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25
forum-topic-125799
125799
Version 2.0.30
Releases
https://forums.factorio.com/viewtopic.php?t=125799
Changes Changed map generated lightning attractors to always produce full-health items when mined. ( 125629 ) Reordered results of scrap recycling to make the recycler stack them on belts more efficiently. ( https://mods.factorio.com/mod/better-scrap-stacking ) ( 125706 ) Bugfixes Fixed that item request proxies would show bad "missing materials for construction" counts. ( 124613 ) Fixed a crash when creating a ghost assembling machine with a pre-set recipe through script. ( 125634 ) Fixed a multiplayer latency related crash when deleting surfaces. ( 125574 ) Fixed crash due to division by zero when line_length of sheet definition of SpriteVariations was 0. ( 125493 ) Fixed quality filter comparators did not dim at night. ( 125109 ) Fixed ammo turrets with target leading would undershoot ammo with range modifier. ( 124963 ) Fixed opening a train stop on another surface from a tag would show the wrong trains. ( 125253 ) Fixed only pings from last message in a given tick were being recognized. ( 125672 ) Fixed circuit condition signal selection title was "Set the filter" instead of "Select a signal". ( 124589 ) Fixed asteroid collector could fail to grab some chunks if there were no other chunks nearby. ( 124971 ) Fixed a crash when interacting with ghost assembling machines after migrating recipes. ( 125669 ) Fixed crash when using the same sprite as both decal and decorative. ( 125106 ) Fixed that cycling quality did not work while the mouse was over scrollable widgets. ( 125424 ) Fixed that logistic groups could get broken when mining and un-doing ghost logistic containers. ( 124026 ) Fixed long custom ending text would not fit in the victory screen. ( 123818 ) Fixed that hidden surfaces would show in the evolution command. ( 124561 ) Fixed a crash when hovering some widgets at very small resolutions. ( 125734 ) Fixed that orbital request weight tooltips wouldn't show any decimal values. ( 119405 ) Fixed a crash when quitting abnormally in multiplayer while the menu was visible. ( 124954 ) Fixed that labs would consume power for one tick when not working. ( 125737 ) Fixed that the mods GUI did not fit on small screens such as the Steam Deck. ( 118372 ) Fixed crash when frame count of animation layer definition using stripes didn't match frame count of previous layer. ( 125728 ) Fixed hovering cursor over undo button could change rail planner start location. ( 125739 ) Fixed missing Ў character in the game font. ( 119359 ) Fixed yet another issue with flow statistics. ( 125742 ) Fixed script rendering objects targeting an entity didn't draw at render position of the entity. ( 125393 ) Fixed issue of incorrect undo of deconstruction of multiple tile ghost with common dependent entity ghost ( 123389 ) Fixed macOS Game Mode not activating for the non-Steam version of the game. Fixed that items would end up in crafing machine trash slots when it wasn't desired. ( 125212 ) Scripting Added LuaEntity::inserter_spoil_priority read/write. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
[ { "author": "burninghey", "content": "Thanks for the great work! \n \nCatched a bug This link is not correct", "date": "2025-01-10T14:17:26+00:00", "quotes": [ { "author": "FactorioBot wrote: Fri Jan 10, 2025 12:35 pm", "content": "" } ] }, { "author": "barret7sc", "content": "This does not appear to be fixed yet. I still don't see the standalone version going into game mode on Sequoia 15.2.", "date": "2025-01-16T15:16:35+00:00", "quotes": [ { "author": "FactorioBot wrote: Fri Jan 10, 2025 12:35 pm", "content": "" } ] } ]
2
2025-01-10T06:35:26-06:00
forum-topic-127461
127461
Support for a few more qualities as UI buttons
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127461
snouz
03-13-2025, 12-30-27.png (18.08 KiB) Viewed 70 times Hi, I'd love to be able to add qualities (see: Mythic quality mod for example) without losing this big QoL feature that is the quality buttons in the UI. The current behavior is that when there's more than vanilla qualities, it reverts to a dropdown menu. There's space for at least 6 more qualities IMO! This is preventing me to add any quality mod at all as the buttons are too much of a QoL for me.
