definatly notice!
[ { "author": "Muche", "content": "Also see Split rare quality into its own research .", "date": "2025-02-25T15:31:08+00:00", "quotes": [] }, { "author": "eugenekay", "content": "Outlier opinion: 10X research cost should be the Default; I think EVERYTHING is too cheap to research. When playing “straight through” (not using the Editor mode or slowing down the Tick rate) I will always run out of Red/Green technologies to research before I am “ready to use” all of the things which are Unlocked…. Encountering a properly expensive technology (like Quality) actually fills me with a feeling of Excitement and future Reward: my factory must grow! \n \nOr to put it another way: I am a slow player; I like watching the machinery operate. If you have turned up the Tech costs to 100x or 1000x… the numbers will be big?", "date": "2025-02-26T15:47:49+00:00", "quotes": [] }, { "author": "GrumpyJoe", "content": "Thats actually the reason i chose the x100. \nYour entire post actually, i just like to highlight the most important part by deleting the rest. \n \nI too think the base game should be x10 by default, with a \"standard\" setup it feels exactly like you said. \nI´m in the process of preparing an ad post on the main discussion forum to promote that playstyle. \nIt feels far more relaxed this way and a \"megabase\", however you may define such a thing, has an actual purpose beside \"number go up\". \nChosing what science is next actualy has a meaning. Ever had to wait 40 minutes after you get personal batteries and solar panels to actually use them when some equipment not researched yet? \nI almost made 40h edge of solar system in my 2nd playthrough and now im at my first platform at 70h, with lots of waiting, i could have scaled up alot. \n \nAnd i think a x100 or 1000x map is something the devs should always play when releasing/changing for balancing reasons. \nSomething you barely notice in standard becomes rather obvious when cost are scaled up", "date": "2025-02-26T17:05:14+00:00", "quotes": [ { "author": "eugenekay wrote: Wed Feb 26, 2025 3:47 pm", "content": "" } ] } ]
3
2025-02-25T09:00:58-06:00
forum-topic-111281
111281
Mac download link broken??
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=111281
rogan734
For about the past four hours, I've been unable to get the download for the Mac version of .104 to work at the main download page: https://www.factorio.com/download this is using the link on the "big green button" https://www.factorio.com/get-download/1.1.104/alpha/osx I've consistently gotten a 403 that looks something like this: 403 Forbidden Code: AccessDenied BucketName: prod-game-data RequestId: tx00000b18b9496bf64fbf4-0065cceb26-2bb8de9-prg HostId: 2bb8de9-prg-eu-1 I've logged out and logged back in... same thing. (Normally wouldn't be updating my server, but the Steam client auto-updates, so here I am!) Thanks for checking...
[ { "author": "", "content": "Thanks for bringing this to our attention, this has been fixed", "date": "2024-02-14T16:49:02+00:00", "quotes": [] }, { "author": "rogan734", "content": "Thanks so much for the quick fix!", "date": "2024-02-14T17:44:46+00:00", "quotes": [] } ]
2
2024-02-14T10:38:39-06:00
forum-topic-118913
118913
[Hrusa][2.0.13] Unremovable cargo pod
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=118913
Tem3dy
Hello, so I decided to play 2.0 without the DLC and launch a rocket, however the game didn't let me launch the rocket without sending an item to space (either satellite or fish). I'm not sure if this is new behavior or just a bug, either way, the main issue came after launching the rocket: 10-31-2024, 21-27-27.png (4.15 MiB) Viewed 1375 times After launching the rocket, a cargo landing pod appeared in the spawnpoint location and can't be removed, it appears to be stuck in air and be a bug, the issue persists even after reloading the save and restarting the game.
[ { "author": "SaladLamaSVK", "content": "Happened to me as well while playing space age on latest experimental.\n \n \n \n 11-01-2024, 00-38-51.png (687.68 KiB) Viewed 1325 times \n \n \nthe pod spawned a good way above the rocket silo on the map and presumably because its also on a resource patch I cannot even interact with it. \nI don't yet have a space platform and the game only allowed to send a rocket with a fish in it. It doesn't block any buildings and I can build \"over it\". Not sure if it disappears with time or when I build a space platform.", "date": "2024-10-31T23:44:26+00:00", "quotes": [] }, { "author": "", "content": "Could you please attach a save file? That would help a lot.", "date": "2024-11-01T11:35:55+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "As a quick fix, does using a deconstruct planner on it works ?", "date": "2024-11-01T11:37:47+00:00", "quotes": [] }, { "author": "Tem3dy", "content": "Save is in the attachment, also no, using the deconstruction planner does not work", "date": "2024-11-01T16:01:36+00:00", "quotes": [] }, { "author": "", "content": "Does the pod persist after you reload the game? I can't get it to stay around. \n \nThough your report helped me identify why it is being stranded like that. I've created a fix.", "date": "2024-11-01T16:31:34+00:00", "quotes": [] }, { "author": "Tem3dy", "content": "Yes the pod is still there, even after I reload the save or restart the game", "date": "2024-11-01T16:49:26+00:00", "quotes": [] }, { "author": "", "content": "Oh yeah my bad. Any version change makes it fix itself and I had a slightly different version of 2.0.13 checked out. \n \nI think I've figured it out now, thanks.", "date": "2024-11-01T16:53:30+00:00", "quotes": [] }, { "author": "Tem3dy", "content": "Thank you for fixing the bug too!", "date": "2024-11-01T16:54:45+00:00", "quotes": [] } ]
8
2024-10-31T15:28:24-05:00
forum-topic-120240
120240
Using space age assets in mods.
Modding discussion
https://forums.factorio.com/viewtopic.php?t=120240
unpingabot
Hello, Are we allowed to use assets from the space age expansion in our own mods? I want to make a mod with some space age features but without using space age as a dependancy, for my mod i'd lime to use the lava assets. What are the rules on using them, if any? (Is it only allowed if the mod uses space age feature flags?)
[ { "author": "", "content": "You're not allowed to distribute Space Age assets to non-expansion Factorio.", "date": "2024-11-07T17:30:20+00:00", "quotes": [] }, { "author": "unpingabot", "content": "Is there a way to mark a mod as space age only so that only people with space age can download it? (Without using it as a dependancy)", "date": "2024-11-07T17:57:02+00:00", "quotes": [] }, { "author": "", "content": "You can add one of these feature flags to your mods info.json \n \n Code: Select all \"quality_required\": true,\n \"space_travel_required\": true,\n \"spoiling_required\": true,\n \"freezing_required\": true,\n \"segmented_units_required\": true,\n \"expansion_shaders_required\": true", "date": "2024-11-07T18:09:40+00:00", "quotes": [] }, { "author": "unpingabot", "content": "Awesome, I was planning to use spoilage anyway, would I be able to use assets if the feature flags are on? I'm just making sure because I do not want to get in trouble for copyright", "date": "2024-11-07T18:15:17+00:00", "quotes": [] }, { "author": "", "content": "Yes you can use Space Age assets when you enable a Space Age feature flag for your mod.", "date": "2024-11-07T18:22:51+00:00", "quotes": [ { "author": "unpingabot wrote: Thu Nov 07, 2024 6:15 pm", "content": "" } ] }, { "author": "unpingabot", "content": "Thank you!", "date": "2024-11-07T18:24:08+00:00", "quotes": [] }, { "author": "Xorimuth", "content": "Interestingly, the Term of Service does allow using SA assets in mods with no further restrictions: \n \n \n\nI am not a lawyer, but it seems that distributing SA assets in non-SA mods is not against the ToS. \n \nHowever, of course Wube is perfectly entitled to remove any mods so they are free to enforce this extra rule of \"no SA assets in non-SA mods\" despite it not being a violation of the ToS. I think it would be nice if it was stated in the ToS though (unless the reason it isn't is so that you have more flexibility in which violations you enforce, but on the other hand, you aren't obliged to enforce violations regardless) or some other more official channel, rather than just random comments from devs on the forums or on discord.", "date": "2024-11-11T15:06:26+00:00", "quotes": [ { "author": "vinzenz wrote: Thu Nov 07, 2024 5:30 pm", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "ownlyme", "content": "so as soon as you use any graphic from space age, even just a single one that's heavily edited , you're not allowed to use it for a non-space age mod that has nothing to do with the original use of said graphic? \n \nfor example a bullet trail mod using a heavily edited version of the railgun beam graphic", "date": "2024-12-14T16:19:35+00:00", "quotes": [] }, { "author": "thesixthroc", "content": "Of course. You can’t take assets from commercial games made by professional artists and use them unlicensed, that devalues the artist’s work.", "date": "2025-03-09T03:00:13+00:00", "quotes": [] } ]
9
2024-11-07T10:34:15-06:00
forum-topic-127131
127131
Factorio MEMES
Off topic
https://forums.factorio.com/viewtopic.php?t=127131
Kc_spot
Lets just have a meme thread based on the game. This isn't a promotion for r/factoriohno I have no idea what you're talking about
[]
0
2025-02-25T13:19:43-06:00
forum-topic-116813
116813
[Lou][2.0.8] Inconsistent Behavior w/ Super Force Build
Assigned
https://forums.factorio.com/viewtopic.php?t=116813
thebrick448
While in the editor, attempting to super force build a blueprint which involves an invalid offshore pump displays no message when placed on landfill, but shows the message "An auto-included Landfill is inconsistent with buildability rules of some Offshore pump." when placed on water. Additionally, in regular gameplay, the blueprint will be successfully placed, but some items may not be built depending on the order bots build the buildings. Steps to Reproduce: 1. Start a new game & switch to editor with /editor 2. Place a water pump, then landfill the water around it so it turns into a Water Well Pump 3. Place buildings around the pump (Such as a ring of pipes). Copy these buildings. 4. Paste this blueprint over an area of landfill The expected behavior is that I should be notified that this blueprint cannot be placed, and should have the same behavior as if i attempted to place it on water. See attached image, where I show the original blueprint, and the effects of super force building it onto both landfill and water.
[ { "author": "ctalkep_", "content": "the red tiles need to be water when the pump is being built \nunless you hold shift, then it lets you place the pump anyway \n \nto me it seems like shift-building has some logic behind it that should be used even if you don't shift\n \n \n \n pump_build.gif (508.57 KiB) Viewed 110 times \n \n \n\nmaking a blueprint with landfill in the red areas does the thing, and shift-building to auto-place landfill under entities in those spots will do it too\n \n \n \n Untitled.png (138 KiB) Viewed 110 times \n \n \n\nOP, if you want to copypaste your thing around, you can make 2 blueprints of it: one with only the tiles filtered and another with the rest - paste the tiles down first and then shift-click will let you build the rest", "date": "2025-03-04T18:55:29+00:00", "quotes": [] } ]
1
2024-10-23T04:25:25-05:00
forum-topic-116301
116301
Broken link / missing link in announcement
Spread the Word
https://forums.factorio.com/viewtopic.php?t=116301
kenmras
Hello my favorite dev team. Minor thing here, in the Steam announcement there is a place where it says "Version 2.0 has a wide range of game changes, optimizations and improvements, which we detailed here." and here is not a hyperlink. Screenshot here: https://imgur.com/gallery/bug-report-mi ... nk-oKTzRy9 Love you guys!
[ { "author": "", "content": "Fixed", "date": "2024-10-21T16:28:26+00:00", "quotes": [] } ]
1
2024-10-21T11:09:36-05:00
forum-topic-33269
33269
[0.14] What is it used for?
Mods
https://forums.factorio.com/viewtopic.php?t=33269
MrDoomah
Info: Name: What is it used for? Description: What is it use for is a tiny mod that helps you find out where items and fluids come from and where they are used. License: MIT Release: 2016-09-23 Category: Helper Mods Download-Url: Direct link to the mod portal Website: Mod portal Images copper-ore.png (1.64 MiB) Viewed 17971 times alien-artifact.png (1.55 MiB) Viewed 17971 times iron-plate.png (1.49 MiB) Viewed 17971 times searchbar.png (1.65 MiB) Viewed 17971 times sidebar.png (1.64 MiB) Viewed 17971 times
[ { "author": "aubergine18", "content": "That's a pretty cool idea, and great for learning game.", "date": "2016-09-23T17:40:28+00:00", "quotes": [] }, { "author": "hoho", "content": "I just added the 1.0.1 version to my heavilty modded game and I'm not seeing that image on screen. Could it be due to having a ton of other icons from other mods there?", "date": "2016-09-23T17:42:54+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "OH, THANK GOD. I wanted a \"WHERE USED\" function sooooooooooo badly. Angel's and Bob's go insane with the amount of things I need to keep in my head.", "date": "2016-09-23T18:19:32+00:00", "quotes": [] }, { "author": "Ratzap", "content": "Posted much the same on the mod portal discussion area. My Dytech save and Bobs save are not showing the icon. Closer to stock saves do.", "date": "2016-09-23T19:24:25+00:00", "quotes": [ { "author": "hoho wrote:", "content": "" } ] }, { "author": "Nexela", "content": "It looks like it will only work for new characters. \n \n \nDrop this in control.lua somewhere and it will work when installing it into existing saves. (if doing this for personal use before an official update you will need to load your save with the mod uninstalled and save) \n Code: Select all script.on_init(function()\n\tfor _, player in pairs(game.players) do\n\t\tif not player.gui.top[\"wiiuf_flow\"] then\n\t\t\tlocal flow = player.gui.top.add{type = \"flow\", name = \"wiiuf_flow\", direction = \"vertical\"}\n\t\t\tflow.add{type = \"sprite-button\", name = \"looking-glass\", sprite = \"looking-glass\", style = \"slot_button_style\", tooltip = {\"top_button_tooltip\"}}\n\t\tend\n\tend\nend)\n\nscript.on_configuration_changed(function()\n\tfor _, player in pairs(game.players) do\n\t\tif not player.gui.top[\"wiiuf_flow\"] then\n\t\t\tlocal flow = player.gui.top.add{type = \"flow\", name = \"wiiuf_flow\", direction = \"vertical\"}\n\t\t\tflow.add{type = \"sprite-button\", name = \"looking-glass\", sprite = \"looking-glass\", style = \"slot_button_style\", tooltip = {\"top_button_tooltip\"}}\n\t\tend\n\tend\nend)", "date": "2016-09-23T21:57:52+00:00", "quotes": [] }, { "author": "Nexela", "content": "Also I will be making use of this", "date": "2016-09-23T22:02:54+00:00", "quotes": [] }, { "author": "kingarthur", "content": "interesting mod. defint must have for me. i one issue i have found is if its used with bobs mods and/or angels petrochem there are far to many chemicals displayed in one colum and it runs off screen. i was able to adjust it by changing line 125 in control from colspan = 1 to colspan = 5. Code: Select all local fluids_table = flow.add{type = \"table\", colspan = 5, name = \"fluids_table\", style = \"slot_table_style\"} there is the whole line with the change", "date": "2016-09-24T10:27:49+00:00", "quotes": [] }, { "author": "MrDoomah", "content": "Doh, I made that rookie mistake again xD. I always forget about excising games. See update 1.0.2 in a few minutes", "date": "2016-09-24T12:49:27+00:00", "quotes": [ { "author": "Nexela wrote:", "content": "" } ] }, { "author": "MrDoomah", "content": "Is fixed in update 1.0.2. You can download it through the modportal.", "date": "2016-09-24T12:50:10+00:00", "quotes": [ { "author": "kingarthur wrote:", "content": "" } ] }, { "author": "Arch666Angel", "content": "It passed the stress test \n \nWill definitely recommend this mod with my mods. \n \nCould you display the recipes as hoverable icons as well instead of plain text?", "date": "2016-09-24T14:32:24+00:00", "quotes": [] }, { "author": "MrDoomah", "content": "I don't really know what you mean by that? I don't this it is possible to show icons in chat.", "date": "2016-09-24T15:58:47+00:00", "quotes": [ { "author": "Arch666Angel wrote:", "content": "" } ] }, { "author": "Arch666Angel", "content": "The same you do with the fluid selection, but with the recipe results so one could browse the recipes said item is used in", "date": "2016-09-24T17:12:24+00:00", "quotes": [ { "author": "MrDoomah wrote:", "content": "" }, { "author": "Arch666Angel wrote:", "content": "" } ] }, { "author": "MrDoomah", "content": "Yeah, someone on the modportal said the same. I'll consider working on it.", "date": "2016-09-24T17:46:15+00:00", "quotes": [] }, { "author": "Arch666Angel", "content": "Your mod is awesome as it is, I suggested something like that to someone on discord a week ago or so, so I'm really geeked about it but it would be a bit more visually pleasing", "date": "2016-09-24T18:32:06+00:00", "quotes": [ { "author": "MrDoomah wrote:", "content": "" } ] }, { "author": "Nexela", "content": "Also a request to move the \"liquid\" table portion to gui.left", "date": "2016-09-24T19:01:48+00:00", "quotes": [] }, { "author": "MrDoomah", "content": "Could you explain why? \nI intentionally placed that list near the looking glass button so the travel distance from this button to the liquid table would be minimal. Since the liquids table isn't meant to be open for long times or to be accessed very frequently, I personally don't see a reason why gui.left would be a better position than gui.top.\"next to the button\".", "date": "2016-09-24T23:53:10+00:00", "quotes": [ { "author": "Nexela wrote:", "content": "" } ] }, { "author": "MrDoomah", "content": "New update: v1.1.0 released! \n Gui interface, no longer will your massive recipe list scroll off your screen! \n Search bar: Search for items that you want to know more about. Please note that it doesn't use localised names, but internal names, so it might not find what you are looking for. \n Hotkey: Press CTRL + F with an item in your hand to directly show that item's information, press CTRL + F with an empty hand to open the search bar. \nSee the images in the top post for some explanation. There is no image for the fluid interface, but it is still there.", "date": "2016-09-27T17:27:11+00:00", "quotes": [] }, { "author": "Arch666Angel", "content": "A W E S O M E ! ! !", "date": "2016-09-27T17:40:18+00:00", "quotes": [] }, { "author": "Nexela", "content": "Not Awesome \n \nupgraded from previous version. \n \nNo icon at top of screen which leads toooo. \n \nMissing sanity check. With nothing in your hand press keybind (which is the same as autofill's btw : so I changed inspector to ctrl-I in mod control settings)) \nError MainLoop.cpp:759: Exception at tick 3816954: Error while running event inspect_item (ID 71) \n__what-is-it-used-for__/control.lua:299: attempt to index field 'search_flow' (a nil value)", "date": "2016-09-27T21:59:11+00:00", "quotes": [] } ]
19
2016-09-23T11:37:02-05:00
forum-topic-96485
96485
Edits to events around entity death / damage
Won't implement
https://forums.factorio.com/viewtopic.php?t=96485
Techfish3000
TL;DR Edits to : Code: Select all on_entity_damaged, on_entity_died, on_player_died, on_pre_player_died. that specify what weapon was used (if applicable) and what ammo was used (if applicable) What ? For these events, it would be good to be able to access the weapon and ammo that was used to damage / kill the entity / player, like how Code: Select all on_entity_damaged.cause will return the entity that attacked. This is the current event structure for this specific event, what I am suggesting is: Example return of a spidertron nukes a car: Code: Select all event = { entity = car, damage_type = "explosion", all of the yada yada damage values cause = spidertron, force = enemy, weapon = Spidertron-rocket-launcher-1, ammo = atomic-bomb } Why ? This would allow mod creators like myself to tailor specific effects to happen depending on what an entity is attacked with. This would also mean PvP mod creators could create death messages like: <Player> killed <Player> with <Weapon> loaded with <Ammo>
[ { "author": "", "content": "Sorry, but that information simply isn't available in the game to include in the events and isn't something we are likely to add soon if ever. \n \nSince a lot of damage is done after a shot has happened - and possibly after the thing that shot has died (worm spit, rockets, fire, grenades) the information about who or what did the damage gets long lost. If we wanted to keep all of it available it would mean that every projectile, every thing that does damage would have to track, save, and pass along that information - increasing memory usage and save file size. \n \nSo with that said: I don't see this ever happening. Sorry.", "date": "2021-02-26T18:22:18+00:00", "quotes": [] }, { "author": "Techfish3000", "content": "That's fine, it just makes my mod idea a bit harder to do. Thanks for clarifying though.", "date": "2021-02-28T22:13:23+00:00", "quotes": [] } ]
2
2021-02-26T05:56:01-06:00
forum-topic-127419
127419
[2.0.39] Inconsistent behavior for switch to surface shortcut
Minor issues
https://forums.factorio.com/viewtopic.php?t=127419
arkrusade
In editor mode, the switch to surface short cut has inconsistent behavior. Sometimes it will switch to a surface when pressing ctrl + 1, sometimes it will just get the quickbar item as if I had only pressed 1 I can consistently get the surface behavior on key up events: 1. press down ctrl 2. press down 1 3. press down 2 4. release 1 1. press down ctrl 2. press down 1 3. press down 2 4. release 2 step 4 consistently switches surfaces, all other key events go to quickbar instead P.S. would love to have this as a shortcut in normal play too.
[ { "author": "", "content": "Thanks for the report however I'm not seeing any bug here. The shortcut will activate if the required keys are all active at the same time, and other keys are not. If the quickbar is activating it means the ctrl key is not being held down (you released it early, or pressed the number key before ctrl).", "date": "2025-03-12T12:19:34+00:00", "quotes": [] }, { "author": "arkrusade", "content": "The ctrl key is being held down, for me anyway. In the steps I described, I never release the ctrl key. \n \nSo I'm pressing ctrl + 1 or ctrl + 2 and not switching surfaces, but getting quickbar instead. So the quickbar is activating even though I'm pressing the keyboard shortcut for surfaces instead. \n \nBug behavior \n \n1. Press control key \n2. Press 1 \n \nResults: Quickbar activates \n \n \nExpected behavior \n \n1. Press control key \n2. Press 1 \n \nResults: switch to surface (nauvis)", "date": "2025-03-12T19:28:05+00:00", "quotes": [] }, { "author": "", "content": "Ah, I see the confusion. I always test with ctrl + numpad-#. Since the quickbar hotkey is identical to the editor switch-surface hotkey, one of them gets priority and it happens to be the quickbar version. If I changed it, then someone would likely complain that it's switching surfaces instead of activating the quickbar shortcut. \n \nIf you have a numpad, you can use those - since as far as I know there are no hotkeys bound to ctrl + those by default.", "date": "2025-03-12T19:56:22+00:00", "quotes": [] }, { "author": "arkrusade", "content": "I see, though I'm not sure why one should get priority since they're different shortcuts. \n \nSince ctrl + top row number has no default, doesn't it make sense to prioritize the ctrl-based shortcut instead of the number-only-based shortcut if ctrl is pressed? There should be no change in behavior for quickbar usage or any other behaviors, unless they have manually changed ctrl + number to be a new shortcut. \n \nIf ctrl + number were to get priority, it would only affect those people who manually mapped it. Otherwise, there shouldn't be any complaints since pressing 1 without control should still work as normal. \n \nI'm also curious as to why this is an editor-only shortcut, would love if you could provide some insight into that decision.", "date": "2025-03-12T21:14:34+00:00", "quotes": [] } ]
4
2025-03-12T02:49:10-05:00
forum-topic-102070
102070
[Docker] A Simple-to-Use Factorio Docker Image
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=102070
david
Hey there. In case there are any other devops/syseng folks out there, I published a new docker image in dockerhub that you can use to quickly deploy factorio. It's an alternative to the factorio-tools one that's less feature-rich but lightweight and quick to deploy. Here's the reddit thread: https://www.reddit.com/r/factorio/comme ... ker_image/
[]
0
2022-04-09T04:51:41-05:00
forum-topic-125206
125206
ETA?
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=125206
majik1213
Love this game! For Space Age, I think it would be cool on the information dialog (on the right when traveling in space, where you see listings for speed, weight, thrust, and damage taken) to add Estimated Time of Arrival. Hope that one is easy to add in!
[ { "author": "jaylawl", "content": "You can make this already using circuit networks \n \nYou can read which planets your ship is moving between and the current speed of your ship. The distances between planets are absolute values you can insert. From this can calculate your ETA. Although i just realized when tiping that you wanted this in the information tooltip. Hope it is helpful anyway.", "date": "2024-12-27T17:54:35+00:00", "quotes": [] } ]
1
2024-12-27T11:00:56-06:00
forum-topic-12709
12709
Description and information
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=12709
orzelek
This mod overrides in-game Perlin noise based resource/units spawning system by region divided spawning system. It changes resource spawning to be region based - by default regions are big which promotes using of trains. Resources will be more sparse so more logistics will be required to supply your base. As a bonus resources further away from start location will be more rich. RSO also controls spawning of biter bases to make it easier for a player to move further into the wilds, but don't expect resources to be biter-free. Mods that don't modify resources should work without problems. Support is present for most of large mods (DyTech, Bob's mods, Yuoki industries, Uranium power) and some of smaller ones. NARmod support is planned. If you receive information about not supported ores (will be printed after game start) please post them in feedback thread along with information which mods are used. I'll try to add support for those mods then. Telling RSO to ignore surface - exclude it from ore spawning If your mod is creating surface that should not have any ore spawned then there are two ways to make RSO ignore it. First one is to call following method: Code: Select all /c remote.call("RSO", "ignoreSurface","surface name") Which will stop RSO from spawning ores on given surface. Second method is to use map settings that have resource sizes set to 0 - this disables spawning of given resource and can be used to selectively remove resources from surface. Usage instructions It is recommended to start a new game, but regenerating resources in an old save is totally possible. Map generation settings are read by the mod and used (from version for 0.12). If you want to use old save or just want to regenerate the resources on map: Use the following command to regenerate resources: Code: Select all /rso-regenerate-surface Regenerate resources only on current surface, you can add all as parameter to regen also starting area (can be useful to get tungsten patch on Vulcanus that was added in 7.0.3). Code: Select all /rso-regenerate Regenerates resources on all surfaces (ignores starting areas). You can add noenemies to the command to only regenerate resources and leave enemy bases as is. To change a seed to preffered value (use any number up to around 2000000000, due to factorio rng small values < 200 might net similar or identical results): Code: Select all /rso-override-seed 23423 There is also a command to only clear current resources/enemies: Code: Select all /rso-clear It also accepts noenemies as parameter to clear only resources. If you want to change region size then recommended procedure is: 1. Call the clear command 2. Change the region size to new value in settings 3. Call the regenerate command Be aware that this can take few minutes and biter bases might also respawn (depends on noenemies parameter). Safest place to execute this command is the starting area. Any resources in the starting region are not affected by this command. Starting locations handling instructions From version 5.0.8 RSO supports starting location reading from map settings. It will automatically create starting location on positions from map settings when surface is created. To prevent that following call can be made before creating a surface: Code: Select all /c remote.call("RSO", "disableStartingArea") This will stop RSO from creating new starting areas. Multiple starting areas handling is available from version 2.2.0. Recommended way to use it is following: 1. Prepare all players/forces (RSO doesn't handle player setup, but you can use a mod like SpaceBook to manage this) 2. Chart big map area and select your starting locations using following command (size can be change as desired): Code: Select all /c local size = 1000; game.forces.player.chart(game.player.surface, {left_top = {x = -size, y = -size}, right_bottom = {x = size, y = size}}) 3. Call newly added clear command to clean up all biters/resources Code: Select all /c remote.call("RSO", "clear") 4. Use new command to add start locations in desired places. Command looks as follows: Code: Select all /c remote.call("RSO", "addStartLocation", {x=-555, y=48}) Where x and y are coordinates in tiles of new start location (visible in top left usually in F5 debug menu). Player that runs this command from console will get feedback about location creation (can fail if it's to close to different start location). You can also specify the player as next parameter after position - output will be sent to that player then. One drawback thats very difficult to fix currently is that new starting area location should be charted already. With default config and normal starting area size area is 448x448 centered on given position. If this area is not charted resources will be spawned but placement checks will not work correctly so they might end up on water. 5. Use standard regenerate command to generate resources/biters on rest of the map. You can skip the clear and regenerate steps without problems with one drawback - each new starting area changes generator a bit so regeneration called after adding new start area might yield completely different results then initial generation. All starting areas are safe during clear and regenerate command and resources in them won't be changed.
[ { "author": "orzelek", "content": "Mod will read and use settings from map generation dialog. Those settings will be applied additionally on top of configuration file settings as multipliers. \n \nDefault mod settings can be changed in config.lua file - quite a lot of options are present there to allow for mod personalization. \nBasic description of options is available in config.lua. More details on some of the options below. \nIf something is not clear/understandable please post in the feedback forum and I'll add some more descriptions (either here or in config.lua itself). \n \nBoth override_* options are currently only supported with full override. I might remove them completely - keeping standard resource generation doesn't make a lot of sense from my perspective. Additional options for making biters more difficult are present in the mod so there should be no need to use default biters.\n Resource options Basic resource configuration is affected by three main settings: absolute_resource_chance,global_richness_mult and starting_richness_mult. \nThey can be used to change resource frequency (per region) and amount of resources in each node respectively. Starting richness multiplier affects only starting area, global one affects all the resources outside starting area. \nResource richness increase from distance to center is controlled separately by richness_distance_factor. \n \nAdditionally there is a feature that can generate another resource next to main resource in region - it is controlled by resource specific configuration and three multi_resource_ factors described in config file. \n \nIf any of endless resource mods or options of other mods is activated then RSO will try to detect changed resources and apply special size modifier for them as defined by endless_resource_mode_sizeModifier setting. \n Enemy options Main option controlling biters distribution are absolute_enemy_chance and enemy_base_size_multiplier. They are similar to resource ones and state chance of biter bases per region and multiplier to their size. \nYou can enable/disable enemy expansion from config using disableEnemyExpansion option. Expansion is enabled by default which means biters will migrate towards the empty areas. You can disable it for more paceful game and easier exploration. \nThere is also an option to change distribution of biter vs spitter ration by using biter_ratio_segment and spitter_ratio_segment. \n \nRSO will try to integrate with bob's enemies and will also use spawners added by it. Additional enemies added by DyTech are not affected by base spawning. \nFor integration with peacemod RSO will automatically drop enemy spawns when it's detected. If you still want enemies this behavior can be overridden with useEnemiesInPeaceMod setting.", "date": "2015-06-03T22:59:34+00:00", "quotes": [] } ]
1
2015-06-03T17:20:28-05:00
forum-topic-115351
115351
Across-save data transfer
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=115351
Moterius
I'm in the process of designing a mod where some elements are heavily knowledge-dependant. I want to make a GUI where the already discovered elements are shown, and would like for those elements to be transferrable between saves so you don't constantly load save A, then save B. I'm aware I can easily do this using map settings and strings to transfer the data, but this requires user interaction, and is not something I imagine people would enjoy being forced to do or be aware of. I'm also not too sure of the limitations strings have (do they have a character limit?). My request is a table like the current global table, with the simple difference that it is saved on the factorio install, not the world itself. It would be the responsibility of modders to write code that doesn't break with different versions, but that's not too different from how global works, either.
[ { "author": "Nidan", "content": "Generally this is difficult due to factorios deterministic nature. In multiplayer game, map, mods and startup settings have to be identical for all players. As consequence, the easier methods of passing data around are simply not available. (While a mod can for example write files to the script-output directory, there's no method for reading them back in.) \n \nThat said, it looks like you can change a players mod settings at runtime: https://lua-api.factorio.com/latest/cla ... d_settings \nBut think about how your mechanics should behave in multiplayer. If you simply set things up according to the \"knowledge\" of the local player, the game is almost guaranteed to desync.", "date": "2024-09-15T15:16:28+00:00", "quotes": [] }, { "author": "Moterius", "content": "The desync doesn't matter if all it's used is render a GUI that doesn't interact with the world", "date": "2024-09-15T16:01:24+00:00", "quotes": [] }, { "author": "curiosity", "content": "Modded GUI is part of the game state.", "date": "2024-09-16T10:00:53+00:00", "quotes": [ { "author": "Moterius wrote: Sun Sep 15, 2024 4:01 pm", "content": "" } ] }, { "author": "sparr", "content": "How about you store the progression in a mod setting? Any save/game could write to the setting, and then others could read from it. And players could just edit it themselves if they want to lock or unlock parts of the progression manually (to start over, or cheat, or share with a friend, or try a weird combination, or ...)", "date": "2024-09-18T17:48:48+00:00", "quotes": [] }, { "author": "Gweneph", "content": "I think that should be possible if users unchecked the \"Use different mod settings per save\". But that may have unintended consequences for other mods/ this mod. I wish there was an option to specify that the setting should always be synchronized for things like user interface preferences that make sense to always synchronize. Especially since the checkbox is checked by default.", "date": "2024-10-30T12:47:45+00:00", "quotes": [] } ]
5
2024-09-15T07:47:51-05:00
forum-topic-61819
61819
[HUGE][Difficulty 7/10] ComplexMaschineryMP (Newer Farlands)
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=61819
ossocore
Complex Maschinery Modpack This Modpack includes many mods similar to the Farlands modpack, but also features a bunch of other mods at the newest version to prevents lags and stuff. I will try and keep this up to date, it´s not going to be easy though. (0.16, 30.07.2018) For now, i only have a Google Drive link, just rightclick on the folder and hit "download" https://drive.google.com/open?id=1uOZsW ... YwA6nXY-lb I will setup a github link too, at some point. How to download and install mods: (tutorial by Xterminator) https://www.youtube.com/watch?v=SEOedyrFQ_g There are going to be updates and mods added/removed to fix issues. If you want to report issues, submit ideas, get news or just hang out join my Discord: https://discord.gg/sPkRjWN Thank you for playing our Modpack/checking it out! We hope you enjoy! If you have any questions or something similar, feel free to leave a message! List of Mods included: Resource Spawner Overhaul Bob's Functions Library mod Bob's Logistics mod Bob's Metals, Chemicals and Intermediates Bob's Power Bob's Adjustable Inserters Bob's Warfare Bob's Assembling machines Bob's Tech Bob's Modules Bob's Ores Angel's Refining Bob's Electronics Bob's Mining Bottleneck Bob's Revamp mod Upgrade Builder and Planner Bob's Greenhouse mod Angel's Petro Chemical Processing Big Bags (more space in bags +longer reach) Angel's Infinite Ores Bob's Enemies Bob's Vehicle Equipment Squeak Through Auto Fill Angel's Smelting YARM - Resource Monitor EvoGUI - Evolution Factor Indicator and more Warehousing Mod Bio Industries Angel's Bio Processing [ALPHA UPDATE] Loader Redux Auto Research Aircraft Crafting Speed Research AAI Vehicles: Miner Orbital Ion Cannon Flow Control Angel's Addons - Pressure Tanks AAI Programmable Vehicles Quarry Water Well (pump free water from the ground) Air filtering Power Armor MK3 Angel's Addons - Petrochem Train AAI Programmable Structures Belt sorter Rampant AAI Vehicles: Hauler AAI Vehicles: Chaingunner AAI Vehicles: Laser Tank Helicopters AAI Zones AAI Vehicles: Warden AAI Vehicles: Flame Tank AAI Signals Single-Splitter Robot Mining Site Quality of Life research Angel's Industries
[ { "author": "Yanke$", "content": "Nice pack. \n \nBut \n \nBig Bags and Crafting Speed Research mods have overlapping functionality and research with Quality of Life mod. \n \nAnd discord invite link is expired (Make it pernament)", "date": "2018-11-05T20:26:38+00:00", "quotes": [] } ]
1
2018-07-30T13:32:15-05:00
forum-topic-127404
127404
Setting dependent character animations
Modding help
https://forums.factorio.com/viewtopic.php?t=127404
jimmy_1283
So I'm hoping to include a setting in my Power Armor MK3 mod which changes the PAMK4 armor into a mech armor, complete with all the bells an whistles, including the animations (it looks quite silly without them). I've managed to get everything to work except for the appearance/animations. I'm currently using the following to use Vanilla sprites for my armors. This is done in the Prototype stage. Code: Select all for _, animation in ipairs(data.raw["character"]["character"]["animations"]) do if animation.armors then for _, armor in ipairs(animation.armors) do if armor == "power-armor-mk2" then animation.armors[#animation.armors + 1] = "pamk3-pamk3" animation.armors[#animation.armors + 1] = "pamk3-pamk4" break end if armor == "light-armor" then animation.armors[#animation.armors + 1] = "pamk3-lvest" break end if armor == "heavy-armor" then animation.armors[#animation.armors + 1] = "pamk3-hvest" break end end end end What I want to do is check if both Space Age is enabled and the setting is enabled, then switch over to the Mech Armor sprites, below is my current attempt to do so. I've tried this in both data and Data-updates stage. Code: Select all if settings.startup["pam3-ma2"].value and mods["space-age"] then local simulations = require("__space-age__.prototypes.factoriopedia-simulations") data.raw["armor"]["pamk3-pamk4"].factoriopedia_simulation = simulations.factoriopedia_mech_armor data.raw["armor"]["pamk3-pamk4"].provides_flight = true data.raw["armor"]["pamk3-pamk4"].takeoff_sound = {filename = "__space-age__/sound/entity/mech-armor/mech-armor-takeoff.ogg", volume = 0.2, aggregation = {max_count = 2, remove = true}} data.raw["armor"]["pamk3-pamk4"].landing_sound = {filename = "__space-age__/sound/entity/mech-armor/mech-armor-land.ogg", volume = 0.3, aggregation = {max_count = 2, remove = true, count_already_playing = true}} data.raw["armor"]["pamk3-pamk4"].flight_sound = {sound={filename = "__space-age__/sound/entity/mech-armor/mech-armor-flight.ogg", volume = 0.2}} for _, animation in ipairs(data.raw["character"]["character"]["animations"]) do if animation.armors then for _, armor in ipairs(animation.armors) do if armor == "mech-armor" then animation.armors[#animation.armors + 1] = "pamk3-pamk4" break end end end end end It obviously doesn't work, the animations at least, and with my mediocre coding talents I'm stuck. If anyone could provide some help, or even a solution, I'd be grateful. Thanks in advance to any help given.
[ { "author": "Muche", "content": "Maybe the issue is that character.animations now has two references to pamk3-pamk4 - one next to power-armor-mk2 , and one next to mech-armor ?", "date": "2025-03-11T22:31:30+00:00", "quotes": [] }, { "author": "jimmy_1283", "content": "I'm honestly not sure how that works, I had assumed it would overwrite, but when that didn't work I separated MK4 into it's own loop, where it was referenced only once. The MK2 armor sprites worked as intended, but when I switched the option to true, it appeared as if there were no armor at all. I had assumed that the mech armor was on the same array, but using the same command, even on updates or final didn't work.", "date": "2025-03-12T02:58:49+00:00", "quotes": [] } ]
2
2025-03-11T16:52:00-05:00
forum-topic-110940
110940
Friday Facts #395 - Generic interrupts and Train stop priority - Page 4
News
https://forums.factorio.com/viewtopic.php?t=110940&start=60
crj
I hate to be the masochist here, but this all looks so great I can't see myself ever using anything except generic trains. Obviously I've not played this, but I'm wondering if this stuff is so good it needs to be enabled by research beyond the normal "Automated rail transportation" and "Rail Signals"?