[]
0
2025-03-13T06:41:58-05:00
forum-topic-88400
88400
Looking for cute mod(s) <3
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=88400
aeli
Hey, I'm fairly new to factorio and to make this short: i like the gameplay of this game a lot (and don't want to stop playing it!) but unfortunatly the design/looks aren't for me at all so i was wondering if there are any mods that change the looks of the whole game? Like more "cute" "girly" or in general more nature(which i know you do destroy here but still.. for the looks of it..)? I've been loving, playing and modding games like stardew valley so that's a little the direction of "looks" i was going for Thank youuu <3
[ { "author": "mmmPI", "content": "Although they do not change the look of the game as replacing existing things, those mods allows for creating more diverse aesthetic environment. \n \n https://mods.factorio.com/mods/Earendel/alien-biomes \n https://mods.factorio.com/mod/Dectorio \n \nThe first one, Alien Biome if activated during map generation , introduces new graphics for terrain, trees and rocks, with set of settings to allow for creating pink, purple, green or blue planets, changing settings allows for creating hotter or colder looking planet too. \n \nThe second one, Dectorio, adds a lot of different terrain, trees, plants and several different light colors, allowing you to modify existing terrain, which if you also use Alien biome, means that you could use the new terrains as placeable tiles including different water-tile, like concrete. And also all the different trees. The mod adds a tab in the crafting menu and regroup all its item there, making it quite convenient to use even when used with Alien-biomes that adds so many new terrain that are made placeable item. \n \n This way you don't have to \"destroy\" the nature but instead you can create little pond, beaches, forest, snow /ice areas, rivers , island , luxurious palm trees avenue, and little dirt road. i'm not sure about the \"girly\" part, but that's more on the \"cute\" side imo .", "date": "2020-08-22T21:49:04+00:00", "quotes": [] }, { "author": "Impatient", "content": "I don't know of any reskins for factorio, but ... \n \nthere is a mod that replaces the main character with a female one, in case you are interested: \n https://mods.factorio.com/mod/GirlCharacter \n \nAnd what I have seen quite frequently i in multiplayer games is, that players decorated the base with pixel art blueprints or combinator setups, which play a melody or play an animation on a lamp setup. like this: \n https://www.factorio.school/view/-Ltvqqcg_y9eeu7t37yX \n \n viewtopic.php?t=47477 \n \nI quite liked them. But they are hard to come by. Those artistic players seem to not publish the blueprints. They just bless a mp games with their artwork occasionally and I almost always forgot to snatch a blueprint. \n \nI did a quick search on Google, but there is not a lot of published