[ { "author": "Qon", "content": "I'm making the solution for that with my Combinassembly language. Of course, my suggestion is just a very powerful but simple tool, none of the complexities are handled. It's way harder than anything done with regular static train schedules so far. But it removes the problem of being forced to path trains with circuits when you actually just want to set destination. But that is really far from \"dumbing down\" the game, we are talking about requiring combinator systems way more advanced than anything else in the game requires to utilize this feature completely. It's a bit like setting recipes on assemblers by circuit signals, but for trains. Making it \"easy\" is not really part of the discussion here. \n \nThe ability to \"read\" signals doesn't tell us how they can then then be used. If I was the one to design the system I could be confident it would be done right, but I'm not. \n \nI'm not yet convinced I can \"totally make a train go to station \"[A]\" by sending the [A] signal to its train stop.\" with the information provided. That sounds like you extrapolated based on wishful thinking. And it's still a bad system if it works like this because: \n \nRunning out is just 1 downside. The other is that it just isn't a good dynamic system, you can't really do generic computations to get from one signal type to another. I don't want to get introduced to a system that promises to let me name all stops the same, and then being forced to giving individual names (with manually typing in names in stops and interrupts) for configuring stops to have [A] 1 or [A] 2 as names because I ran out of signals. I don't want to have to configure a constant combinator to hold all possible signal values. I don't want to set constant combinators to \"unique\" signal types at each stop to utilize the \"generic signal\" feature that should have removed this manual configuration from each stop. It's clunky and bad. \n \nWhat I want is more like the \"generic signal\" being converted to a numeric value instead of a signal type. Then I can actually ID all stations with unique identifying codes. I can generate these numbers programmatically from coordinates or incremented indexes. \n Building on my suggestion description \n \nAdding to this, stations would also need a \"generic signal\" in their name so part of their name can be set by combinators. Well, it's enough if it's a fixed signal type with a dynamic value that changes the part of the \"name\" (doesn't have to actually change the name, just virtually to trains trying to decide stops) to the input value. \n \nSo the system would be something like \n \n stops with a name like \"[train-stop] Unloading [A]\" (actually \"[item=train-stop] Unloading [virtual-signal=signal-A]\" but I'm shortening it like in my language so it's more readable since forum doesn't transform rich text tags). \n The GUI for the train stops gets a checkbox \"dynamic signal name\", which means that the name is effectively \"[train-stop:0] Unloading [A:7]\" if the stop is receiving [A] 7 on red wire ([train-stop] and [A] have no inherent meaning, it's just a part of the name with rich text tags). The \":number\" is just a way to convey that the name is \"changed\". If the box isn't checked the name behaves like \"[train-stop:0] Unloading [A:0]\" regardless of what the [train-stop] and [A] signals are. \n Trains with \"[train-stop] Unloading [A]\" in their schedule \"changed\" to \"[train-stop:0] Unloading [A:7]\" if there's a [A] 7 on the green wire to the train stop. It gets sent to any train stop with matching name and matching signals,on red wire for the target stop, to the signals on green wire from \nTrains with \"[train-stop] Unloading [A]\" in their schedule or interrupts. Since targeting and ID-setting uses different wires a stop can have dynamic ID and tell trains to go to any other target stop at the same time. \n Since non-existent signals == 0, the stops and trains don't need a configuration for every signal in schedule/stop name, and if you don't wire in any values then the stops/schedules will default to 0 and work like regular \"static\" names. \n \n\nHaving a specific [stop-id] signal (sent to stops to configure them) and [targeting-id] signal (sent to stops with trains to direct trains to stops with same value [stop-id] as the [target-id] signal) would be enough though and maybe even simpler. And then the signals wouldn't be needed in the stop/schedule names.", "date": "2024-01-26T18:34:19+00:00", "quotes": [ { "author": "kwyntes wrote: Fri Jan 26, 2024 3:25 pm", "content": "" }, { "author": "Fiorra wrote: Fri Jan 26, 2024 5:13 pm", "content": "" }, { "author": "Qon wrote: Fri Jan 26, 2024 1:52 pm", "content": "" }, { "author": "Fiorra wrote: Fri Jan 26, 2024 5:13 pm", "content": "" }, { "author": "Fiorra wrote: Fri Jan 26, 2024 5:13 pm", "content": "" }, { "author": "Qon wrote: Fri Jan 26, 2024 1:52 pm", "content": "" } ] }, { "author": "crj", "content": "I see that train blueprints now undergo a state transition once fully constructed. This is a thing I desperately want for more general blueprints: some kind of combinator which sets a signal when the blueprint containing it is fully constructed.", "date": "2024-01-26T18:35:57+00:00", "quotes": [] }, { "author": "MBkufel", "content": "Priority setting via circuts will finally allow balanced distribution of materials. I love it", "date": "2024-01-26T18:39:34+00:00", "quotes": [] }, { "author": "Hanse00", "content": "Maybe we’re getting too meta, but the first thought that came to mind for me was: Could we have a “no path” interrupt? \n \nWhilst letting the engineer know that they’ve created a situation where pathing is not possible, it could still be desirable to move that train to some kind of “depot” for debugging, rather than blocking the track. \n \nIf we had an interrupt signal for: When you find yourself with no path, path to X Instead, this would be possible.", "date": "2024-01-26T18:58:13+00:00", "quotes": [] }, { "author": "cackling.fiend", "content": "You might be surprised to hear that icon in names are searchable and train destination selection has a search too. So I only have the icon in the name but I can still search for the word (e.g. \"iron\"). However, that is not an argument against what you are saying.", "date": "2024-01-26T18:58:38+00:00", "quotes": [ { "author": "Zeroji wrote: Fri Jan 26, 2024 2:00 pm", "content": "" } ] }, { "author": "morsk", "content": "This won't help me ship intermediaries by train. I need a mall to be able to request the intermediaries it needs from across the train network. Only then would it be sensible to build intermediaries that aren't ratioed perfectly for science, and use \"priority\" to distribute them. \n \nThe main bus lets the mall request the intermediaries it needs. Vanilla trains have never been able to compete with this. \n \nIf a mall can't do this, I have to ship ore/plate so the mall can make its own things, and then I may as well make science from ore/plate. Every train is ore/plate. Or I suppose I could have some bizarre unloading area with 30 different stations for all the intermediaries. I will probably do this and just pretend it's something else, but I don't like it.", "date": "2024-01-26T19:30:10+00:00", "quotes": [] }, { "author": "MrGrim", "content": "This is a design flaw of the network, but you've mistaken it as a design flaw of the feature. If you want the ability to re-target trains mid route, then of course you must make sure that they can re-path at any point in their route. \n \nAnd that's what has been taken away, mid route target changes. This wasn't some esoteric exploit or an unexpected emergent behavior. This was a first class capability that you've decided we're what, too dumb to use now? Bit of a slap in the face, ngl. \n \nReally, many of the new train features are great, but it feels very much like the rail system is being pushed into a \"one right way to use trains\" kind of design. You're riding a real fine line. If you solve all the problems for me, then what is there left for me to do? I'm already throwing away entire blueprint books of rail system designs that represent hundreds of hours of fun I had with this game, replaced with 3 clicks of a mouse. What's left has been made impossible because a unique first class feature was removed with no replacement.", "date": "2024-01-26T20:43:41+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "YotaXP", "content": "Very nice additions. Might I suggest an interrupt condition called \"Target Is Valid\" that only passes when, well, the target has a valid stop? It might be useful to have some generic interrupts that don't put the train into a \"No Path\" state if the station doesn't exist, and instead lets it continue its normal schedule.", "date": "2024-01-26T21:01:28+00:00", "quotes": [] }, { "author": "Khagan", "content": "I currently use skipping for my ammunition supply train, in a way that certainly can't be replaced by stop limits, and I don't think (though I may be wrong) can be emulated by an interrupt. The supply train carries enough ammo, oil, repair kits etc. to top up three wall sectors. So its schedule reads 'Munitions' (in the main base), 'Wall', 'Wall', Wall'. Most of the time it sits in the main base, fully loaded. When a wall station is enabled (due to low supplies), the train heads out to top it up. If another sector or two also need topping up, the train does those before heading back to base; if not, it goes back to base directly. \n \nThat last 'if not' is impossible without skipping; without it, the train may remain indefinitely at a wall station, which is _not_ desired behaviour (not central, not topped up, potentially vulnerable to bugs).", "date": "2024-01-26T22:20:47+00:00", "quotes": [ { "author": "Fiorra wrote: Fri Jan 26, 2024 5:13 pm", "content": "" } ] }, { "author": "Kaisi", "content": "In my case i use logic controlled \"bot unloading\" stations with active provider for even allocation. A station that receives all trains needed for the production complex. One station for many different trains and there are a lot of such complexes with identical station name on big distances. Because of big distances i need to buffer trains (while one set is unloading, another one is \"in route\") and when complex take a break for some reason (item buffers are full or i mess with it) logic disables station and \"in route\" trains redirect themselves to other complexes or \"station buffers\" to not clog the receiving station. Without stop skipping the whole system breaks. Trains will not be rerouted and still try to unload each one of them. And there may be many of them, depending on how many resource types complex use and it's distance. \n \nSame system is very efficient for trash hauling on big distances. A lot of trash trains rushing to load, but than there is no more trash and all of them reroute to buffer to not clog the rails. \n \n\"Stop skipping\" is essential and can be used in many ways where ques has no power. Do not remove it.", "date": "2024-01-26T22:27:02+00:00", "quotes": [ { "author": "Fiorra wrote: Fri Jan 26, 2024 5:13 pm", "content": "" } ] }, { "author": "BaggyK", "content": "FF #389 shows an example of an interrupt with the conditions \"Destination full or No path\" and \"Empty cargo inventory\" in which case it seems that it should be possible to setup an interrupt to do that.", "date": "2024-01-26T22:47:25+00:00", "quotes": [ { "author": "Khagan wrote: Fri Jan 26, 2024 10:20 pm", "content": "" } ] }, { "author": "Khagan", "content": "OK, that could probably be used to skip.", "date": "2024-01-26T22:59:11+00:00", "quotes": [ { "author": "BaggyK wrote: Fri Jan 26, 2024 10:47 pm", "content": "" } ] }, { "author": "Tohim", "content": "Man, I love train FFFs. Wouldn't it be great if ALL FFFs were train-related in some way?", "date": "2024-01-26T23:31:20+00:00", "quotes": [] }, { "author": "Violet_Scarelli", "content": "Will there be a way to handle unknown items with generic item interrupts? For example, being able to say \"if you can't find a stop to bring this item to, take it here\"? That would be extremely useful.", "date": "2024-01-26T23:37:11+00:00", "quotes": [] }, { "author": "BaggyK", "content": "In the FF they say that \"Trains will 'No Path' for stops that don't exist.\" Then I would think it should be possible to handle that condition with a \"No Path\" condition.", "date": "2024-01-26T23:57:12+00:00", "quotes": [ { "author": "Violet_Scarelli wrote: Fri Jan 26, 2024 11:37 pm", "content": "" } ] }, { "author": "maxfrolikov", "content": "I think that instead of icons on trains there should be small lights, like on drills", "date": "2024-01-27T00:13:02+00:00", "quotes": [] }, { "author": "Fiorra", "content": "From the FFF:\n \nThe keyword being \"similar\", meaning that they share the characteristics spelled out in the FFF right above the quote. \n \nI'm not sure if you're interested in discussing the theoretical capabilities of the system, or if you intend to build an actual base with it. The theoretical power of the \"Any Signal\" is identical to your suggestion, just requires more lookup tables. If it's about an actual base, then I'd be curious to know what you intend to build with it. \n \nReason one, I've seen enough posts from players where this caused problems, and the usual answer is: don't disable the station, set the limit to 0, and it'll work as expected. If disabling does the same as setting the limit to 0, those posts disappear, and those players are happy. \n \nReason two, if I can disable a train stop instead of setting the limit to 0, that'd make some of my circuitry easier. \n \nIf your only reason to keep it is about spacebar-heating , that's not a strong argument. \n \nAn actual use case, thank you! But it might be solvable with interrupts. Before I quote FFF 398, let me tag someone else:\n \n \nSo your schedule would be \"Wall\" -> \"Wall\", with an interrupt for (\"Destination full\" or \"items low\") that leads back to base. Bonus: if the wall stops need different items, then the new schedule can top up more than three wall sections, as long as supplies last. \n \nYay, use cases! But if the train station gets reenabled, then all the trains are far away. To prevent starvation, you need enough buffers to last through one train trip anyway, correct? \n \nIn that case, the usual way to handle this is to dynamically set the train queue limit according to missing items, thus requesting exactly the amount of trains that you need. No more wasted trips. \n \nWhen you're doing maintenance and you don't want to get run over, removing a piece of rail before the station is the only safe option. Trains are free to pass through disabled stations, especially when they spot an engineer on the tracks.", "date": "2024-01-27T00:19:00+00:00", "quotes": [ { "author": "Qon wrote: Fri Jan 26, 2024 6:34 pm", "content": "" }, { "author": "FFF 395 wrote:", "content": "" }, { "author": "SupplyDepoo wrote: Fri Jan 26, 2024 6:10 pm", "content": "" }, { "author": "Khagan wrote: Fri Jan 26, 2024 10:20 pm", "content": "" }, { "author": "Nexusuxen wrote: Fri Jan 26, 2024 3:02 pm", "content": "" }, { "author": "FFF 398 wrote:", "content": "" }, { "author": "Kaisi wrote: Fri Jan 26, 2024 10:27 pm", "content": "" } ] }, { "author": "Kadet123", "content": "My thought was, since the interrupt list is evaluated top-down each time a train is ready to leave its current station, was to have at the bottom of the list a catch-all interrupt that says \"if not empty, go to the dump station\". My dump station might be a special station at base that puts all remaining cargo into active providers.", "date": "2024-01-27T00:22:25+00:00", "quotes": [ { "author": "Violet_Scarelli wrote: Fri Jan 26, 2024 11:37 pm", "content": "" } ] }, { "author": "Syriusz", "content": "Maybe we could add a special train stop to the schedule that will be a fallback when there is no path/ invalid station for a train? So instead of stopping in the middle of the main track they could be sent to the depot. Of course fully optional, if not set up then normal no path behaviour would happen.", "date": "2024-01-27T00:40:04+00:00", "quotes": [] } ]
19
2024-01-26T06:00:04-06:00
forum-topic-126630
126630
Quality on Gleba.
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=126630
Justderpingalong
TL;DR A couple of suggestions to make quality more feasible on Gleba. Because right now it kind of sucks. What? Currently, it's hard, if not impossible, to do quality science on Gleba. Because whilst you can get quality jelly from grinding up stack inserters, mash does not have a single recipe that outputs mash as part of the ingredients in recycling. This means the only way for you to get quality mash, is by simply constantly grinding mash and HOPING you get quality mash. Which, with the insanely short spoil time of 3 minutes at base and 7.30 at legendary, needs to be processed ASAP to get legendary anything. So, I'd like to see wube implement/change a recipe so that it allows us to recycle it for quality mash. Because the only alternative right now is making normal bioflux, turning it into a capture bot rocket, then quality grinding that. Which is, frankly, ludicrously expensive compared to how we can obtain holmium/tungsten as quality. Personally, I'd think one of the following could work: 1. Let us recycle carbon fibre into yumako mash and carbon. 2. Give quality seeds a chance to hold higher quality fruit, up to the level of the seed. Agri tower quality determines the actual percentage chance. 3. Instead of a chance-based system, let us harvest legendary seeds for legendary fruit. Why? By making quality easier to obtain on Gleba the planet as a whole and especially its' recipes become a lot more valuable. Because, if you can just 'grow' legendary fruit, you can turn it into legendary ore, of which you can then make legendary products, allowing it to somewhat compete with Fulgora/Vulcanus in terms of how easy those 2 are to make quality stuff on.
[ { "author": "CyberCider", "content": "You think the game should be balanced around quality science? It’s practically a meme feature. \n \nAlso, only Fulgora is particularly good at quality, which makes perfect sense considering what it unlocks. Vulcanus is only marginally better at it than Nauvis, while Gleba is only marginally worse than Nauvis. So in the end it doesn’t particularly matter where you do it.", "date": "2025-02-07T09:58:44+00:00", "quotes": [] }, { "author": "raven2cz", "content": "This is a good post. Most of the legendary science packs went smoothly. But the agriculture science pack is really a huge hassle. I also feel like it wasn’t well thought out, and your suggestions aren’t bad. However, they need to be examined from all angles to ensure they wouldn’t cause some massive production of legendary items, but actually help only the legendary agriculture research in production. \n \nRight now, I literally have forests for producing capture bot rockets. Konage did simplify a few things, but even so, the entire research really depends on Gleba legendary science.", "date": "2025-02-09T06:08:51+00:00", "quotes": [] }, { "author": "Justderpingalong", "content": "I don't think there's that much need for balancing. Gleba being Gleba means that it's by far the most annoying of the 3 planets to build a factory on because it's essentially a burner-only playthrough but with added spoilage. Letting us build legendary stuff there more easily would offset that annoyance.", "date": "2025-02-12T13:06:30+00:00", "quotes": [ { "author": "raven2cz wrote: Sun Feb 09, 2025 6:08 am", "content": "" } ] }, { "author": "mmmPI", "content": "I have a Glebase that produce legendary blue science from bacteria and trees without burning anything else than fusion fuel to ship to Nauvis because ressources are infinite it's super stable. \n \nThere were other post suggesting that quality seed gives quality fruit/trees but that would make the game too easy, the 3) is the worst imo. \n \nThe 1) doesn't make the game easier imo, if you want quality carbon fiber currently you can recycle them when they are low quality, so you have a sink for all your yumako that isn't made into quality mash. \n \nI think the 2) is the more in line with the current game, it's random, it make sense that you'd sort the fruits, it would introduce good gameplay decision as to wether or not you use quality seed. But i don't think it would necessarily make things easier as it cancreate an additional difficulty to manage when you just want quality yumako mash and you process it with quality module, you get quality seed and you don't need an extra farm for it, you can just plant them alongside the others, players would be force to deal with quality seed, and they can't destroy them, because they would risk running out of seed, and it can happen that they turn a significant % of their yumako into an attempt at quality mash, creating too many quality seed and running out of the regular one when they suddenly don't need quality anymore.", "date": "2025-02-12T13:44:05+00:00", "quotes": [ { "author": "Justderpingalong wrote: Wed Feb 12, 2025 1:06 pm", "content": "" } ] }, { "author": "Justderpingalong", "content": "Running out of seeds wouldn't really be a problem. The base 50% productivity means the production chain has a seed surplus. Meaning you're probably already having to dispose of them. I sure have to on my base. I also never mentioned the chances that the agri towers would have. I wouldn't know what would feel good. Regardless you'd still probably have farms that accept only normal quality seed just to keep a supply going, whilst having a dedicated set of farms that are focused purely on grinding quality. Which I think would be far more interesting than having to literally build capture bot rockets only to turn them back into bioflux.", "date": "2025-03-15T10:36:04+00:00", "quotes": [ { "author": "mmmPI wrote: Wed Feb 12, 2025 1:44 pm", "content": "" }, { "author": "Justderpingalong wrote: Wed Feb 12, 2025 1:06 pm", "content": "" } ] } ]
5
2025-02-06T11:23:15-06:00
forum-topic-33660
33660
How to change a mod name?
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=33660
mooklepticon
My mod, Wood Gas , is named poorly. I didn't realize I had an underscore in the official name. So made a new version and one of the changes was to fix the name. The mod portal doesn't like this: chrome_2016-10-02_07-43-36.png (6.73 KiB) Viewed 1895 times How do I fix this? If it's not possible, can I delete my old mod and upload the new one with the fixed name? I don't see an option to delete my mod from the portal.
[ { "author": "aubergine18", "content": "I've not tested this myself, but if you go to the edit screen of your mod in the portal there should be small \"x\" buttons over each of the zips you've uploaded, delete all of the zips and that _should_ delete your mod from the portal. \n \nIf that doesn't work, see: viewtopic.php?f=189&t=32664", "date": "2016-10-02T18:09:17+00:00", "quotes": [] } ]
1
2016-10-02T07:44:47-05:00
forum-topic-14832
14832
[DISCONTINUED] FMM (Mod manager)
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=14832
yareczek
Program is discontinued! Look here for new one https://forums.factorio.com/forum/viewtop ... 37&t=19454 Hi, Since I saw factoriomods.com web with all listed mods and with api I just couldn't write program for managing mods This is just alpha version and code is big mess Also I didn't use any cool looking elements. FMM.JPG (105.6 KiB) Viewed 22395 times If someone want to check it out here it is (binary - debug version) FMM 1.0.0.2.rar v1.0.0.2 (4.71 MiB) Downloaded 2228 times This is only for windows. But should work in emulators. Change log: v1.0.0.2 - fixed mod checking procedure - fixed downloading mods - add delete button to mod list TO-DO: - web download implementation - pack auto download - new gui Older: FMM.rar v1.0.0.1 (4.29 MiB) Downloaded 2154 times FMM.rar v1.0.0.0 (4.07 MiB) Downloaded 2012 times
[ { "author": "joshwo69", "content": "looking good! also one of my first post here. \nsuggestion : factoriomods integration. \nwhich is to able to fetch the download links and download to factorio install.", "date": "2015-10-07T04:52:06+00:00", "quotes": [] }, { "author": "Chaos234", "content": "Hello, \n \nI am getteing some errors with v1: Access violation at address 007C37AE in module 'FMM.exe'. Read of address 06360000. \nWith the latest v1.0.0.1 I am getting Invalid archive file. - Native error: 00035. \n \nMy choosen Gamepath is D:\\Factorio\\bein\\x64\\factorio.exe on a win10 x64 machine. \n \nPlease try to fix this and also, to get the FMM-URL to work it should be deliveried over a setup to register this Protocol \nlike Teamspeak 3 does it. \n \nI rly want to use your FMM but actually it's not possible :/ ...", "date": "2015-11-15T15:55:03+00:00", "quotes": [] }, { "author": "yareczek", "content": "New version of FMM \n \nI'll try to develop it more in my free time. \nAny suggestions and comments are welcome.", "date": "2016-01-15T13:36:07+00:00", "quotes": [] }, { "author": "yareczek", "content": "Little sneak peak to new Manager (for those who like old version)\n ScreenShot \n \n \n FactorioGear_sneakpeak.JPG (120.04 KiB) Viewed 20561 times \n \n \n\nHope you gonna like it", "date": "2016-01-18T20:23:38+00:00", "quotes": [] } ]
4
2015-08-13T17:30:56-05:00
forum-topic-125427
125427
Set path for locale file
Translations
https://forums.factorio.com/viewtopic.php?t=125427
Hoochie
Hello! Maybe someone can tell me, because I haven't found any information. Is it possible to specify a different path to the locale file? For example, there is a mod, it has 3 locale files with different languages, let's say EN, DE, IT, I have another file for the IT locale, and is it possible to specify that the translation should initially be taken from my folder with the file for IT?
[ { "author": "IsaacOscar", "content": "Im quite confused, but locale files must be in <mod-folder>/locale/<language-code>/<any name>.cfg. \n \nIf you want two it files in one mod, then <mod>/locale/it/file1.cfg and <mod>/locale/it/file2.cfg \n \nIf you're trying to modify thr locale of another mod, put your changes in <a-new-mod>/locale/it/file.cfg", "date": "2025-01-01T05:57:24+00:00", "quotes": [ { "author": "Hoochie wrote: Wed Jan 01, 2025 5:18 am", "content": "" } ] }, { "author": "Hoochie", "content": "Yes, I'm trying to change the locale of another mod, that is, I'm translating the mod, and I have a separate folder for locale files. \nIt happens that the translation in the mod is not quite accurate, and at the moment I have to replace the locale file, which is inconvenient, especially when updating the mod, my locale file no longer works, because it is deleted along with the old version of the mod. \n \nI suppose that there is a way to tell the game from which folder to take the locale file for translation, that is, not from the standard mod folder (<mod-folder>/locale/<language-code>/<any name>.cfg), but from my disk on the PC - for example, C:/language/translate/<mod-name>/locale/<language-code>/<any name>.cfg. \n \nThe option to make a mod and put a locale file for another mod in there doesn't work, because if a mod has a locale file, it is used first and is not overwritten by another locale file. Or I did something wrong.", "date": "2025-01-01T13:31:31+00:00", "quotes": [ { "author": "IsaacOscar wrote: Wed Jan 01, 2025 5:57 am", "content": "" } ] }, { "author": "IsaacOscar", "content": "Really? \nIs your now mod depending on the original mod? \nAlso, I think some keys might be mod specific? \nBut I've certainly done this before to modify the locale of the base game (which is just a 'mod' from Factorio's perspective).", "date": "2025-01-01T13:51:23+00:00", "quotes": [ { "author": "Hoochie wrote: Wed Jan 01, 2025 1:31 pm", "content": "" } ] }, { "author": "Hoochie", "content": "Then I definitely did something wrong. \nIn dependencies I need to specify the original mod, then the translation will first be pulled from my file?", "date": "2025-01-01T14:36:14+00:00", "quotes": [ { "author": "IsaacOscar wrote: Wed Jan 01, 2025 1:51 pm", "content": "" } ] }, { "author": "IsaacOscar", "content": "Yup! \nHow the locale files are read depends on the load order of the mods. Using a dependency ensures that the mod loads after any dependent mods. \n(The Wube mods, base, elevated-rails, quality, space-age) however will always load first. \n \n(You can also make it an 'optional' dependency if you want people to use your new mod even if they don't have the old one).", "date": "2025-01-01T14:44:13+00:00", "quotes": [ { "author": "Hoochie wrote: Wed Jan 01, 2025 2:36 pm", "content": "" }, { "author": "IsaacOscar wrote: Wed Jan 01, 2025 1:51 pm", "content": "" } ] }, { "author": "Hoochie", "content": "Thanks for the lesson, sensei! \nI'll go try this method", "date": "2025-01-01T14:50:12+00:00", "quotes": [] } ]
6
2024-12-31T23:18:25-06:00
forum-topic-127455
127455
[2.0.39] The space platform does not get rid of unnecessary items.
Duplicates
https://forums.factorio.com/viewtopic.php?t=127455
husky777
If there is a zero request for an item in the hub of the space platform, the platform only discards one stack upon arrival in the planet's orbit. 03-13-2025, 11-48-11.png (790 KiB) Viewed 228 times
[ { "author": "emidek", "content": "Have this same bug. Very annoying. \n \nIf you edit the request from 0-0 to 200-200 it will do a full drop pods worth of dropping, but instead of doing it repeatedly until the requested amount is met, it will only do it once, every time you adjust the amount. So the game knows it has to drop the science, but it will not do it for some reason. And no, landing pad is not full, no landing pad request is not met, there is storage space. \n \nLoaded a save from a week ago which didnt have this latest update and it is also bugged there now with 2.0.39 and it was running then 100% because I havent thouched this system for 100+ hours working successfully. Bugged on all planets at the same time.", "date": "2025-03-13T16:48:07+00:00", "quotes": [] }, { "author": "", "content": "Post the save showing the issue please, see 3638 .", "date": "2025-03-13T16:49:56+00:00", "quotes": [] }, { "author": "missingno", "content": "I have the exact same problem, but in my case it looks like it does few drops a it affects the science packs from Gleba. \n \nSave: https://drive.google.com/file/d/1GeaWYu ... sp=sharing", "date": "2025-03-14T11:05:01+00:00", "quotes": [] }, { "author": "husky777", "content": "Unfortunately, there was a bug with the save before the ship rebuild, but I rebuilt all of them and it worked. I didn’t think to send the save right away. \n \nIt was sent to you in another post—please take a look", "date": "2025-03-15T16:00:08+00:00", "quotes": [ { "author": "Loewchen wrote: Thu Mar 13, 2025 4:49 pm", "content": "" } ] }, { "author": "", "content": "127244", "date": "2025-03-15T16:04:48+00:00", "quotes": [] } ]
5
2025-03-13T03:48:40-05:00
forum-topic-100924
100924
Modded Achievement Enabler
Tools
https://forums.factorio.com/viewtopic.php?t=100924
lyvgbfh
This tool will enable achievements (in-game, and on Steam) for modded saves. This will not work for saves where cheats, console commands, or the map editor have been used . This also will not enable achievements for which you've failed the prerequisites (i.e. Getting on Track). This will use your vanilla achievement progress, so you may see stats change when you first enable it, as progress made on modded saves without this tool are separate (achievements-modded.dat). To install, place version.dll in the same folder as your Factorio.exe. By default this would be Factorio\bin\x64\ . Steam users need an additional step: In Steam, add Code: Select all cmd /c start "" %command% as the launch options under the game properties. Requirements: Windows, Factorio. Another author has made a GNU/Linux version here . Troubleshooting: If things aren't working as expected, run Factorio.exe from a command line with the following syntax: factorio.exe > %USERPROFILE%\Desktop\out.txt . The log file you get should detail if the patches were applied. If they weren't, please open an issue on Github or post here and I'll do my best to get things updated. Acknowledgements: Wube, for being awesome and providing the debug symbols with the game.
[ { "author": "IconicBacon", "content": "I attempted to use this to enable achievements however it did not work. I couldn't find the command line you referred to for troubleshooting so I tried my computer's and Steams launch options but even though steam still launched as normal I couldn't find anything that would help me troubleshoot. Is there something I am doing wrong? \nEdit: I found the text however it had nothing on it", "date": "2022-07-09T03:09:35+00:00", "quotes": [] }, { "author": "Nes_p", "content": "Thank you. This worked for me. Finally I will get \"Mass production 3\"", "date": "2022-07-20T13:15:07+00:00", "quotes": [] }, { "author": "Gagabou", "content": "Thanks a lot for the DLL, sadly it doesn't seem to be working as intended anymore. \n \nI'd really love for it to be working since the only mod I'm currently using is \"Change enemy color\" in order to actually SEE the enemies on the map. \n \nBeing colorblind, I just get headaches trying to find the red boxes on the brown background and I beleive this color scheme change should just be part of the base game tbh. \n \nThe out.txt file generated on my desktop seems to indicate everything is patched correctly (here is the content of the file): \n \n \n\nI'll try to open an issue on Github, maybe it has something to do with the fact my SteamLibrary (E:\\) isn't on the same drive as my base steam installation(D:\\) or maybe that wouldn't make any sense. \n \nAnyhow, I guess I'll just let the game sit for a while because I really like collecting the achievements and there is no way I can justify getting a headache only to be \"allowed\" to unlock achievements. \n \nCheers!", "date": "2022-07-30T02:45:06+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Gagabou", "content": "Nevermind my last reply, the fix was mentionned in your last resolved issue on Github. \n \nSteam was changing the search order for DLLs when launching directly from steam. \n \nYour fix as explained by you: \n \n \n \nThanks 1000%, I can finally go back to playing this beautiful game without having to chose in-between having a headache or not being able to get achievements!", "date": "2022-07-30T02:57:47+00:00", "quotes": [] }, { "author": "Mr-Bandit", "content": "is there a way to get this working without using a cmd box everytime? \n \n- or could i set up the cmd to run factorio.exe automatically, then all i would see is the box opening and factorio starting. i guess that would be next best thing.", "date": "2022-08-12T11:22:56+00:00", "quotes": [] }, { "author": "Gagabou", "content": "Maybe I'm missreading your question, but if you are talking about having to open a cmd window (manually) and entering the above commands everytime; then I think you're giving yourself a bit too much trouble. \n \nI'd point you to re-reading the instructions in the image posted above; if you're running it from steam, these are instructions to SET the launch-options that will enable the .dll to work correctly when starting Factorio through steam or using the icon on your desktop. \n \nIf this is not the situation you're trying to describe (Trying to make it so you can just use steam to start the game normally and the .dll will be loaded/work) \nThen I don't really know what you're asking, could you elaborate?", "date": "2022-08-19T04:54:52+00:00", "quotes": [] }, { "author": "Burrotieso", "content": "Hi. \nI'm having some issues with this mod. When I copy the .dll to directory and set the launch options on steam all I get is this: \n \nThe game doesn't run or anything, all I get is that screen.", "date": "2022-09-05T18:57:58+00:00", "quotes": [] }, { "author": "MrJake222", "content": "Is there a Linux version?", "date": "2022-09-10T12:36:02+00:00", "quotes": [] }, { "author": "lyvgbfh", "content": "Hi sorry for the delay, I hadn't received forum notifications. You can resolve it by setting the launch options to the following\n Code: Select all cmd /c start \"\" %command%", "date": "2022-09-14T02:31:38+00:00", "quotes": [ { "author": "Burrotieso wrote: Mon Sep 05, 2022 6:57 pm", "content": "" } ] }, { "author": "UnlegitSenpaii", "content": "Yes! I made one, because no one else did: \n https://github.com/UnlegitSenpaii/FAE_Linux", "date": "2022-12-30T18:13:37+00:00", "quotes": [ { "author": "MrJake222 wrote: Sat Sep 10, 2022 12:36 pm", "content": "" } ] }, { "author": "alecika", "content": "Life saver! Still works as of 1.1.74", "date": "2023-01-09T20:34:55+00:00", "quotes": [ { "author": "lyvgbfh wrote: Wed Sep 14, 2022 2:31 am", "content": "" }, { "author": "Burrotieso wrote: Mon Sep 05, 2022 6:57 pm", "content": "" } ] }, { "author": "lyvgbfh", "content": "If you're on any recent experimental build of Factorio, please update to the latest release to resolve a common crash caused by a patch landing where it shouldn't. \n \nRelease is here .", "date": "2023-01-23T08:11:47+00:00", "quotes": [] }, { "author": "zin", "content": "Still works! Thank you so much \n \nTested in the latest game version as of writing this, 1.1.82. Using Code: Select all cmd /c start \"\" %command% in the Steam launch options.", "date": "2023-06-14T13:55:31+00:00", "quotes": [] }, { "author": "fflaguna", "content": "It still works as of 2023-11-01, thank you! Make sure you go to https://github.com/oorzkws/FactorioAchi ... r/releases to grab the most recent one (published January 2023). As soon as I loaded my ongoing Space Exploration game, I got a ton of achievements at once. Some of them won't complete, such as \"Research Oil Processing\", because I have already researched them. That's fine. \n \nThanks for the hard work!", "date": "2023-11-01T01:30:21+00:00", "quotes": [] }, { "author": "Extricated", "content": "Is anyone else unable to get this to load? Running the output command gives me a file that is 0kb, and my achievements.dat file doesn't seem to update - only my achievements-modded.dat.", "date": "2024-07-05T01:06:40+00:00", "quotes": [] }, { "author": "_sunrider", "content": "Hi there \n \nI'm hoping a kind soul can help me out. I'm on a Mac and can't get the linux version to work. I ran the editor to poke around the map and thought that was on a different save strand, but evidently not -- only noticed 20 hours later. \n \nI hope Mac saves can be opened on Windows, so I hope someone here could grab this save and re-enable the achievements? \n \nThank you! \n_sunrider \n \n https://drive.google.com/file/d/15RceUt ... share_link", "date": "2024-07-21T00:30:09+00:00", "quotes": [] }, { "author": "zin", "content": "Thank you for the quick updates! I can confirm that the latest version works perfectly in Factorio v2.0.9 with Space Age!", "date": "2024-10-23T08:08:31+00:00", "quotes": [] }, { "author": "realvictorprm", "content": "Can someone somewhat verify that the tool is safe to use and not a virus etc?", "date": "2024-10-25T22:18:55+00:00", "quotes": [] }, { "author": "zin", "content": "Yes, it’s safe to use. Here is the scan result from VirusTotal.", "date": "2024-10-26T08:41:59+00:00", "quotes": [ { "author": "realvictorprm wrote: Fri Oct 25, 2024 10:18 pm", "content": "" } ] } ]
19
2021-12-14T08:52:31-06:00
forum-topic-123607
123607
Possible section for switch players / bugs
This Forum
https://forums.factorio.com/viewtopic.php?t=123607
Melodi-of-Crystals
With Factorio currently being in two separate versions due to platform incompatibility, and with the switch having it's innate limitations, would it be a good idea to create a section for that platform and it's players?
[ { "author": "cybersteve547", "content": "well, switch has 2.0 now, but it would be nice to see a catagory just for switch players!", "date": "2025-01-07T09:50:44+00:00", "quotes": [ { "author": "Melodi-of-Crystals wrote: Tue Dec 03, 2024 7:50 am", "content": "" } ] } ]
1
2024-12-03T01:50:23-06:00
forum-topic-124268
124268
[posila] [2.0.23] Issue with drone rendering at 1920x1200 resolution
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=124268
husky777
At a monitor resolution of 1920x1200, on some camera zoom levels, drones do not fly off the screen, but instead appear in its center
[ { "author": "", "content": "Thanks for the report. \nCan you post your log, and also save at a moment the issue is happening, please? 3638", "date": "2024-12-12T11:12:45+00:00", "quotes": [] }, { "author": "husky777", "content": "Yes, of course. This can be observed in any save, but I loaded one where it's clearly visible. Load the game without Space Age, just with the base mod. Zoom the camera in as much as possible (not in map view) and then zoom out about 9-10 \"clicks\" of the mouse scroll wheel. Drones flying from top to bottom will appear further off the edge of the screen, approximately 10-20%. The resolution is 1920x1200. \n \nDid I manage to help?", "date": "2024-12-12T16:13:25+00:00", "quotes": [ { "author": "posila wrote: Thu Dec 12, 2024 11:12 am", "content": "" } ] }, { "author": "", "content": "Yes, thank you, using your save and instructions I was able to reproduce the issue.", "date": "2024-12-13T18:03:31+00:00", "quotes": [ { "author": "husky777 wrote: Thu Dec 12, 2024 4:13 pm", "content": "" } ] }, { "author": "", "content": "Thanks for the report. \nIn the next release, it's gonna be improved, but I am not gonna claim it's fixed. \n \nDue to bot optimization in 2.0, which reduces their update rate when moving to once per 20 ticks, their real position is somewhere outside of screen but their rendering position should be on screen. Entity renderer doesn't find the robots, since they are outside of screen, so it doesn't render them. We improved this by extending how far outside of screen's area entity renderer searches for entities to 6 tiles on all sides (it used to be 6 on left side, due to shadows, 4 on bottom side due to tall entities like electric poles and trees, and 3 on top and right), which slightly increases cost of rendering, but hopefully that will be fine. \n \nBut if the drones are fast enough ... faster than 6 tiles per 20 ticks, the issue will appear again. We have a second radius around the screen box that is searched for entities that draw far outside of their bounding box (like lamps or agricultural tower), but so far it was intended for entities that are not that frequent on map and I am concerned about enabling this for bots, as there could be thousands or even tens of thousands of them on screen. So that would need to be experimented with and benchmarked, if current improvement won't be good enough.", "date": "2025-03-03T11:03:45+00:00", "quotes": [] }, { "author": "luc", "content": "Thanks! I had this issue as well but didn't know how to reproduce exactly. Happy to see this being improved, it felt a bit unpolished although if it doesn't even matter for gameplay \n I'm sure this has been considered, so just out of curiosity: why not make it dynamic, e.g.: `search_radius = ceil(robot_speed × 20 ticks)`? Then it's as fast as it was before, so long as the robots are slower (regarding \"slightly increases cost of rendering, but hopefully that will be fine\"); only when the robots are fast then there is simply no other solution", "date": "2025-03-06T21:18:22+00:00", "quotes": [ { "author": "posila wrote: Mon Mar 03, 2025 11:03 am", "content": "" } ] } ]
5
2024-12-12T00:04:13-06:00
forum-topic-85215
85215
YAFC - Factorio calculator/analyser for modded games
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=85215
ShadowTheAge
After playing a bunch of Pyanodon and struggling with its deeply recursive recipes when Helmod were not enough, I have decided to make my own calculator / analyser tool. As usual it took a lot longer than expected (almost 2 months) but it was a lot of fun! More gifs here (traffic warning!) YAFC is written with two primary goals: To work with modded games, and to help the user to make educated choices while exploring unknown mod packs. So YAFC is not just a calculator, it contains multiple complex analysis tools and really tries to understand what is going on in the modpack. It even estimates the amount of resources generated by the map generator, and it also simulates hypothetical late-game base to understand how much of everything do you need, what is the best recipe to make what, what are locked behind different science packs, how much of everything do you need, etc. For example YAFC also contains "Never Enough Items Explorer" tool that (similar to FNEI) shows you how to produce and consume everything, but with additional information like recipe efficiency, and how "important" the recipe is (For vanilla game example, it knows that about 80% of petroleum gas is going to plastic, and about 80% of plastic is going to advanced circuits) As a calculator, the two main features are great handling of recursive recipes and the ability to organise recipes in nested sheets so that (for example) green circuits can have its own copper cable production, not mixing with copper cables for other uses. There is also a cool small "auto-module" feature that assigns productivity modules to recipes that benefit the most from them with a single slider "How many modules do you want?" It is the first beta release. I have found and fixed a lot of incompativilities with Factorio mods, but probably not all of them, so it is expected that YAFC may not work with some (especially less popular) mods. But hopefully I could fix more incompatibilities in the following weeks. Other bugs are also possible! YAFC is a desktop app for Windows, and there are also Linux and OSX experimental builds! You can read more, look at more gifs, and download it on Github
[ { "author": "salbris", "content": "Holy shit! Excellent work the UI looks slick! \n \nIt looks like a bunch of us keep writing the same code to parse mod data. I wonder if the community should try to build a generic utility to generate item and recipe data...", "date": "2020-05-26T14:36:10+00:00", "quotes": [] }, { "author": "ShadowTheAge", "content": "Probably the reason is this looks like a quite simple task while it actually not at all because mods are relying on every implementation detail there is and crash when it changes. \n \nHowever, I think I have advanced one of the fathest. I even have custom Lua build that emulates changes to Factorio next() iterator. I think that I have compatibility with at least 95% of the mods (Including all the popular ones like py, angel, bob, IR, omni, bio industries, krastorio, 5dim) and I have checked lots of them (Plus some users on github have added some more) \n \nAbout the ui, it is 100% custom, written for this project, up to text editing cursor blinking. It is very simplistic (from the coding perspective), lacks functionality (e.g. multiline text editing does not exist) lacking in things like keyboard controls, but it is very easy to write code for. \nActually, the UI renderer can only draw colored rectangles, text, 32x32 icons and shadows. It also only knows about 24 colors (some of them are duplicates), however icons can be colorful.", "date": "2020-05-26T22:12:27+00:00", "quotes": [] }, { "author": "salbris", "content": "I've been discussing it a bit with some others here: https://github.com/factoriolab/factorio-lab/issues/72 \n \nI don't know which should become the \"standard\" but I like how the tool referenced in that thread is standalone and just produces JSON.", "date": "2020-05-26T23:32:10+00:00", "quotes": [] }, { "author": "ShadowTheAge", "content": "I think the standard should be \"compatible with data.raw\" \nEven if it is json \n \nso the result will be {raw:{item:{\"electronic-circuit\":{...}...}...} \n \nSo the format would be well-documented on Factorio wiki, and new fields will have well-known names \nAnd also the parser could be reused both ways (just swap lua table with json or vise-versa)", "date": "2020-05-27T11:24:05+00:00", "quotes": [] }, { "author": "Impatient", "content": "Hey there, \n \ngreat to see someone taking a new approach on a calculator. I am already testing YAFC. Here is some feedback: \n \n Bugs \n \n- The amount of assemblers is calculated wrongly. I observed this with vanilla assemb mk3 + 4 prodmods mk3, 8 beacons + 2 speedmods mk3. It gives almost double the amount of assemblers needed. For comparisson the results of kirks calculator: ( https://kirkmcdonald.github.io/calc.htm ... +zxRzSCw== ), which I tested and verified in-game. \n \n- Pressing backspace in the item ammount input field when it is empty throws and catches an exception.", "date": "2020-05-27T12:31:08+00:00", "quotes": [] }, { "author": "ShadowTheAge", "content": "For beacons: Forgot to take in account the amount of modules per beacon, thanks (So, now the meaning is \"beacon modules\") \nFor exception: I wasn't able to reproduce with backspace, but I was able to reproduce with \"left arrow\", thanks \nBoth are fixed for the next release \n \nBTW, I am monitoring issues on Github https://github.com/ShadowTheAge/yafc/issues if you find more you can post it there!", "date": "2020-05-27T16:12:54+00:00", "quotes": [] }, { "author": "FritzHugo3", "content": "I dont undrstand how i start the program, ony that i found are an \"build.bat\" with a dos window. \nWhy we can not have a setup.exe oder yafc.exe or something what shows the normal user click me to start the program. \nNot userfreindly. And found no description on your Github site (for all are description but not for start the program). \n \nBut what i saw at the picture it is absolut great. \n \n \nEDIt: Found out (with a friend) the startsite are not the workable windows version (click on \"code\" download zip (the normal usual way) are wrong. \nRight the little \"version\" link are so hidden - please write a Link for the users in the description. Nowbody can find this simple. \n \n \nError by starting - Kux-BlueprintExtensions, module/actions.lua:22... a nil value \nIs there no way to say if error ignore this? \nSo i have delete Kux but than YAFS say he want it ^^. So i must start Factorio and close it directly for this problem - After this the program loaded. \n \nA big problem what i see here in this program. Why you can say use this savegame? You can have 500 Mods in the mod folder but use maybe only 50 in a savegame plus with configs in a save you chance thigs too. So this is for me the must reason that the program should read the data from a savegame and not the hole Mod folder. \nOnly with the directory from the mof folder YAFC cant now, which mods are active in a Player game. \n \nThe Windows \"Add desired product\" its verry smal and have no sorting. If ther are not mayble to get all this in game Categorys like ingame? If you dont now the right english name, you have no chance to find anything - so if you play in german, you dont now the englisch right words. Its absolut not userfreindly this \"ad desired product\" \n \nWere are the button to expand all automaticle -yes there are multiple recipes so the program could ask for this. But why i must klick on all mittle step. I dont want to click manual alltime at green chip, than copper cable, ... i want say the end product and the calculator gives me the 100 steps (and if there are musliple recieps i want say this one time and the calculator shoul rembembr this). (And how i can say exclusiv a mod/Recieps). \n \nFor the ground idear and what the program all can do - absolut respect this is great. and i love sheets like this https://kirkmcdonald.github.io/calc.htm ... ircuit:f:1 maybe this are a thing for YAFC? It would be cool. For Mods this are not avaible now i thing. You could be the first.", "date": "2023-12-03T15:27:46+00:00", "quotes": [] }, { "author": "MEOWMI", "content": "I have to say this is by far the best Factorio calculator I have seen. \n \nEvery other calculator seizes up after I throw a complex optimization problem at it, but not this tool. Admittedly sometimes I need to prod around a bit, when I get it stuck with impossible inputs, but the important part is that it just works . \n \nSometimes I use Foreman instead, since it allows me to do some graphical layouts of builds quickly, but even it freezes up completely when I give it a complex enough production line. For every other more simple situation, quick maths, or Rate Calculator, work perfectly. But this tool really is in a league of its own. \n \nThank you!", "date": "2024-09-30T00:30:14+00:00", "quotes": [] } ]
8
2020-05-23T11:20:38-05:00
forum-topic-126611
126611
English Grammar Error
Translations
https://forums.factorio.com/viewtopic.php?t=126611
takefour
The in game description for rail support foundations reads: "Allows to build elevated rails also on the deep parts of the oil ocean on Fulgora" In English, this should use the gerund, not the infinitive: "Allows building elevated rails..."