stuff: \n \n https://www.reddit.com/r/factorio/comme ... christmas/ \n \n https://www.reddit.com/r/factorio/comme ... rint_book/ \n \n https://www.reddit.com/r/factorio/comme ... converter/ \n \n https://www.google.com/search?q=factori ... +pixel+art \n \nI have seen quite a lot of cute pixel art, lamp art and melody setups though.", "date": "2020-08-23T01:35:02+00:00", "quotes": [] }, { "author": "Dexiro", "content": "I wouldn't mind seeing something like this as well! The aeshetic of Factorio has actually grown on me a lot over time, but I've struggled to get my bf to try the game because he doesn't like the art style. We ended up playing Satisfactory together instead but it's a bit slow and awkward in comparison.", "date": "2020-08-26T15:24:06+00:00", "quotes": [] }, { "author": "Qon", "content": "https://mods.factorio.com/mod/Bioluminescence \nA mod that gives you glowing trees in various colors of the rainbow. Makes it less brown.", "date": "2020-08-26T16:05:39+00:00", "quotes": [] } ]
4
2020-08-22T09:41:51-05:00
forum-topic-127073
127073
[2.0.34+] Export all in-game alerts as virtual signals
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127073
Hares
TL;DR All in-game alerts should be exposed as virtual signals. What? Minimalistic approach: Export only signals currenrtly-existing as alerts Full approach: Export those signals with different color styles (i.e., red/yellow/blue) Current list of alerts: Entity destroyed (red cross) Entity under attack (red exclamation mark) Not enough construction robots (yellow robot) No materials for construction (yellow gear) Not enough repair packs (yellow wrench) Platform tile building blocked, Turret fire (yellow exclamation mark) Turret out of ammo (red bullets) No storage, No platform storage (yellow chest) Train out of fuel (red canister) Train no path (orange question mark with arrows) Collector path blocked (red claw) Unclaimed cargo (yellow cargo pod) No roboport storage (yellow roboport) Pipeline overextended (red droplet) Also these are not alerts but also present in game (I could have missed some): Entity frozen (blue snowflake) Train destination full (blue Zzzzz) Miner out of resources (red drill) Entity unpowered (yellow plug) Entity out-of-power (red lightning) Entity out-of-fuel (red canister) Why? 126636: Version 2.0.34 added multiple new virtual signals: 02-23-2025, 16-24-43.png (77.92 KiB) Viewed 125 times However, from all alerts the game gives you, only is exported as virtual signal. It would be nice to have other signals (like drill-out-of-resources, train-sleep, train-no-path, no-repair-packs, no-construction materials etc) to be also present - not even generic . This would allow using those signals in circuit conditions and custom alerts. See also: Mod Portal: Speaker Signals 2 Edit: Edit 2025-02-26: Added non-alert alert signs descriptions
[]
0
2025-02-23T07:49:09-06:00
forum-topic-116220
116220
2.0 Intersection Compendium - Page 2