[ { "author": "", "content": "Fixed for the next release, 2.0.40.", "date": "2025-03-10T09:29:45+00:00", "quotes": [] }, { "author": "computeraddict", "content": "The \"also\" also feels kinda out of place, but that might just be me", "date": "2025-03-10T13:21:06+00:00", "quotes": [] }, { "author": "Muche", "content": "According to https://www.gingersoftware.com/content/ ... nfinitives , allow is usually using the infinitive.", "date": "2025-03-10T15:00:48+00:00", "quotes": [] } ]
3
2025-02-05T13:04:58-06:00
forum-topic-89827
89827
Bad timing to cross a railroad
Fan Art
https://forums.factorio.com/viewtopic.php?t=89827
Tekillaa
Hi Factorio lovers! The trailer I got in head when a train got me : https://www.youtube.com/watch?v=ZPzZQyfePCI Have fun!
[ { "author": "mmmPI", "content": "that was fun \n \nWhat is written in red ? \n it goes to fast to read and my attempts at pausing the video at the right time all failed", "date": "2020-09-26T03:07:53+00:00", "quotes": [] }, { "author": "Theikkru", "content": "The \",\" and \".\" keys let you step frame-by-frame through a video on Youtube.", "date": "2020-09-26T04:01:30+00:00", "quotes": [ { "author": "mmmPI wrote: Sat Sep 26, 2020 3:07 am", "content": "" } ] }, { "author": "mmmPI", "content": "thanks !", "date": "2020-09-26T04:27:48+00:00", "quotes": [ { "author": "Theikkru wrote: Sat Sep 26, 2020 4:01 am", "content": "" } ] }, { "author": "MEOWMI", "content": "This is really really well done!", "date": "2020-09-26T07:31:20+00:00", "quotes": [] }, { "author": "<X>", "content": "I love it", "date": "2020-10-27T21:30:47+00:00", "quotes": [] }, { "author": "MassiveDynamic", "content": "Very cool!", "date": "2020-10-27T21:34:38+00:00", "quotes": [] }, { "author": "Attila2129", "content": "This was a lot of fun, thank you!", "date": "2021-07-29T08:06:34+00:00", "quotes": [] }, { "author": "jodokus31", "content": "Matching soundtrack: \n https://www.youtube.com/watch?v=0Z8wc109yYM", "date": "2021-07-29T11:22:24+00:00", "quotes": [] } ]
8
2020-09-25T15:21:26-05:00
forum-topic-126058
126058
Liquid voiding on automatic recipe change
Balancing
https://forums.factorio.com/viewtopic.php?t=126058
BBBBSammich
When a recipe with a liquid component is changed, for instance when the EM plant changes from normal quality to rare quality processing units as below, while the item components are stored in a temporary slot to be removed, the liquid component gets voided. I assume this is an intended feature and not a bug, hence I'm writing on this forum. For big builds including automatic recipe selection this causes a disproportionately massive amount of fluid to be consumed due to the massive buffer amount kept in each machine. Factorio - 2025-01-17 10-03-28.mp4 (6.57 MiB) Downloaded 33 times In the case above, the EM plant consumes 1.87 sulfuric acid/s, this means that if the recipe is changed every 30 seconds, the lost 400 units would equate to a sulfuric acid usage of 13 /s, which is more than a seven fold increase in usage
[ { "author": "BBBBSammich", "content": "The suggested fix is to either, output the fluid to the attached pipeline, or to drastically reduce the fluid buffer according to the speed of the recipe, similarly to the way requests are set when copied from a machine, as in the mentioned setup enough fluid is buffer for over 200 seconds of continuous production.", "date": "2025-01-17T08:27:17+00:00", "quotes": [] }, { "author": "Tertius", "content": "The liquid isn't voided. It's given back to the pipe the production machine is connected to. It's given back just before the fluid input into the machine vanishes, in case you're switching to a recipe without liquids. \nAt least it's given back as long as the pipe isn't 100% full and has space for the recycled fluid. If you use the map editor in single step mode and inspect pipe content right after a recipe change, you will see there's 400 more fluid in the pipes if the visible fluid ingredient was 400. \n \nIt might be given back even if the pipe segment is full, since there is one or even more hidden invisible fluid buffers within production machines where fluids could be stored temporarily. I didn't investigate this completely, but you can deduct the presence of these buffers from fluid generating recipes (for example refinery) and the output pipe segment gets full. The refinery doesn't immediately stall when its output is full - it stalls when it completed a recipe and is about to output the result of the recipe, and it cannot, since the output is full. The output of that recipe is visible nowhere, but it's present, since the output stays full even if fluid is extracted further down the pipe until that hidden recipe output fully went into the visible output buffer.", "date": "2025-01-17T13:55:52+00:00", "quotes": [] }, { "author": "BBBBSammich", "content": "Yes, you are correct, although the fluid gets voided when the pipe content is 100%. This is still inconsistent compared to items which is where my confusion came from. Why not deadlock the machine if there's no space in the pipeline? This would give more concrete feedback to the player that care should be taken around fluids, in the same way excess items should get special attention on recipe changes. I would definitely not be the last person to have this problem.", "date": "2025-01-17T15:11:15+00:00", "quotes": [] }, { "author": "CyberCider", "content": "I completely agree. It also doesn’t help that this opens the door to really easy fluid byproduct voiding. I think the ideal solution would be to simply make the machine ignore the signal if there’s no room in the pipe network. No idea how technically doable this is, but I think it would be good to add.", "date": "2025-01-17T17:30:19+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "So currently if a recipe with fluid is changed, the fluid is ejected back out the way it came in. \n \nIf that's not possible, then the fluid is voided. \n \nThe suggestion is instead to deadlock the machine if the fluid can't be ejected. \n \nI have two questions: \n \n- If the machine is deadlocked, then how could it be cleared? \n \n- How would deadlocking the machine this way make the game better and more fun?", "date": "2025-01-17T17:37:17+00:00", "quotes": [] }, { "author": "dmikalova", "content": "Getting rid of the voiding would affect manually changing recipes need that also void the fluid. If you pick up an entity should the fluid be barreled first? \n \nFlicker voiding is unfortunate but also for me an acceptable trade off for simplicity. If the amounts are truly a concern then put a tank in the pipeline and stop pumping in once it reaches an amount.", "date": "2025-01-17T18:50:15+00:00", "quotes": [] }, { "author": "BBBBSammich", "content": "The fluid should leave the machine as a product would. The player would have to make sure there is space available in the fluid system. \n \n\nIt would notify the player of an error in their setup. Also doing rate calculations when fluids are randomly voided for no apparent reason would be impossible, which defeats the purpose of the game.", "date": "2025-01-17T18:58:31+00:00", "quotes": [ { "author": "Kyralessa wrote: Fri Jan 17, 2025 5:37 pm", "content": "" }, { "author": "Kyralessa wrote: Fri Jan 17, 2025 5:37 pm", "content": "" } ] }, { "author": "BBBBSammich", "content": "Good point, this brings up an interesting dichotomy. The question is then whether a distinction should be made between hand switching and circuit switching. In my biased opinion, the whole point of circuit switching is for more automation in setups, especially when it comes to quality (I think the whole reason for the added combinator features). In contrast hand switching is a one time setup, where 400 voided units wouldn't make a difference. But as soon as a recipe gets changed every 10 seconds, the lost fluid way oversteps just normal usage. Either way, something has to be done.", "date": "2025-01-17T19:07:10+00:00", "quotes": [ { "author": "dmikalova wrote: Fri Jan 17, 2025 6:50 pm", "content": "" } ] }, { "author": "dmikalova", "content": "Yeah the code could be set up to handle manual vs automated. But also nothing necessarily has to be done. The only fundamental issue is a player choosing to \"cheat\" by voiding fluids - which in vanilla has other legit alternatives like recycling excess ice, and in mods like pyanodons you get fluid voiders.", "date": "2025-01-17T19:23:06+00:00", "quotes": [ { "author": "BBBBSammich wrote: Fri Jan 17, 2025 7:07 pm", "content": "" }, { "author": "dmikalova wrote: Fri Jan 17, 2025 6:50 pm", "content": "" } ] }, { "author": "Kyralessa", "content": "Compare with the error message and sound you get when you try to place a pipe that would mix fluids. But in that case it's obvious what the issue is: Don't put a pipe there, and don't mix fluids. (And technically you can put the pipe there anyway if you insist, by using a bot to do it.) \n \nLet's suppose the game does the same thing if you try to change the recipe on an assembly machine without having a means of piping out the excess fluid: An error message and an error sound. \n \nSuppose I've already picked up all the pipes nearby because I want to change to a recipe without any fluid. Now the game says I can't change the recipe without those pipes. So I have to put them back? \n \nOK, let's suppose I put the pipes back so the fluid can flow out. But now the fluid still exists; it's just in the pipes instead of the machine. Now I can change my recipe, but what happens to the pipes? \n \nAm I allowed to delete them? But then I'm still voiding the fluid, just with an extra step. \n \nIf I'm not allowed to delete them due to the same fluid-voiding restriction, then this fluid has become an unwelcome guest in my factory. How can I get rid of it if I just plain don't want it? There's no \"spill it on the ground\" mechanism. \n \nOr we could argue that that's exactly what fluid-voiding is: It's spilling the fluid on the ground. Would it be more palatable if it made a puddle that gradually evaporated?", "date": "2025-01-18T18:08:05+00:00", "quotes": [ { "author": "BBBBSammich wrote: Fri Jan 17, 2025 6:58 pm", "content": "" } ] }, { "author": "Tertius", "content": "You need to make sure there is space for some fluid before a recipe change that will flush out fluids. You can automate this already, of course. \n \nIf you just connect one and the same fluid to your machines, add a storage tank to the fluid segment in front of your machines. Connect this with a wire to read the fluid contents. Connect this with the pump that's feeding this pipe segment and set the pump to enable only if fluid < 20000. This way you limit fluid fill state and always have 5000 space for any flushed fluid. \n \nIf you have a setup where you dynamically change fluids, you're familiar with exchanging fluids in the pipe segment in front of your machines. You have one pump for every fluid to pump the wanted fluid into the segment, and one pump for every fluid to recycle unwanted fluids back to their origin. Now you just need to make sure you activate the recycling pumps a few ticks before you initiate recipe change, so some space is created for the machine to flush the fluid into. One pump does 1200/s, this is 1200/60 = 20 per tick. So if you need to flush 400 fluid, you need to activate the recycling pump 400 / 20 = 20 ticks before you initiate the recipe change.", "date": "2025-01-18T18:45:54+00:00", "quotes": [ { "author": "BBBBSammich wrote: Fri Jan 17, 2025 7:07 pm", "content": "" } ] } ]
11
2025-01-17T02:12:13-06:00
forum-topic-28403
28403
Ideas around Achievements (New and Old)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=28403
Old stuff You should read also these, cause they include hundreds of ideas around achievements. https://www.reddit.com/r/factorio/comme ... proposals/ Factorio achievements proposals on Reddit viewtopic.php?f=5&t=13425 Factorio achievements proposals viewtopic.php?f=38&t=20070 Friday Facts #125 - Achievements New stuff viewtopic.php?f=6&t=28245 New Achievement Ideas ... some missing here see search.php?keywords=achievement*&terms= ... mit=Search ... viewtopic.php?f=6&t=44407 Best achievement yet... Death by 1000 Trains viewtopic.php?f=6&t=45303 Per Save Local Achievements. Related viewtopic.php?f=34&t=27810 Moddable achievements possible? viewtopic.php?f=6&t=27859 Per save achievements / Re-Give Achievement When Starting new Game (Locally) viewtopic.php?f=80&t=28403 Ideas around Achievements (New and Old)
[]
0
2016-07-06T16:23:22-05:00
forum-topic-100606
100606
I tried to speedrun Factorio with The Spiffing Brit, PBL, AmbiguousAmphibian and Noobert
Videos
https://forums.factorio.com/viewtopic.php?t=100606
trupen
I think title explains everything, so there is a link enojy https://youtu.be/N5xRSl6YhiI
[]
0
2021-11-13T07:59:09-06:00
forum-topic-114720
114720
Friday Facts #423 - Research info tooltip & Online players GUI
News
https://forums.factorio.com/viewtopic.php?t=114720
Here it is! (beep boop) https://factorio.com/blog/post/fff-423
[ { "author": "valneq", "content": "seeing all the upcoming quality of life for 2.0 / expansion I find myself unable to play 1.0 recently \nI need 2.0 NOW", "date": "2024-08-09T11:05:26+00:00", "quotes": [] }, { "author": "Shadow_Man", "content": "Awesome! Can't wait for October, 21!", "date": "2024-08-09T11:07:06+00:00", "quotes": [] }, { "author": "soldans", "content": "Will it be possible to Pin the view around a spidertron?", "date": "2024-08-09T11:07:55+00:00", "quotes": [] }, { "author": "Terrahertz", "content": "Amazing additions \n \nToo bad it's still more than two months till we are able to play them.", "date": "2024-08-09T11:08:43+00:00", "quotes": [] }, { "author": "Upserter", "content": "Speaking of feature creep, I'd love to have multiple viewport GUI windows open, centred on locations of your choice. A bit like how in OpenTTD you can have lots of little windows open showing different areas of the map, or tracking a train. It would be perfect for a multi-monitor setup (speaking of which, any chance of improved multi-monitor support?!).", "date": "2024-08-09T11:08:56+00:00", "quotes": [] }, { "author": "husnikadam", "content": "Wow, a short one. Please, feed us more. Nevertheless, great additions!", "date": "2024-08-09T11:09:02+00:00", "quotes": [] }, { "author": "morse", "content": "Next step - multimonitor support, with the ability to pin remote views to separate game windows and put it on different screens.", "date": "2024-08-09T11:12:13+00:00", "quotes": [] }, { "author": "againey", "content": "The preview feature is sweet! I hope it works for clickable location references in the console log, such as the entry generated when a user pings a location on the map. Sometimes I don't actually want to move my entire view there, but a quick peek would be nice.", "date": "2024-08-09T11:17:44+00:00", "quotes": [] }, { "author": "Galapagon", "content": "Does the player view show the location of other players, or what they are looking at? Or is it a toggle between the two? Seems a little silly to have a view of other people if they're more likely to be standing still but working remotely now!", "date": "2024-08-09T11:22:49+00:00", "quotes": [] }, { "author": "CeDoMain", "content": "+1", "date": "2024-08-09T11:25:09+00:00", "quotes": [ { "author": "morse wrote: Fri Aug 09, 2024 11:12 am", "content": "" } ] }, { "author": "octoply", "content": "Now i can shot my friends with artillery easier !", "date": "2024-08-09T11:36:34+00:00", "quotes": [] }, { "author": "aka13", "content": "Remind me, can alerts be configured and ungrouped? On late-game 1.1 alerts on a base of a sufficient aize are simply useless. You are getting attacked somewhere either way, so you always have red/yellow flashing, and peogrammable alerts get stacked and put behind them. I have a feeling there was something said about it already. \n \nI remember not noticing a planet with biter meteors running out of nuclear cells, loosing power, and collapsing because of that.", "date": "2024-08-09T11:38:04+00:00", "quotes": [] }, { "author": "SuperSandro2000", "content": "Can you turn the pop ups off in the settings? \n \nI also imagine that (linear) prediction based on the last minute can be quite off when the production is unstable. It should probably be based more on the last 10 minutes. \nAlso how does it interact with the different colored bottles? I can have a science production of 5k and still miss one pack and things stop progressing.", "date": "2024-08-09T11:42:38+00:00", "quotes": [] }, { "author": "TheoMarque", "content": "and 120Hz refresh rate like GTTS mod!", "date": "2024-08-09T12:08:50+00:00", "quotes": [ { "author": "morse wrote: Fri Aug 09, 2024 11:12 am", "content": "" } ] }, { "author": "GregoriusT", "content": "And you can permanently stalk them to see if they are doing something that triggers your OCD!", "date": "2024-08-09T12:13:06+00:00", "quotes": [ { "author": "octoply wrote: Fri Aug 09, 2024 11:36 am", "content": "" } ] }, { "author": "Mithaldu", "content": "the player list and \"view player remotely\" might also use a \"view player's remote view remotely\" function", "date": "2024-08-09T12:24:40+00:00", "quotes": [] }, { "author": "Splitframe", "content": "Absolute +1, I love multi monitor in supreme commander and with multiple planets it would be an absolute banger. \nAlso maybe even a \"single player split screen\" so the behaviour of multiple screens on one monitor. \nBecause I have one big 42\" that I use a lot like 1 vertical and 1 horizontal monitor.", "date": "2024-08-09T12:25:36+00:00", "quotes": [ { "author": "morse wrote: Fri Aug 09, 2024 11:12 am", "content": "" } ] }, { "author": "bmmtstb", "content": "I was thinking the same thing. With improve remote view, how often does the character move on a planet? I was getting the feeling that more and more was done remotely, meaning the character is just standing around. So the ability to follow the remote view of somebody would be important too! \n \n \nIs the size of the preview window changeable? Long straight sections of wall might need other window aspect ratios than square blocks with different buildings. The zoom was mentioned, but the aspect not. \n \n \n+1 for multi monitor support \n \n+1 for science production / research with one color per pack", "date": "2024-08-09T13:12:50+00:00", "quotes": [ { "author": "Mithaldu wrote: Fri Aug 09, 2024 12:24 pm", "content": "" } ] }, { "author": "gnutrino", "content": "Does \n \n\ncount as confirmation that labs will only be buildable on Nauvis?", "date": "2024-08-09T13:17:39+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
19
2024-08-09T06:00:04-05:00
forum-topic-117184
117184
Our server has been attacked
Multiplayer
https://forums.factorio.com/viewtopic.php?t=117184
chocoowl
as you can see 20241025001303_1.jpg (834.94 KiB) Viewed 1446 times
[ { "author": "mmmPI", "content": "it is possible to use the command /admin when you are the admin, to \"ban\" the player responsible, or to setup restriction for default player joining. \n \nThis is sad to see", "date": "2024-10-25T14:32:28+00:00", "quotes": [] }, { "author": "pseudo3d", "content": "What is it attempting to blueprint?", "date": "2024-10-26T00:28:59+00:00", "quotes": [] }, { "author": "mmmPI", "content": "rails incredibly densily packed from what i can see", "date": "2024-10-26T09:14:45+00:00", "quotes": [] } ]
3
2024-10-24T11:19:56-05:00
forum-topic-101557
101557
Using old (very old) assets
Spread the Word
https://forums.factorio.com/viewtopic.php?t=101557
andy_factorio
hi, i am writing the factorio "engine" in nodejs as open source project. I have already the environment, mining, belts, chest, inventory, crafting etc... but i am not sure if i can use the assets from ..... attention..... version 0.1 prealpha9. I would like to use very old assets as a nostalgic game play Thanks
[ { "author": "", "content": "I would get in touch with the devs through the contact email on this page : https://factorio.com/support/contact", "date": "2022-02-10T20:05:17+00:00", "quotes": [] }, { "author": "xZippy", "content": "What does this mean exactly? Are you gonna have a nostalgia game mode or something?", "date": "2022-03-14T14:08:26+00:00", "quotes": [ { "author": "andy_factorio wrote: Thu Feb 10, 2022 7:59 pm", "content": "" } ] } ]
2
2022-02-10T13:59:57-06:00
forum-topic-95737
95737
Script for downloading translations from Crowdin
Development tools
https://forums.factorio.com/viewtopic.php?t=95737
gyorokpeter
The idea for this came up during the long drought of updates after 1.0 which left a lot of strings (especially the spidertron-related ones) untranslated for months even though the strings were already translated on Crowdin. The script uses the Crowdin API to pull all the strings for a particular language and then puts them into the correct .cfg files. https://github.com/gyorokpeter/factorio ... ownload.py Some things are hardcoded (e.g. the language to download and the game directory) but should be simple to change.
[]
0
2021-02-05T14:31:39-06:00
forum-topic-104712
104712
Is there a way to sync mods with the exact version?
Technical Help
https://forums.factorio.com/viewtopic.php?t=104712
DarkShadow44
Currently I have a save that breaks when its mods get updated, but when I sync mods with the save the most recent version of the mods are enabled. Is there a way to enable the exact versions without having to do it all manually?
[ { "author": "Pwii", "content": "This seems like a bug. I started a save on 1.1.72 with a few QoL mods and I wanted to continue it on a different PC. After selecting the same version in steam and trying to sync mods, the game downloaded the latest version of all mods, even those that require 1.1.74 (flib for example) even though the in-game mod browser handles older versions correctly.", "date": "2023-01-26T22:19:53+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "Still would like this feature", "date": "2024-08-20T23:37:22+00:00", "quotes": [] }, { "author": "", "content": "AFAIK for various debug purposes if you press \"sync mods with save\" button while holding Control key, it should select exact versions.", "date": "2024-08-20T23:52:11+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "Brilliant, thanks! IMHO you should expose that as official feature, it's pretty useful for heavily modded games. \nThank you", "date": "2024-08-21T00:58:47+00:00", "quotes": [] } ]
4
2023-01-08T09:49:01-06:00
forum-topic-123485
123485
Factorio Forums • Bots should be immune to lightning
As far as I can tell, there's nothing I can do to protect my bots from getting struck by lighting. I can't tell them to path through lightning-proof areas, there's no way to control where to path, and they will often path outside those areas. I can't just expand the protected area to wherever they do fly, because they choose to fly over the ocean, and I won't get foundations for a very long time. I can't just confine them to a single island, because until I get purple science, there's no other way to transfer items between islands, and even then there's only one cargo bay per surface.
[ { "author": "", "content": "+1 \n \n \nAlso: Bots could be considered a faraday cage.", "date": "", "quotes": [] }, { "author": "", "content": "-1, this makes fulgora more fun/harder, and it's already too easy.", "date": "", "quotes": [] }, { "author": "", "content": "-1 from me too. \n \nBot flight paths are 100 % predictable by carefully setting up your roboport networks. We have the capability to protect any possible paths using lightning rods.", "date": "", "quotes": [] }, { "author": "", "content": "Yup, it's only realy a problem if you have two islands close enough together to connect roboports, but not close enough to connect lightning range, but I find that particularly unlikely, and you can just not put your roboports too close, or ensure your bots get repaired/replaced.", "date": "", "quotes": [ { "author": "jaylawl wrote: Wed Dec 18, 2024 2:10 pm", "content": "" } ] }, { "author": "", "content": "Yeah exactly. And as soon as you get access to foundations, all of this challenge is removed anyways.", "date": "", "quotes": [ { "author": "IsaacOscar wrote: Wed Dec 18, 2024 2:16 pm", "content": "" }, { "author": "jaylawl wrote: Wed Dec 18, 2024 2:10 pm", "content": "" } ] }, { "author": "", "content": "How, exactly? My bots path over the ocean, and foundation is lightyears away. Predictable, sure, but a protect those paths or prevent bots from taking them, short of just limiting the bots to just a single island and never expanding beyond that. If you’ve got a better solution, please share it. \n \n\nIt’s also problem if you have 3 islands connected, regardless of lightning coverage, because the bots will try to fly from 1 directly to 3 instead of taking the safer path through 2. That’s the main reason this keeps happening.", "date": "", "quotes": [ { "author": "IsaacOscar wrote: Wed Dec 18, 2024 2:16 pm", "content": "" }, { "author": "jaylawl wrote: Wed Dec 18, 2024 2:10 pm", "content": "" } ] }, { "author": "", "content": "The placement of your roboports is all the control we have and you seem well aware of this. If you do not want bots to fly over a certain area, you must ensure that this no-go-zone does not come into existence by connecting certain roboports. This issue is not exclusive to Fulgora. We must also take care not to have bots fly over areas that contain worms, where they will get sniped by the spit. As far as i know they exclusively fly in straight paths from A to B for performance reasons. \n \nFulgora is easy enough as it is (relatively speaking). You could work around this problem by connecting your islands with train networks until you unlock foundations.", "date": "", "quotes": [ { "author": "typecasto wrote: Wed Dec 18, 2024 6:47 pm", "content": "" }, { "author": "IsaacOscar wrote: Wed Dec 18, 2024 2:16 pm", "content": "" }, { "author": "jaylawl wrote: Wed Dec 18, 2024 2:10 pm", "content": "" } ] }, { "author": "", "content": "I also disagree with OP. The necessity of running each island as a separate base was designed intentionally as the core challenge of Fulgora. As long as that's the case, changes that make it easier to operate between islands are a bad idea.", "date": "", "quotes": [] }, { "author": "", "content": "I have to agrea with this. Setting up each new island as it's own network and work out how to get my trains to act as the connection tissue was a lot of fun. Radars acting as remote circuit connections helps allso.", "date": "", "quotes": [ { "author": "Tinyboss wrote: Wed Dec 18, 2024 7:46 pm", "content": "" } ] } ]
9
forum-topic-71186
71186
Ratio Math Picture
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=71186
LuziferSenpai
Hey, here I have a Picture for you People, with the Math Formulas for the Ratio's Have Fun with it! Greetz, Senpai
[]
0
2019-05-24T04:14:13-05:00
forum-topic-119291
119291
[2.0.14] Highlighting in spaceship hubs/landing pads isn't updated when its content changes
Minor issues
https://forums.factorio.com/viewtopic.php?t=119291
RockPaperKatana
11-02-2024, 20-58-13.png (935.39 KiB) Viewed 324 times 11-02-2024, 21-00-09.png (1.13 MiB) Viewed 324 times Steps to reproduce: 1. Remove some items from a hub/pad, to cause requests to change its content in step 3 2. Hover over a request to highlight it in the hub/pad's inventory 3. Wait for some of its items to change 4. The position of the highlights aren't changed. I suspect this has something to do with their inventory being sorted when the only thing that has its contents sorted was the player in 1.1.
[ { "author": "Muche", "content": "Ref 124657 Minor visual issue on item lookup , 124451 Item highlights do not follow when stacks move in the container .", "date": "2024-12-18T13:35:00+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report however I don't believe this will be changing. This inventory highlighting in its current form does not handle changing inventories and I don't see a way to make it do so without having it lag the game every time you hover over one of the logistic requests.", "date": "2025-03-10T16:27:53+00:00", "quotes": [] } ]
2
2024-11-02T08:03:27-05:00
forum-topic-122530
122530
[2.0.20] Desync on dedicated server
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=122530
jimmieclark3
After restarting server the first person gets in just fine, all other logins desync. If player 1 exits and rejoins, he is desynced.
[ { "author": "", "content": "Thanks for the report. This is caused by one of your mods.", "date": "2024-11-30T19:37:42+00:00", "quotes": [] } ]
1
2024-11-22T11:58:39-06:00
forum-topic-51916
51916
Oreverhaul - Much more control over oregen and related progression
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=51916
Reika
Mod Info: Oreverhaul allows you to control the way ores generate, including their richness, size, rarity, spawn control (eg minimum distance), and more. At default settings, higher and higher tier ores are only found further and further from the center of the map, which forces a great deal of exploration, the use of trains, and some amount of player-biter conflict. Additionally, under the defaults, ores start with nearly nothing at the center, but rapidly improve away from the spawn. All the behaviors are configurable, with a high degree of fidelity; you can easily tailor the settings to whatever style of gameplay you please. Note that Oreverhaul is entirely controlled by a "config.lua" in the mod zip (either extract the mod or edit it with something like WinRAR), as its options are far too numerous and complicated for the ingame options menu. The default copy of the file can be seen here . Has native (ie implemented by default) integration with Bob's Mods, and can easily be made to handle those from other mods as well; see the documentation in the config. Any ores not specified by the config are not generated whatsoever, so ensure you have handled every necessary ore in your pack. Ores specified in the config but not present ingame trigger a chat warning once (reset if mod installations change). Oreverhaul also has the (on by default) option to redo enemy base distribution, to better mesh with the oregen and desired gameplay/exploration changes. It additionally has retrogen features, but be warned that they may not be MP compatible, and are of course rather laggy. Screenshots/Video: A mockup showing approximate minimum ore distances: A demonstration of the dramatic ore richness and patch size curve:
[ { "author": "Mernom", "content": "Two questions: first, does this mod support multiple surfaces? \nSecond, does this mod allows to modify the resource multiplier of the origin point? To potentially have it already be treated as a fairly distant area.", "date": "2019-08-14T14:11:40+00:00", "quotes": [] }, { "author": "demongo", "content": "how long till updated for Factorio 18", "date": "2020-01-29T06:00:47+00:00", "quotes": [] }, { "author": "thereaverofdarkness", "content": "This mod doesn't seem to work. There are no in-game settings for it, and I'm getting oil and uranium pretty close to my starting area. I don't know where the file has been installed so I'm unable to find this config.lua you mention. How do I edit the mod? \n \nP.S.: I think it would be nice if just a few of the settings were available in the in-game menu. Just a minimum distance and a rate of increase for each ore would be plenty.", "date": "2020-09-06T15:12:25+00:00", "quotes": [] }, { "author": "sparr", "content": "Mod settings in a config file make this mostly a nonstarter for multiplayer. \n \nIf you'd like some help getting the settings into the in-game interface, come find me on the Factorio Discord and I'd be happy to brainstorm how to make them fit.", "date": "2020-09-06T16:53:10+00:00", "quotes": [] }, { "author": "demongo", "content": "that would be amazing, i loved using this mod...", "date": "2021-04-05T15:49:17+00:00", "quotes": [] }, { "author": "Reika", "content": "This mod is updated.", "date": "2021-04-07T07:57:03+00:00", "quotes": [ { "author": "demongo wrote: Mon Apr 05, 2021 3:49 pm", "content": "" } ] } ]
6
2017-08-16T23:11:23-05:00
forum-topic-108179
108179
Resource Config Documentation
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=108179
half a cat
Is there documentation for the resource config data structure? I couldn't find it in the mod files, the mod page, or this forum. I want to adapt my mod to work with RSO. Copying settings from one of the basic ores won't do what I want: the mod uses a custom noise function so that the resource's availability scales with distance and it becomes scarce later in the game.
[]
0
2023-08-12T01:31:10-05:00
forum-topic-105690
105690
It's nice when things come together [utitility-science-pack]
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=105690
mrvn
This came together quite beautifully to produce 1.5 utility science packs per second: 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 Copy blueprint utility-science-pack.png (1.15 MiB) Viewed 3445 times This uses a lot of copper plates. I might have to add a second copper train station to bring the train throughput more in line with other stations. I like how the ratio of copper wire, green circuits, blue circuits, utility science packs and flying robot frames at the bottom line up near enough so they are all just piped through.
[ { "author": "mmmPI", "content": "It is very beautiful indeed.", "date": "2024-03-22T11:03:50+00:00", "quotes": [] }, { "author": "mmmPI", "content": "I have been playing with this blueprint this WE and i found out, although it is very beautiful there are quite some ways to improve it : \n \n1) This blueprint doesn't use module instead different tier of assembly are necessary to achieve ratios, this means it doesn''t scale well in the future. \n \n2) This blueprint waste lots of room by not using underground belts and instead placing power poles between assembly. Though not enough that it will be easy to add beacons. \n \n3) There is no need for 2 rows of fast long-handed inserter per warehouse, only 1 is enough, or some stack inserters, it's not like 1.5 science per minutes require tremendous amount of material. \n \n4) The warehouses themselves are not necessary, they can be replaced by chests easily for space gain. ( they are used for only a single ressource and throughput of train was suboptimal see (6). \n \n5)The belt based balancer is 4=>4 balancer and there is only 2 red and 1 yellow belt of output but 4 red belts of inputs. It is not necessary to use a balancer in such case it is not doing anything more than the wire already connected to the belts to prevent the loader to empty the warehouse if case of imbalance. Just 3 priority splitters is enough. \n \n6)There is no room for a second train behind the one that is unloading and no good signaling on the right side to allow train to smoothly take turns, i improved improved by a lot the thoughput by adding signals, i can't tell exactly how much, that would require precise testings, but it didn't feel like adding another copper station was necessary, one can provide for 60/ 70 item per second with 2 red belts and a yellow belts ,that's not even 2 blue belts for the full train of 4 wagons. It is possible to unload 1 blue belt per wagon, using only 1 side, without too much trouble in the space gained by removing the warehouses. \n \nNow it's not per say an improvement, but i found it a way to avoid wasting ressources, for the station that unload plastic and steel, there is no need for filter inserters, those are expensive, and all 4 warehouses on each side are containing the same item, it's possible to send only steel or plastic trains, and as such reading the content of the train from the train station with a red wire and only activating one side or the other. Because I couldn't see an absolute need for sending trains that contain the proper plastic/steel ratio instead of alternating full steel and full plastic thanks to LTN making the frequency of each delivery varying but that may be because i haven't seen the plastic or steel production area. \n \nI hope you don't mind me giving a few advices back as you often do when i post some creations, in case feel free to ignore my attempt", "date": "2024-03-25T09:36:45+00:00", "quotes": [] }, { "author": "mrvn", "content": "Didn't have beacons and very few modules. It's not mend to scale, just work for now. \n \n\nThe width is determined by the train length and the assemblers fit with the gaps. So there was no need to pack them more densely. It's not enough to add beacons later and that would not work anyway with the belt speed and completely changes the ratios. \n \n\nThat depends a lot on the inserter bonus. The game was a long time ago and since i used fast/filter inserters instead of stack/stack filter inserters that indicates it was early in the game. So maybe the double row of inserters was actually needed to keep the trains moving fast enough for the science production. Or if not for the science production it frees up the trains twice as fast so they can be retasks to service some other LTN request. Fewer trains needed overall. \n \n\nThen you have to balance 24 chests instead of 4 warehouses. It's also just simpler using a single station blueprint even if you could save a few concrete by using chests here and there. \n \n\n3 priority splitters would work. Wouldn't change anything beyond saving 3 splitters though. \n \nIn that game all stations are layed out in columns the width of a train + curves and scaled to require a train maybe every 5-10 minutes. The copper stations needs far more trains than the other stations and is an outlier in the design. Hence why I said \"to bring the train throughput more in line with other stations\". \n \n\nGetting LTN trains to ship multiple items on purpose reliably is very hard. But getting them by accident is very possible. I have a garbage dump where I send trains with leftover items or when I deconstruct stuff. And if there is steel and plastic in the garbage dump then LTN might just order a train containing both. \n \nIf I were to change the steel/plastic station I would reduce it to just 4 warehouses storing both items. Then you really don't need any filter inserters to unload. But then you need filter inserters to fill the belts instead of using loaders. \n \nAnyway, I didn't post the picture because the train stations where so beautiful....", "date": "2024-03-25T12:04:45+00:00", "quotes": [ { "author": "mmmPI wrote: Mon Mar 25, 2024 9:36 am", "content": "" }, { "author": "mmmPI wrote: Mon Mar 25, 2024 9:36 am", "content": "" }, { "author": "mmmPI wrote: Mon Mar 25, 2024 9:36 am", "content": "" }, { "author": "mmmPI wrote: Mon Mar 25, 2024 9:36 am", "content": "" }, { "author": "mmmPI wrote: Mon Mar 25, 2024 9:36 am", "content": "" }, { "author": "mmmPI wrote: Mon Mar 25, 2024 9:36 am", "content": "" } ] }, { "author": "mmmPI", "content": "Ah that make sense, i was in editor mode so it was easy for me to have the modules and beacons to make some improvements. It found it helps a lot as yellow science is expensive and late game enough that i don't build a version without module and another one different later like i would do for green or red science. \n \n\nYeah i prefer having room for 2 trains everytime, so that when the first one leave, there is another one just behind, and then the 3rd can be late it's ok. Because if the trains are scheduled to arrive every 5-10 minutes, but you need 2 row of inserters to unload them fast enough for the rest of the factory not to starve, i found it's risky. A bit of congestion can add 10 to 15% to the travel time, say, and then it would break, i found it's better to have more margin. \n \n\nSorry i meant second not minutes, 1.5 science per second is bigger than 1.5 per minutes x). \nI realize it's a problem outside the blueprint now, copper station require a train every 4 minutes, and if there is delay on trains transit it would require a 3row of inserter or a 4rth to free them fast enough by reducing unload time. There is a limit obvisouly to the time you can save like this , at this point it's just better to add trains i think, as such the blueprint can stay as is but adding copper station seems risky if there is not enough trains for a single row of inserter though. \n \n\nWell to me the copper station require a train every 4 minutes, it can't be more than that as there's not enough belts. But with 2 rows of inserters it goes super fast to unload, so i'm not sure why considering adding another station and not another trains , that's obvisouly trains the shortage if you need 2 rows of inserters to free them fast enough for the rest of the factory not to starve, adding stations would not solve the problem. \n \n \n\nI have nothing against mods that make the game easier, i just thought of it as an improvement toward the not so simpler version because it solve an additionnal problem, if you have 24 chests, that makes 12 belts where you have 1 inserter on each side, 12 belts can easily combine into 6 using splitters, and since your outpout is 3 belts, i mean it's fairly doable without warehouses to have something that balances itself there, since it's only for science , and you can't add modules or beacons because it's inside rails, it's unlikely the ratios will change, it would work too. \n \nUsing chest makes it easier to use circuits to math the quantity too, because if you have millions of ore in outpost, which you can realistically do only with warehouse, then it makes it difficult to do stack division. To know how much LTN trains can/will carry. Also it is more efficient for ressources to not harvest too much ore, like millions, and put them in warehouse, as harvesting them later with more research, would yield more. As such , it was an improvement for me. \n \n\nThat's the simplest approach that would keep the wire reading the belts and the warehouse content every tick, just to remove the uncecessary splitter is a direct improvement for cost of ressources, the self balancing version is more of a conceptual challenge, like it's not even necessary to use balancer in this situation. It's like an habit i found, if i can share some advices without sounding too much like a prig, i thought you wouldn't mind, to try and spot where it is possible to avoid doing unecessary balancer. Having the wire to prevent warehouse to empty unevenly AND a balancer doing the same thing. You could do one or the other only, in both case it would still be an improvement for the CPU, and it wouldn't change anything. \n \n I know you are yourself a perfectionnist sometimes i'm surprised you just wave that detail like it's nothing. If you save 3 splitters per station, you could build additionnal mining drills or modules, and generate free ressources, so sure you lose 3 splitters worth of ressources now, but in an hour you actually miss what the ressources could have produced if better invested. I haven't done the math, but there is the notion of counpound interest that comes to mind, i wouldn't be surprised if wasting 3 splitters early game, when you don't have stack inserter yet, and no modules or beacon, delay the moment when you can actually start generating infinite ressource with modules and can cause a huge descrepancy over time. \n \n \n\nI have no problem imagining the situation, it happened to me to request 1000 iron, but my trains only had 3 wagons. It was always leaving some leftovers and messing up with the counts until i realize my mistake. \n \n\nThat's how accident happens ! \n \n\nYou can use filter on loaders sometimes, i'm not sure which one you used. It would be more efficient to use shared warehouse that's for sure but that kind of defeat the pupose of using warehouse to simplify logistic if you are going