Railway Setups
https://forums.factorio.com/viewtopic.php?t=116220&start=20
renerick
I guess you could call it moth interchange. I personally call it The Bean Interchange or The Peanut Interchange. No idea if there's real world prototype and name for it, created in an evening. A nightmare for manual steering. When arriving from west/east to go right, you go straight to go straight, you turn right once to go left, you turn right twice When arriving from north/south to go right, you turn right on the second turn to go straight, you go straight to go left, you turn right on the first turn to turn 180, you turn right on the first turn and right again But it looks fun and over-engineered, and the footprint is actually reasonable. It can also handle 180 turns, but only when going from north/south. Haven't extensively tested it yet unfortunately, but i have high hopes. 10-23-2024, 18-43-47.png (1.3 MiB) Viewed 5412 times UPD: Here's the results 10-24-2024, 01-51-41.png (53.78 KiB) Viewed 5092 times 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 Copy blueprint
[ { "author": "TiMatic", "content": "LHD variant of a flat intersection fitting into a 32x32 chunk \n \n \n \n intersectflatlhd.jpg (356.13 KiB) Viewed 5355 times \n \n \n 0eNqtmtlO40AQRf/FzwZ1dfXKr4zQKIAFlsCgJKBBiH8fs8SBpJzULXhjy6F8u/b2S3Nx+9g9LPth3Zy9NP3l/bBqzv68NKv+eljcvv1sWNx1zVmzXPS3zWvb9MNV9685o9fztumGdb/uu49PvH/z/Hd4vLvoluMftJtPrtbjZ69v1ifviLZ5uF+Nn7of3uAj6YRCbpvn8Qum19d2D+QBEB0CMW6RrxIoTKDLx+VTd/WOOVkcfDQ3SnfVL7vLj18XARt/jiUncBMuoPzcGTCQAAPLz7mSnrX96rsnnx4tQcNp/HzudBq/g7MAJvedfHmz6IdDfJ7nk8QnUZALkV0/yVEhNHncxXzSgBlUJE6KhF1FvMQPgCJRVkRyEYqg3X7e7iTxE2A3IydpiMXdkxQFKXqDuQJC64OxThL7U40U3qnRaULzLrpKZAK9g+b5FKV/4PVqx4170HdwkLgMeEeRuSTFoQ9ALYmAwRHgpo17HM8bHql9iMAZ4HrZXilfeKQUOtlekasOP86TD9OeD0tSsAMyxoxLyGCgg4yfqYjq8bNjoKGMGeACQRcLwA0/50o+wUC/GQNgb8KyZpyyJpU9j5PaI0Zq36ZGuePJggsQ1AXgVmu7SHVPEOkfBKcXhLeCSCRkanOyBJKvBa/OP+mAN7CEBsKOZ9xYzD8BqHVM+vgIQNyxmzFYdIP0C2DRYqDaeSAThwJmimlOo6TzDTDy4tTeU9aMJdHh/Rvl4+ESkTCsE1ciIcVu4xNF8eTowJfnj07chSDBd1gBoLXkIisgnhFY5jjO+5bIz3hftetbYpqIRZ2L+UC8SZU5qtvML6Ecd9FSJCdnjuSgamMTGUI5Hs9xyRtCOUqOnNCQc98kloiWIJNJ0RwMQTXkp2SIBtW5Z9BynndcacRPxTDFsMKvqmGKUXCzM0wbGi79nCulyewNU4yGy+pUtp1fWOMRORhKclBYjO4ytyl4b9EmniBa8NK8LlKKz9lQqMPxViUXw4DAikKaq2FAUIRKcYZ2W8Mlw3zAihxa/C+AJYULG4qyYh1Wgjq4t0XUabq2EvHdBPnj/XBJ+EaXNFu2kvGlByk2maXgm2JSbF5LxTe6Gm51+OZVxSV8N7Orr9gRVY+vakixMq9s6LQ0dwc1gPVpqh9FcylbDVcIpFhd1aS+XqJZg6VhqRruEEixbqz6+a5sDK6abUet+LW0OJKTc9br4qwa5sgRfl+cFdfQzlvvi7NqzCHH+IXxjMYBv8lVSWB4TSXJFiZrwxo1t7fksjpyeZYs3tuSM7yykjTiVsNbU6K45AyvTckkMrw0onhW8vizkmwhWywUSQFXbcamaHhBQyYlC2lH//O26dfd3cjYvu/XNk/dcvUxpyZfQ60xuPG4eUwo/wGnOdcP Copy blueprint", "date": "2024-10-23T16:38:00+00:00", "quotes": [] }, { "author": "TiMatic", "content": "Here some flat T-junctions for the new rail geometry fitting into a 32x32 chunk: \n \n RHD variant \n \n \n \n Tj-rhd.jpg (303.99 KiB) Viewed 5338 times \n \n \n 