to use them in a complicated way x). I would still note that as an improvement, but for such cases it feel like trivializing things a bit too much for me. \n \n\nI thought you were sharing your plans of adding copper stations to improve the designs, you are severe, beauty is subjective, it's often in the eye of the person who look don't we say ? To me it looks beautiful, when i look at it , i get positive sensation.", "date": "2024-03-25T14:52:14+00:00", "quotes": [ { "author": "mrvn wrote: Mon Mar 25, 2024 12:04 pm", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 12:04 pm", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 12:04 pm", "content": "" }, { "author": "mmmPI wrote: Mon Mar 25, 2024 9:36 am", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 12:04 pm", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 12:04 pm", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 12:04 pm", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 12:04 pm", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 12:04 pm", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 12:04 pm", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 12:04 pm", "content": "" } ] }, { "author": "mrvn", "content": "A second station will have a second train loading copper and on the way in parallel. It's similar to having a train limit of 2. The layout of the train tracks just don't allow for a station with 2 trains as limit without blocking the main line. \n \n\nLoaders, as in the game entity, don't support any filtering, only inserters do. Which sounds wrong until you realize that the miniloader mod (and others of the same make) do use hidden inserters. That's also why they work with trains. \n \nI've used both and one has to be careful with what mod one uses because they behave differently. E.g. loaders will fill an assembler to the brink, miniloaders aka. inserter only fill in 2 recipes worth of ingredients (supposedly more for faster machines). For high throughput assemblers you really want the game loaders, not anything using inserters as they take too long to insert items when needed instead of inserting items ahead of time.", "date": "2024-03-25T17:57:22+00:00", "quotes": [ { "author": "mmmPI wrote: Mon Mar 25, 2024 2:52 pm", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 12:04 pm", "content": "" }, { "author": "mmmPI wrote: Mon Mar 25, 2024 2:52 pm", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 12:04 pm", "content": "" } ] }, { "author": "mmmPI", "content": "It's similar but having a better rail layout allowing a limit of 2 allow to spare 4 warehouses and 48 insterters, almost a stack ! I prefer personnaly not having to limit my stations to just 1 incoming train, because then it's only when the currently unloading trains leaves that the next one start its travel, and it can be very far away. Whereas increasing the limits from 1 to 2 allow to have one train unloading when the second one is moving to replace it, or waiting just behind. That's what i would improve first. \n \nIt's easier when you continue building i found to add more trains on existing stations, to make up for the increasing distance at which you gather ore, when the starting one deplete, rather than adding a whole station that would be limited to 1 incoming train for fear of blocking the main lane. That works with LTN too, it's not always the case if you turn off stations yourself, but here it would have been possible to have 2 or 3 trains scheduled to deliver at the same place at the same time. It helps to have large buffers with warehouses, such stations with so many inserters and so much buffer look like high-throughput station to me. I think it's overkill for only a train every 4 minutes for copper , and 1 trains every 10 minutes for the others but that's more my personnal opinion i'm giving there, not really an advice. \n \n\nThat answer another interrogation, because i thought loaders may have been used to unload from trains to warehouse, but i didn't know which mod you used, ( same for the long handed fast filter inserters btw). People keep making them look nicer and nicer and i can't recognize those i have used anymore. I suppose i would use loader to unload the train into warehouse if i could. Because that's where there seem to be the highest need for throughput. I suppose you have the loaders that are good for high throughput assemblers then but wouldn't work on trains that's unlucky. \n \nI'm still a bit confused because despite your explanations it seem to me not more efficient than using chests, it would require 12 inserters per wagon too, 6 to put in chest, and 6 to put in belt, but that's it, whereas your design require an additionnal loader on top of the 12 inserters.That's one of the thing i changed after adding some room for a second train at the unloading. I'm saying this because the bottom part can not really be improved unless everything is changed to accomodate modules and beacons. But the upper part was to me responsible for the tentation to add another station and it could be improved i thought in a way that would not require more stations. ( additionnal trains do not make the blueprint \"larger\").", "date": "2024-03-25T18:49:23+00:00", "quotes": [ { "author": "mrvn wrote: Mon Mar 25, 2024 5:57 pm", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 5:57 pm", "content": "" } ] } ]
6
2023-03-24T22:26:50-05:00
forum-topic-126721
126721
Cursed Kovarex
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=126721
waterBear
This is not a new idea, but now with the "read working" signal on centrifuges there's a clean way to make cursed Kovarex enrichment. The unloading inserter triggers when all 4 machines are working (signal W = 4). The downside is that the machines can possibly overload with U-235. This could easily be fixed by setting the stack size of each feeding inserter to be 40 - (quantity of 235 in the centrifuge) but I want to share it now. It's mildly interesting. 0eNrdW1FyozgQvQvfeAoJCQnX7DnmI5WiMJYTVTB4BWQmm/IB9iB7sT3JCohjxxZOq5mqZPNlLIt+Uqv7dbckPwerslM7o6s2WD4HuqirJljePAeNvqvysm+r8q0KlsEmb9pFa/Kq2dWmXaxU2Qb7MNDVWv0KlmQfOt4pVNUavenu1ElXur8NA/uDbrUasYYvT1nVbVfKWFnhNcww2NWNfbeueqAeOk2/8TB4CpZxIr5xC7TWRhVjD9mP60w+9ZNPo2haPqEOgNgXgHgCMF8A6gnAfQFiT4DkLUBnTcPcmdp+TkLwaxBh0D7tenF11+663jIvIIWvWbFXQAmak/QF4J4AqS9A4glAIl8E4Ysww7lTiHMTigeQIIDY13RJKq9pCWC6hPm7CwVh6moKkuM5BrZQZxTQ7ErdtvaXq+ySXs5kVFtmY1htLICVV6qNe07Cd06+HkokfFIn9HI5qY0u+9eOobSzY9XddkFjaYX92eXlONeqNlsbc8OgqLe73ORtbd8K/ujj7YRiwnHRQQpLfRXmyzg0wiP0ZuYS6U0xr5YrCCh/8KaYeBrArRUEx7BrGACOoQxNnEC1cTxABAJAJBURSGuTLEkFOtWDmoJEp2IDgktkiqb2y0EzV/4bwVmQ+qxwTPDKiEAjpzPyUocbvG9BsXexwDynxNBBD7goHE3hA4BLZIIXOWH0scBHhRikBokHoCCAM7fVVaOM06tOKgvH2A/JxVh7H+r3EJ1o2Gq+a1T2KrQ1nXLVrJF/TOPTGmLvuxY7TqrpVk2bD2+6ipiDrlyGwyhc7ekbtbuExfgYCDISxqCjPQ1Fn8dIuD//EoiRTOc9LMFHQwohYCbwQQsGIPEMDwNI8TEKBMDxVcCUp3GCF0knRFI8w3OI8/IYD8BAAEd2ONmavUq848CL2vauy2yl7vNHXQ+FqVH5Out/sJJePDocG3/W5kFXd4e2l6/ZcXv4xSkftWm7gS4OND30WPwIrPqtqEIP3R7qx9yoXwtVGV3cby3cYmfqQjVNcOiVXVCQa/ZHcll15cNVJhfTij2W5++SI/+t5MgTzPi5gxRdy1loU3S6zVSVr0q1Pizeodm+sn6F2GjTtNnFdv/pxEejsUG3P1joY/+bSX8fVrh+VMbotcpst+LByvvLSuGumR8ptLFOoe/u24X9KJ0B8zBvpwtLqApPS0PuMoH/nQ5TzNSZw3o+xPiTCERdp9H5C1FXQvAhHhR6klmFL5sufKcTryTGR2jmjtAJw4vkEyI5PP0/5m3AQ7AEIzuByZ5R74JOUZMZ9W4CAkgx4U58mnAtIv+gJVwmKAiGucVnYW5B4SUpuzJ8l+gYIzoBiZ6xbQbyH8HxACD/ETM20RI3GQqBFykmRErvkkR+nbguUBwnv0BKLxHsmLoMSKLYUX6FlF5S75z4C/mOjPEECrqhIGeEANBVEjnj5ES66VTOIP2J83QpEOcOcjw6+pBNZClnnDRIgjhpkKk/YnKmKs+T5xR/VcsF6EIgeISJQ7jUewdVTq+Le9Ax3FjlmUJ+N/2/Q4vFvSoe3gYEcmbz//79j+VO1zQxxzwf6ZPpkerWluKteyyspJWuBkmuUD297O6VehF7XJJmWL+TbzfeS/TjLF67luf2cNHq/N40fPl3T3bUXdVmG1Nvs9Hll5u8bNT+1r38yYxjsmsMN71bkwr0MZkEXRpJ8RddgAApOpzDAEgUoc/JoAj4Uy05cdeCRBQvc+B56wE/7bh7+7/hLCQhT0JyG/bPNLT1He2fpW1PoqHdftDQ5q59u+jbbRVExufTdhpa0uifbYZP+va+j+V30rfHtxZVt2rbp/2v/2AIA5s6N8NQeUJTlqaccyJZwvb7/wCKchsb Copy blueprint
[]
0
2025-02-09T15:26:18-06:00
forum-topic-124799
124799
Add the ability to read distance along a space route via scripting
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=124799
bunshaman
Hello, I think this would be fantastic because as of right now, the only way of obtaining the distance a platform has traveled is by summing up a platforms speed over an interval of time. This works alright at best, and can only be very general. There is no way of telling whether a platform is traveling from A to B, or B to A. All the platform knows is it is traveling and has been at A or B last, and is aiming to get to C. This was a rough analogy, but there is stuff left to be desired for scripting here. For an in game example, I am trying to run some scripts when a platform is traveling from the solar system edge (SSE) to the shattered planet (SP). I can detect when the last space location was SSE, and if the next station is the SP. However, when the platform turns around, it still believes the last space location was SSE, and now the next station may or may not be SSE, so its return trip is not entirely clear where it ends.
[ { "author": "curiosity", "content": "Writing distance would also be useful.", "date": "2024-12-20T11:59:30+00:00", "quotes": [] }, { "author": "Khazul", "content": "I cannot say I have noticed any issue with planet signals, but then I have not been staring at them while a ship does an auto-turn around between system edge and shattered planet. What you describe sounds like a bug if true and assuming that your planet checking circuit is correct which it may not be. \n \nWhat circuit are you using to check your location? I assume it is basically: \n \n \n \n 12-20-2024, 15-34-34.png (20.23 KiB) Viewed 934 times \n \n \nWhich will be true if travelling to/from Shattered Planet or stopped at Shattered Planet (latter unlikely).", "date": "2024-12-20T15:29:45+00:00", "quotes": [ { "author": "bunshaman wrote: Fri Dec 20, 2024 6:08 am", "content": "" } ] }, { "author": "bunshaman", "content": "Ah, I am talking about scripting with Lua, not in game circuit conditions", "date": "2024-12-21T16:10:35+00:00", "quotes": [ { "author": "Khazul wrote: Fri Dec 20, 2024 3:29 pm", "content": "" }, { "author": "bunshaman wrote: Fri Dec 20, 2024 6:08 am", "content": "" } ] }, { "author": "Khazul", "content": "My bad - have you looked inside the schedule records indexed by current (IIRC) to get the target location? \nAdding distance could be useful too. \nI was thinking circuits because I did a similar thing in circuits to read the speed every second and sum it every second to get an approx distance travelled - it was done as a fallback trigger on shattered planet runs in case something else was wrong and the normal return trigger failed. \n \nLooking at the space location it looked like that should have everything until words to effect of 'currently stopped at or nil'.", "date": "2024-12-21T16:54:28+00:00", "quotes": [ { "author": "bunshaman wrote: Sat Dec 21, 2024 4:10 pm", "content": "" }, { "author": "Khazul wrote: Fri Dec 20, 2024 3:29 pm", "content": "" }, { "author": "bunshaman wrote: Fri Dec 20, 2024 6:08 am", "content": "" } ] }, { "author": "", "content": "This should be doable (read and write) however I'll need to talk to one of the other developers to make sure the state transitions are handled correctly. So, I'm not sure when it will be done.", "date": "2024-12-30T22:03:32+00:00", "quotes": [] }, { "author": "bunshaman", "content": "This would be a life saver, no rush at all.", "date": "2025-01-01T01:34:26+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Dec 30, 2024 10:03 pm", "content": "" } ] }, { "author": "bunshaman", "content": "I have checked this way. The issue with checking the target location is a platform could be heading from A to D, but has to go through B and C along the way. By passing through B and C, it changes the last visited space location.", "date": "2025-01-01T01:45:31+00:00", "quotes": [ { "author": "Khazul wrote: Sat Dec 21, 2024 4:54 pm", "content": "" }, { "author": "bunshaman wrote: Sat Dec 21, 2024 4:10 pm", "content": "" }, { "author": "Khazul wrote: Fri Dec 20, 2024 3:29 pm", "content": "" }, { "author": "bunshaman wrote: Fri Dec 20, 2024 6:08 am", "content": "" } ] }, { "author": "", "content": "Implemented for 2.0.34.", "date": "2025-02-06T13:36:39+00:00", "quotes": [] }, { "author": "Chumfactor", "content": "Hmmm, not seeing distance-travelled in 2.0.41. Where should I look instead? \n \n \n \n Screenshot 2025-03-14 at 4.36.50 PM.png (100.33 KiB) Viewed 109 times", "date": "2025-03-14T23:37:57+00:00", "quotes": [ { "author": "Genhis wrote: Thu Feb 06, 2025 1:36 pm", "content": "" } ] }, { "author": "", "content": "Scripting: https://lua-api.factorio.com/latest/cla ... l#distance \n \nWhat you're showing is the game player circuit control interface.", "date": "2025-03-15T00:03:02+00:00", "quotes": [ { "author": "Chumfactor wrote: Fri Mar 14, 2025 11:37 pm", "content": "" }, { "author": "Genhis wrote: Thu Feb 06, 2025 1:36 pm", "content": "" } ] }, { "author": "Chumfactor", "content": "Ah yes, I misread the OP. \n \nNew request: that value (distance travelled) available to game-UI circuitry. \n \nSimilar reasons as OP (and more!), but for us non-scripting (\"vanilla\" ) players.", "date": "2025-03-15T00:10:43+00:00", "quotes": [] } ]
11
2024-12-20T00:08:49-06:00
forum-topic-108186
108186
Biter Clash 1v1 Tournament
Multiplayer
https://forums.factorio.com/viewtopic.php?t=108186
PunkSkeleton
About Biter Clash: Biter Clash is an indirect PvP Factorio mod that is heavily influenced by Biter Battles scenario. If you want to compete in Factorio, normal PvP seems not fun for you and speedrunning seems too repetitive (or you if want to do something else from time to time) then this might be a mod for you. More information can be found on the mod portal: https://mods.factorio.com/mod/biter-clash or on Biter Clash Discord: https://discord.gg/fhwUCc8vzG First Biter Clash 1v1 balance test tournament will start on August 19 2023. This is a friendly casual tournament so good sportsmanship is required and players of all skill levels are welcome. Detailed rules below: Organizer: PunkSkeleton Tournament format: 1. 1st round on August 19, multiple single elimination groups of 4, no seeding of any kind. 2. Randomization will be done by https://www.random.org/sequences/ , player numbers will be given on the basis of registration order. 3. In case of player number not being the multiply of 4 up the 3 last groups will consist of 3 players. In case of 5 registered players 1st group will consist of 3 players, 2nd group will consist of 2 players. 4. All matches are best of 1, winner of each group advances to the final stage. 5. Matches in each group are played sequentially and there is no 3rd place match. As the matches usually last between 20 - 50 minutes each group should take at most 3 hours to complete. 6. Players currently not playing their match are encouraged to referee and/or host for the ones playing. 7. 2 terms for the first round: 09:00 UTC ("far east" + early Europe) and 18:00 UTC (evening Europe + early Americas), players may freely choose which term they want to play. Registration to each group will begin 30 minutes before each term start time and will end 10 minutes before each term start time on Biter Clash Discord: https://discord.gg/fhwUCc8vzG . There will be separate channel called tournament-registration in which you just have to write your in-game name during the registration time. Potential players are encouraged to announce their participation and discuss which term they want to choose. 8. 2nd round: single elimination, all matches are best of 3 unless average match time for 1st round exceeds 1 hour. Match times will be chosen depending on time-zones of the players. Note for players from America: if you happen to be drawn against a player from the "far east" then your 1st match of the 2nd round match should probably happen during your evening on 19th . In the unlikely event of more than 4 players in that stage the tournament may be finished on the next weekend. There is currently one public Biter Clash server available: Redmew BiterClash PunkSkeleton. Game rules: 1. Factorio latest stable version + newest version of Biter Clash. Game balance will be frozen for the last week before the tournament. 2. Tournament mode enabled. 3. Players are allowed to play the game on any server they choose. Dedicated hosting is not required, it is encouraged that one of the players from the group that is not currently playing hosts the game. 3. Player from the top end of the bracket plays on the north. 4. After the server is started one map regeneration must be performed after both players have joined the game. Only the maps that have no land connection between the spawning area and the starting are considered not playable and are to be regenerated again but this has never happened until now . 5. Surrender is allowed by picking up the rocket silo. 6. Any tactics are allowed. This includes "direct" PvP like: - using bots to landfill and bring land mines to the opponent's base (in case if player tries to enter the river it is teleported back by the game) - researching bazillion levels of artillery shooting range and attacking the opponent base directly - attacking spawners with multiple nukes to destroy them etc. 7. Both players must be on the server for the match start. No late-joining is allowed. 8. Team ready must be checked no later then 5 minutes after the map finishes generating. 9. Pause is allowed only in cases of special circumstances like a courier delivery at the door or an accident. 10. Winning players must publish a screenshots of both research insight and total production insight on the Biter Clash Discord. You must switch to spectator mode to do that. 11. Allowed debug options are: show-fps, show-clock, show-multiplayer-statistics, show-tile-grid. Other debug options are not allowed. Allowed console commands are /s, /shout and /color. 12. No 3rd party tools are allowed, that includes even live split. In particular using keyboard or mouse macros is not allowed and will result in immediate lifelong ban. Stream sniping or any outside help (including stream chat) is also not allowed. 13. In the unlikely event of a critical bug being discovered (last one was item carryover bug fixed in version 0.2.5 on 05.06.2023) the order of the proceeding is: a) if it is possible a new version of Biter Clash fixing the bug without the need to restart a new version of the game is released and the game continues from the last save b) if it is not possible to create such a new version quickly and the bug has a known cause that can be avoided without severly impairing the chances of one of the players then the game continues from the last save and the players/observers are asked to not repeat the actions that lead to this bug c) if it is not possible to do the above actions then a new version of Biter Clash is prepared and the game is started from the beginning Critical bugs are: game crash during the game, having extra items at the start of the game, not being able to place nests, starting blueprint not being converted, free resources not spawning, placing nest on your own side, instant victory, invincible biters etc. Not critical bugs are things like game crash after the game or during specific circumstance before the start of the game, some values not being consistent with the guide etc. Rewards: Winner of the whole tournament: automatic qualification to the main stage for any following Biter Clash competitions run or supported by PunkSkeleton. Winners of the 1st round's groups: automatic qualification to the 2nd round of qualifiers (if applicable) or seeding into the first round for any following Biter Clash competitions run or supported by PunkSkeleton. Both rewards include team competitions, it is enough for one player from the team to earn the reward to benefit the whole team. Final note: Rules are to be followed as is. In case of any controversies the decision made by the organizers is final.
[ { "author": "", "content": "I've only read the rules, not joined a server. Is it a intended that rule 11 allows commands like /c game.player.insert\"low-density-structure\"?", "date": "2023-08-12T15:04:26+00:00", "quotes": [] }, { "author": "PunkSkeleton", "content": "You owned me . Correcting it now, don't know how it occured to me that it would be a shortcut of /color . \nThanks, it would indeed ruin the whole tournament.", "date": "2023-08-12T16:34:28+00:00", "quotes": [] } ]
2
2023-08-12T08:48:49-05:00
forum-topic-30240
30240
I want to make suggestions, but I got links to mods!! :(
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=30240
You made a cool suggestion and there is only a reply like This is not, what you wanted. En Dotter replied here this wonderful answer: Well, we had such kind of discussions already. So I want to present the results. The reasons why it is very useful, that mods are mentioned in suggestions are: If there is a mod, there is a much bigger chance that the idea is added into vanilla. By using a mod there is a much bigger chance that the mod is added into vanilla, than by discussing around. A working implementation (=code) is much more worth than 100,000 words. (Sorry, but every programmer knows that this is true) By using a mod (=increasing the download count) you motivate the modder much more, than you can imagine. Logically: By using a mod bugs of that mods will be fixed (if reported of course). By using a mod you have a much higher chance to influence development, than for the vanilla. (You can talk directly with the modder! In general they are much more willing to implement your ideas into their mods, than the Factorio-dev-team ) A suggestion may sound very useful in theory. Yes, in most cases this true, when implemented. But I've seen also some cases where this wasn't so (even some of my ideas). The idea wasn't playable/not such a good idea as it sounded. Until you haven't tried out a new concept there is just no prove. It can take months to years, until your suggestion is implemented into vanilla, cause there are a lot more other ideas. Because it takes so long to be implemented it is useful to use a mod instead, cause the game changes and your idea needs an update or becomes absurd. Others than you read this suggestions and will try out mods, even if you would never do that. Modders read this suggestions and if their mod is mentioned their target (players know their mod, download count) is achieved. Logically they get also much more interested to implement your idea. EDIT March 2021: https://alt-f4.blog/ALTF4-21/ Hope that helps you to understand, that there is no malicious of mentioning mods, instead it makes much sense to keep it this way. It also makes much sense, that you as a someone who has suggested things, tries out similar ideas, that already has been implemented as mod.
[ { "author": "CorBlimey", "content": "i got a mod for your suggestion http://bit.ly/4kb77v \n \n \n(I agree with your post however )", "date": "2016-08-06T16:20:35+00:00", "quotes": [] }, { "author": "", "content": "There are two things I'd like to add. \n \nFirst, there are many (like REALLY many) good ideas. Not all are good, but there are way more good ideas than the game will ever be able to see implemented. \n \nSome ideas should be implemented in vanilla one day, because they either are necessary to make the game more whole, or just complete a half-placeholder a game element works (better interface, helpers, handling of fluids, ...), the kind of things for which you reach because you feel there should be there, and ...nope. \n \nSome alter the game philosophy, mechanics, ... These, even very good, belong to the modding sphere no matter what. \n \nSecond, don't forget that if someone has ever made a mod for something, it's already a suggestion in itself, and a proof of concept on top of that. If you get answered that there is a mod for something, it's that someone before you has has the same - or similar - idea as you, and went one step further. So pointing you to a mod is still valid, even if your unspoken whish is to see it in vanilla.", "date": "2016-08-06T16:57:39+00:00", "quotes": [] }, { "author": "aeros1", "content": "I would also add that using mod to enchance your gameplay, allows developers get something new really good which you may or may not use. (Like atrition, or component based repair(aka one of ingredients damaged and needs replacement as well as repair tool or building is less effective)) \nThis adds new mechanics to play both for modders and players. And sooner or later some mods get into main game(like logistic train stations are now part of regular train stations.) Not saying developers not necessary able to make happy everyone and thats what mods are for. For better customized experience.", "date": "2016-08-16T06:52:21+00:00", "quotes": [] }, { "author": "quadrox", "content": "These are all very good points, and I do not disagree in any way. And of course there will be ideas that stray too far from the theme/idea of the vanilla game to ever be implemented in vanilla, and therefore they can only be done in mods. \n \nHowever one important point has not been mentioned: Authenticity and balance. \n \nLike En_Dotter wrote (was quoted) in the OP, I prefer to play vanilla as much as possible - the reason is mostly that usually I don't want to \"cheat\". The vanilla game has been tweaked and finetuned for balance and long-term enjoyment by the developers. I realize that even the developers won't get everything quite right, at least on the first try, but overall the vanilla experience has a certain authenticity to it: this is the way the game is supposed to be. \n \nWhile I am sure that most modders strive to maintain a good balance in their mods, I know from experience with other games that mods can vary quite a lot when it comes to quality and balance, so that some mods may make the game entirely too easy. \n \nIf I play with mods I will always have the nagging feeling that I am not playing right, that I am cheating, simply because I can't be sure that a given mod isn't OP or breaking game balance. Now this might just be my personal problem, but I am sure other players think along the same lines. \n \nIt would be cool (and probably unlikely) if there was some kind of \"seal of approval\" by the developers, that a certain mod fits well into the vanilla base game and seems to be well balanced. \n \nAll that being said, I discovered some cool mods yesterday and am likely to try them out sometime soon.", "date": "2016-08-19T05:27:48+00:00", "quotes": [] }, { "author": "", "content": "Well, it depends on what you call \"cheat\". That is a wide range. Some would say \"no mods\". O.k., that is an opinion I can accept. Others say: \"Better graphics or music is no cheating\". Some more would say: \"A better way to see existing game-information is it.\" Others would say: \"I think the raillayer mod, or the Fat Controller mod is no cheating, cause they use game mechanics, which is already available yet; just much faster. They are just Helpers.\". \nOther would say: \"I need to cheat to play MY idea of the game.\" \nSomebody can say: \"I cheat, cause I want to make a scenario, that others can use for fun.\" \nAnd so on. And then there are mods, which change the game so completely, that you cannot say, that it is cheating, cause they are so different. \nAnywhere between these extremes are mods, that could be categorized as cheating, yes. But some of them could also be seen as \"balance-fix\". It's difficult to have here an objective opinion, so everyone needs to decide it on his/her own. \n \nBut fact is, that mods or ideas of mods or parts of them have a much bigger chance to be implemented into vanilla than pure suggestions, it is just pure economics, some may love it, some may cry, but that's the point of this subject.", "date": "2016-08-19T11:33:14+00:00", "quotes": [] }, { "author": "Mendel", "content": "Right now I think the biggest issue with this... perhaps the only real issue with this is that in multiplayer the mods do not (yet) automatically download to clients from server. \nIronically this issue has only gotten bigger as the multiplayer part of the game has improved. Previously modding the game was a better solution since you were likely only ever going to play single player anyways since hosting and joining in 0.12 was such a chore and it was likely to be laggy if more people joined. Now that multiplayer mostly works, I would like to play multiplayer by default. \n \nOkay, so for example, I just made my first ever mod and I will likely use it for all my single player games. However, right now I am very excited about the multiplayer aspect of the game. \n \nNow, next time I host a game I will likely not use my mod because I dont think random people are willing to download my mod in order to join my game even though I think my mod would make more sense for multiplayer than single player. Not ideal situation. But I trust this will be fixed before too long.", "date": "2016-09-19T04:52:42+00:00", "quotes": [] }, { "author": "", "content": "I think so, too. Cause I think the devs also want to play multiplayer games with mods. \nSee viewtopic.php?f=80&t=27805 Suggestion around Game-Internal Mods-Handling/Mods-Management", "date": "2016-09-19T11:40:10+00:00", "quotes": [] }, { "author": "<NO_NAME>", "content": "Version 0.13 creates a completely new problem with mods: lack of achievements.", "date": "2016-10-12T14:24:44+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "Specifically, Steam achievements. You get Factorio achievements, still.", "date": "2016-10-12T15:12:41+00:00", "quotes": [ { "author": "<NO_NAME> wrote:", "content": "" } ] }, { "author": "bobingabout", "content": "Technology research progress being saved when you change research, and being restored when you change back. \n \nThis was a request quite some times ago. I implemented the first mod for this, mostly as a fix for those who needed it due to trolls and griefers in multiplayer. \n \nnow it's in base game. \n \n \n \nThis is proof that what our good friend Ssilk is talking about. \n \nAsk for an idea, nothing happens in the game straight away. \nSomeone makes a mod, proves it's a good idea. \nMod becomes popular and widely used. \nThe Devs notice this, and eventually implement it into base game. \n \n \nI firmly believe that if I, or someone else did not make this mod, then there is a strong likelihood that this feature would not currently be in the base game. \n \nTo support this, I have seen at least one instance where the developers have stated in a change log that they were inspired to do something because of my mods. \nAnd this isn't even including all the direct requests I have made on the forums that were implemented.", "date": "2017-01-13T13:30:32+00:00", "quotes": [] }, { "author": "cpy", "content": "*cough* planting trees *cough* \n \nAnyway can we get planting tree stuff? 1 wood -> 1 sapling -> planted tree. Now this phase will eat a lot of cpu because of scripts but when tree is fully grown it becomes static tree as all other trees. Sometimes you want to keep pollution under control without air filter mods. Trees are best looking wall anyway.", "date": "2017-02-16T12:49:27+00:00", "quotes": [] }, { "author": "Pascali", "content": "What about a dev-team-mod? It can me called anticheat. One part of the vanilla-game leaves it an going to the mod: bots", "date": "2018-03-13T18:13:21+00:00", "quotes": [] }, { "author": "batorfly", "content": "There is a mod For that, my friend ;* \n \n https://mods.factorio.com/mod/DisableEntities", "date": "2018-03-13T19:15:31+00:00", "quotes": [ { "author": "Pascali wrote:", "content": "" } ] }, { "author": "Pascali", "content": "Thats only the half part. They still staying in vanilla. And repair-bots are o.k.", "date": "2018-03-13T21:23:32+00:00", "quotes": [] }, { "author": "vyktor", "content": "FFF Idea: List of mods that made (will make) it into vanilla", "date": "2018-04-19T13:35:36+00:00", "quotes": [] }, { "author": "boomdoom06", "content": "a mod is simply a \"feature\" that someone wants put into vanilla that has a better chance to be put in if it is seen by eveyone and if most like it. \ni supportmods and acctually i have not played a vanilla game is atleast a year.", "date": "2019-03-03T09:24:20+00:00", "quotes": [ { "author": "aeros1 wrote: Tue Aug 16, 2016 6:52 am", "content": "" } ] }, { "author": "boomdoom06", "content": "i know someone is going to say that there is a mod for this but i think they should add greenhouse since \n1. trees reduce pollution to reduce biter attacks. \n2. there is quite a few recipes early game that use wood \n3. (mainly corresponding to 2) there are setting to change amount of trees and a greenhouse can be used to reduce space", "date": "2019-03-03T09:28:18+00:00", "quotes": [ { "author": "cpy wrote: Thu Feb 16, 2017 12:49 pm", "content": "" } ] }, { "author": "", "content": "You are stranded on a wild planet. You just want to leave that planet. \nBut suddenly you want to be a gardener. Cause there is so much wood and because of the bad air. \nThat makes no sense. \n \nAnd yes, there are mods. \n \nPLZ keep topic!", "date": "2019-03-03T23:45:41+00:00", "quotes": [] } ]
18
2016-07-31T08:44:57-05:00
forum-topic-85036
85036
Server Welcome message
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=85036
Larkum
Hello, Is there a way to set a welcome message when people join a server, I have had a google with no results. What I would like is when someone new joins a server a message pops up much like when you start a new solo game, but with information like server rules and info about our discord channel. Thanks in advance. Larkum
[ { "author": "Impatient", "content": "One way to print something to the players chat would be with a \"scenario script\". \n \nThe script would subscribe to the \"on_player_joined\" event ( https://lua-api.factorio.com/latest/eve ... oined_game ), get de player index and then print a message to that specific player.", "date": "2020-05-20T08:30:55+00:00", "quotes": [] } ]
1
2020-05-17T07:11:12-05:00
forum-topic-92592
92592
[1.1.5] Ctrl+V does not paste blueprint string
Technical Help
https://forums.factorio.com/viewtopic.php?t=92592
ShootHostage
So I first encounter this when trying to past a blueprint in the blueprint import window. -Won't work in game (Ctrl+c works, but not Ctrl+v) -Won't work in the import window My input setting are the one by default and although my keyboard layout is not standard US (still Qwerty, just a other language), but even when using the US standard layout and resetting the game, Ctrl+v do not work. https://imgur.com/mjnzDVl
[ { "author": "ShootHostage", "content": "If anyone has a work around for me in the meantime to import blueprint, it would be reeeal helpful.", "date": "2020-12-05T04:03:32+00:00", "quotes": [] }, { "author": "picklock", "content": "For me Ctrl+v works fine in V1.1.5. Have you checked if there is a mod that uses Ctrl+v as key binding? \n \nHave you tried to set anothewr key binding for paste n the tool section of controls?", "date": "2020-12-05T06:42:54+00:00", "quotes": [] }, { "author": "Squelch", "content": "Which operating system are you using?", "date": "2020-12-05T11:06:32+00:00", "quotes": [] }, { "author": "ShootHostage", "content": "I'm using Window 10, I did try to change de paste keybind, the problem is that is the blueprint import windows, it does not use the factorio keybind, it's just a standard copy/paste text windows, and therefor uses normal window shortcut. So yea, I'm pretty confused by this behavior. Oh and my factorio is mod free.", "date": "2020-12-05T14:35:51+00:00", "quotes": [] }, { "author": "robot256", "content": "Right, the game control setting are for the blueprint selection cut/copy/paste tools, not text boxes. \n \nHave you tried alt-tabbing and pasting into Notepad right after it doesn't paste in Factorio, to make sure the text you want is really on the Windows clipboard? I am frequently frustrated by my control key and find things don't copy what I expect.", "date": "2020-12-05T14:51:30+00:00", "quotes": [] }, { "author": "ShootHostage", "content": "I did, and the clipboard is properly loaded, I also tried to Ctrl+v using a keyboard macro and it still do not work. I find it strange that the only option the paste is using a shortcut, I paste button would be nice.", "date": "2020-12-05T15:01:31+00:00", "quotes": [] }, { "author": "robot256", "content": "That's a good suggestion for the devs. It works fine for me as well so I don't know what's going on for you. When you ctrl-v and it doesn't paste, can you still type characters in the text box?", "date": "2020-12-05T15:07:29+00:00", "quotes": [] }, { "author": "ShootHostage", "content": "Yea the text window still behave normally, I just can't paste into it", "date": "2020-12-05T15:09:44+00:00", "quotes": [] }, { "author": "ShootHostage", "content": "Strangely, Ctrl+c and Ctrl+x still work???", "date": "2020-12-05T15:14:36+00:00", "quotes": [] }, { "author": "Squelch", "content": "Thanks, that helps to isolate the problem you have. \n \nHave you used the forum \"copy Blueprint\" button? I've just discovered that it does not seem to be working, and nothing is loaded into the clipboard when pressed. This is confirmed by attempting to paste into a text editor, and BPs from another source are working correctly in game. Try this source for example https://factorioprints.com/view/-MNPUnnu-U0SB6EC5E_4 \n \nTLDR: This appears to be a forum bug. Can you confirm?", "date": "2020-12-05T15:15:36+00:00", "quotes": [ { "author": "ShootHostage wrote: Sat Dec 05, 2020 2:35 pm", "content": "" } ] }, { "author": "ShootHostage", "content": "Yea I did try that, and it does paste in the notepad! But it still won't paste in game", "date": "2020-12-05T15:21:28+00:00", "quotes": [] }, { "author": "Squelch", "content": "Sorry, which have you tried? \n \nThe forum \"copy Blueprint\" button is not working for me, but using the BP in the link I gave is working. If the FactorioPrints link is still not working for you, then I apologise, and will report the forum bug separately.", "date": "2020-12-05T15:27:17+00:00", "quotes": [] }, { "author": "ShootHostage", "content": "Yea, but I manually copied it! I it does paste in notepad, the problem only occur in game.", "date": "2020-12-05T15:36:21+00:00", "quotes": [] }, { "author": "Squelch", "content": "Ohh my, I managed to find a BP button that is empty! \n \nThis didn't help at all. \n \nHave you restarted Factorio to see if that resolves it? \nAnother suggestion is to make a backup of player-data.json found in the root folder of your factorio installation, and allow the game to create a new one with default values and try again. \n \n Note, please do not upload your player-data to the forum as it contains your account details.", "date": "2020-12-05T15:46:01+00:00", "quotes": [ { "author": "Squelch wrote: Sat Dec 05, 2020 3:27 pm", "content": "" } ] }, { "author": "Zanthra", "content": "The factorio keybind does not control the copy paste mechanics in the text box, only the copy paste of entities in the factorio world (changing that or adding a second shortcut does not change pasing in text boxes for me), but it also seems that Factorio is not using standard windows interface for copy paste in text boxes either, given that Shift + Ins (normally an alternative to Ctrl - V) won't paste text either. \n \nTo rule out the keyboard layout as any potential issues, can you try using the windows on screen keyboard to enter the Ctrl-V to paste? \n \n\nIf it go to that link, the select the quote option on that post, the BP is not empty. \n \nI know that some web browsers disallow websites from interacting with the clipboard for privacy reasons. You may have to check the browser settings, and add forums.factorio.com into an allowed list to access the clipboard. Otherwise I just click the quote button and copy the blueprint text manually.", "date": "2020-12-05T20:46:22+00:00", "quotes": [ { "author": "Squelch wrote: Sat Dec 05, 2020 3:46 pm", "content": "" } ] }, { "author": "Squelch", "content": "If you read the above, that has been ruled out already, and pasting to a text editor has been proven to work.\n \nThe Blueprint in that post did not work at the time, yet others on this forum did. Curiously, it does work now since I've taken a break.", "date": "2020-12-05T21:15:43+00:00", "quotes": [ { "author": "Zanthra wrote: Sat Dec 05, 2020 8:46 pm", "content": "" }, { "author": "Squelch wrote: Sat Dec 05, 2020 3:46 pm", "content": "" }, { "author": "Squelch wrote: Sat Dec 05, 2020 3:46 pm", "content": "" } ] }, { "author": "Zanthra", "content": "I don't believe it has. The OP has a keyboard that is not standard US language keyboard. It is QWERTY, but another language, it's not clear which one. The windows paste keybinding of Ctrl + V works out of game, but this may be due to windows recognizing a different key code as V than standard US layout would assume. Out of game, Shift + Ins is also a paste command, but in game it does not work, so the game is not relying on windows to identify the paste command, instead it has some internal keybinding evaluating Ctrl + V for paste, but it may not be correcting for the alternate layout properly. The on screen keyboard, when set to QWERTY US, should provide the standard US key codes to Factorio, avoiding any input layout issues. \n \nPS: My expectation is it still won't work, but it is worth ruling out the possibility.", "date": "2020-12-05T21:27:47+00:00", "quotes": [ { "author": "Squelch wrote: Sat Dec 05, 2020 9:15 pm", "content": "" }, { "author": "Zanthra wrote: Sat Dec 05, 2020 8:46 pm", "content": "" } ] }, { "author": "", "content": "I fixed it, it was not empty it just had a line break in it that...broke it.", "date": "2020-12-05T21:28:10+00:00", "quotes": [ { "author": "Squelch wrote: Sat Dec 05, 2020 9:15 pm", "content": "" } ] }, { "author": "Squelch", "content": "I was beginning to question my sanity. Thank you \n \nThat does not mean I'm not mad however....", "date": "2020-12-05T21:42:27+00:00", "quotes": [ { "author": "Loewchen wrote: Sat Dec 05, 2020 9:28 pm", "content": "" }, { "author": "Squelch wrote: Sat Dec 05, 2020 9:15 pm", "content": "" } ] } ]
19
2020-12-04T21:57:32-06:00
forum-topic-119406
119406
[kovarex] [2.0.14] Crash, tried to use signal wildcard at "*wildcard_symbol station is full" (PickStopGui::confirm)
Bug Reports
https://forums.factorio.com/viewtopic.php?t=119406
konage
I'm trying to automate trains as much as possible. Lets use in this example that I'm trying to move around Steel. I was trying to add conditions for leaving a station when they attempt to go to stations called: *Wagon*Pickup Specifically, that their conditions for leaving are either when they have full cargo OR when the station pass the signal Steel, which is then used in "*Steel* station is full" This could work in theory, since all of my steel dropoff stations are called *Steel*, i.e. the icon for steel. 11-03-2024, 00-20-17.png (187.48 KiB) Viewed 471 times
[ { "author": "konage", "content": "Tried again and it didn't crash this time, so, not sure how one could replicate it unfortunately.", "date": "2024-11-03T00:22:06+00:00", "quotes": [] }, { "author": "", "content": "Hello, I checked our crash log, and I could see this crash 4 times overall in 2.0.14, but not a signle crash since then. \nI would expect it was fixed in the meantime, but if it appears on our crash logs again we can take a look on that.", "date": "2024-11-20T13:08:48+00:00", "quotes": [] }, { "author": "ConfusedCircuit", "content": "Possibly related to 118475 \n \nWhile attempting to resolve the situation described in 118475 editing the train schedule resulted in a crash. \n \nSee attached screenshot for details. Log attached for reference. \n pic \n \n \n Screenshot 2024-12-21 232905.png (3.07 MiB) Viewed 272 times \n \n \n\nI've attempted to reproduce the crash by retracing my steps and experimenting with different scheduling settings, but failed unfortunately. \n \n Merged...", "date": "2024-12-21T23:03:19+00:00", "quotes": [] } ]
3
2024-11-02T17:26:14-05:00
forum-topic-122810
122810
[2.0.20] "Can filter items." in inserter tooltips is unnecessary
Minor issues
https://forums.factorio.com/viewtopic.php?t=122810
Ch4rl1e
Extremely minor thing. Given all inserters now have identical filtering options, it seems pointless to me to have all inserters display the tooltip line that reads "Can filter items." when it is not a distinctive piece of information (anymore) and no other items with filtering capability hold this text. fast inserter tooltip snip.png (24.67 KiB) Viewed 694 times
[ { "author": "robot256", "content": "With the potential for modded inserters that disable the filtering feature, I'm not sure this is actually redundant information. It would be confusing if filtering inserters were only marked in certain contexts/mod combinations, and more confusing if no distinction was provided when both filtering and non-filtering inserters were available.", "date": "2024-11-25T01:11:21+00:00", "quotes": [] }, { "author": "Jap2.0", "content": "There are a lot of cases of \"a mod could create an exception to this,\" though. I think if the mod creates the exception the onus is generally on the mod to make that clear.", "date": "2024-11-25T01:15:58+00:00", "quotes": [ { "author": "robot256 wrote: Mon Nov 25, 2024 1:11 am", "content": "" } ] }, { "author": "danbopes", "content": "Can a mod even alter that spot in the tooltip? Afaik the tooltips were pretty hard-coded and unalterable.", "date": "2024-11-25T01:29:59+00:00", "quotes": [ { "author": "Jap2.0 wrote: Mon Nov 25, 2024 1:15 am", "content": "" }, { "author": "robot256 wrote: Mon Nov 25, 2024 1:11 am", "content": "" } ] }, { "author": "Muche", "content": "Yes, removing filtering capability from inserter's prototype removes it also from its tooltip:\n \n \n \n InserterNoFiltering.jpg (33.19 KiB) Viewed 630 times \n \n \n \nRef 125074 Outdated description of inserter tech .", "date": "2024-11-25T01:51:37+00:00", "quotes": [] }, { "author": "BlooSkies", "content": "So the tooltip logic here should be inverted. Filtering is the default that all [vanilla] inserters now follow, so they should get a clean tooltip. Inserters that do not filter should get a line explicitly stating that fact.", "date": "2024-11-25T02:28:14+00:00", "quotes": [] }, { "author": "Jap2.0", "content": "(that said, this is more of a suggestion than a bug)", "date": "2024-11-25T04:20:07+00:00", "quotes": [] }, { "author": "Ch4rl1e", "content": "I was going to bring modding up in my post but decided not to for some reason. I agree, exceptions should be on the mod to declare rather than the base game, I think. \n \nTooltip modifiability within the modding API is definitely for a suggestions thread well beyond my knowledge, wasn't I exactly sure where to put this post but it is currently in the game and feels wrong so \"bug\" felt like a better description", "date": "2024-11-25T16:06:48+00:00", "quotes": [] } ]
7
2024-11-24T18:33:09-06:00
forum-topic-58585
58585
Angel's Industries
Angels Mods
https://forums.factorio.com/viewtopic.php?t=58585
Arch666Angel
Angels Mods I. Angels Infinite Ores II. Angels Refining III. Angels PetroChem IV. Angel's Smelting V. Angel's Bio Processing VI. Angel's Industries VIII. Angel's Addons X. Development and Discussion XI. Bugs & FAQ XII. Donations and Chocolate Fund Angels Industries Desciption soon
[ { "author": "Arch666Angel", "content": "", "date": "2018-03-11T10:48:04+00:00", "quotes": [] } ]
1
2018-03-10T14:26:40-06:00