0eNqdmd1u4kAMhd9lrgPKzHg8GV5lVVX8RG0kCFUI1VYo794UCN0FE3y4A5R8nNhjHxsOZrHelx9NVbdmdjDVclvvzOzPweyqt3q+/vmsnm9KMzPNvFqbLjNVvSr/mpntXjJT1m3VVuXpjuObr9d6v1mUTX9B9u+dkzMvMx/bXX/Ptv5B95yJLfw0ZOarfxncNPTfsKqacnm6hLrsBuy0YC4wsL+Ad22PfntvJ8eHFtDJnsH2MZYu2OW++SxXR+hkLmJzGcsCNujVFkmvlgFs1GMjgA16bAFgvR6bACxwEmyu50YgZ9YCXCBp1gFcIGsWqLQIpM0SwEXyBtQaI3kDio2RvAHVxkjegHJjJG9J3yLZyVzrJKsACo6BA+H05kaDB1G69qAgkZ0YisVYo6T02C2c/1/x8n1e1WPeGe/r9hKf9LqHo3ytW05hwF2ZNFME47Z8zRUDHXFfVuktcGNWcRPuzBquz3FrVnEBryvOvYL4cd68wz1fpdfjnq/iEu75Km7APV/FZdzzVdyIe76KC9RbzOVzJvUzn/BZQqOXcnyWUHEtPkuouA6fJVRcj88S11zRiIjwWUIlOKhnCb548s0+ayVTJn5imPCPeyVFbJj43fDJT1WxRsxuKD5SCE+Y8DgScXEnz0F+uM+X4hLs03xd4AOy8Tk58CLX4z/aaCU/M3l6DVhdmDySRmslNGKGxYBWnD/EDEnmiqEogEZy7n0+dRIpaYMaLxuIv9lApJhyrtc4DEQ+PX52RmuO7uuOEh/Y+GIYiy17gGSBCJDaoezl2eNNzqR1l9U1FvP76CSRgf1umLu9opNxfIorkQqA5EdJ6SnS1bO+ZKZqy00P+f1LIDOfZbM7/VrBLlFKgXJrrY9d9w292cva Copy blueprint \n \n LHD variant \n \n \n \n Tj-lhd.jpg (233.48 KiB) Viewed 5338 times \n \n \n 0eNqdmNtu4jAQht/F16Hy2TGvUq1WHKI2EqRVCNVWKO++AZKtFgb4fy45+NPY4/F89kEtN/vqs62bTs0Pql59NDs1fz2oXf3WLDbH75rFtlJz1S7qjeoLVTfr6o+am/5Xoaqmq7u6Oo84ffj+3ey3y6od/lBMI3fdMPbtvZudEIX6/NgNoz6aI3wgzUwe/vs9jHADfl231er8q++LK6r9R13t269qfWLOFiJVi9QoUB0ea5nhWD1BTTA1ENQAUyNBdTA1EVR8D5Q4NeHZygQVz5bRBBZPlyGqK+H5MpbA4gkzRH1FPGOGKLBIpIyosEikjCixSKSMqLFIpKzED9poRayxEvenzE7A1fuibmZjs5GOhfgyLnF4CRd8J/UHLca9vHc8hscNwpr/w74TsJsC9lcBSwtiLUqOJUl2+FJM5QFxPRxxuJ08I5EDvMp+IqdLsmgNkdt1KXL4xOFj4vAlr1IZwGbepTLgUpqXKSBaZ3ibQrCW1ykE63ifQrCeFyoEyzjleNiXwE6IvKgh0Sbe1BBsyZsags28qQFYr3lTQ7CGNzUEy3ilFjeY1Im84wUQidbzAohgAy+ACDbyAohgEy+AGbAHX9I93urLLhkkcKbNz5rHh1hg2pke4wWwzAXOilhpdQNuk+nm6kpeHXiZvFxdcTsET5rZJMHWXSml+FpCFF0qz2QLpI8VSnc7bC3xmR7nxbDF1S6JGjmfFTb0Eiij+yzlaeZXd4AkvUMR97exudvweOLRENhwZ+IRLrBkb05cuvtEosCSwSfun7z52HgZdZbw8I0thZtgIx3nMeL9Z5RHp8WMpWdAjxeWeCAZvQ7C5mewx7f4uqu2w6if5/xCfVXt7twvo80+5+C1Mcalvv8LIna/bQ== Copy blueprint", "date": "2024-10-23T16:56:25+00:00", "quotes": [] }, { "author": "TiMatic", "content": "Here some flat Y-junctions for the new rail geometry: \n(While testing with the rail tester, I added curves to the top ends) \n \n RHD variant \n \n \n \n Yj-rhd.jpg (147.92 KiB) Viewed 5310 times \n \n \n 0eNqdmOtu4kAMhd9lfodqLp6ZDK9SVSsuURsJ0iqEaivEu2+gSViKKT7zk8t8OvHYPnYOarnZVx9t3XRqflD16r3ZqfnzQe3q12axOX3XLLaVmqt2UW/UsVB1s67+qrk5vhSqarq6q6vvE+cPX3+a/XZZtf0fivHkruvPvr51szOiUB/vu/7Ue3OC96SZ9VSor/6EDT1/XbfV6vvn/uMN1sqxNvBYy2AdoNYO2PKxWgLUljyWU+sBtQPW6cdqw4Rd7dvPan2GzpYcltKANddYQww3AnK1XG5Z/J+bsyFjObH6yY9yn/w1mNOb5HFwho8DhzVaHgd3Jw5cNhig1KwFuECt+aHWnH18bwYoNioBLrH3tmC5Q8txTpC/Bqg3MjyY5QYgIRLAjfJAuABwS0Cv5S+OTbQEJDDJuVbjHuRI4EFAwVEAuFbc0dzU0ehnR2PJ7pq8elvUzS98F+7z2UgDRufuRJrletzuRVzA6vxY0VHQKmzEBwknGXuA0pt6m4QLlN7UKiTzlJYH2CY+wFx8ncEnKpFemzGjCAZA5wBPGuObBInmgIojx4NZbo7XSbiA15EFAhwzPFSiF/G6CHCRgiv5OHAJTBrwfJLrJZMxtEr0WnwIJMFSQKDTEY1Od9oSfhQeK5zEJm0n9M3aYTiyB/YvM5IFoQbMbiyRnsuRIjhGxPsRiBxfvNI5j15bwmdXEixJXovT4RIMeyOZKz1vgHwY0Y67N2+BDLiQHj+8E9+X/eXhNYdGlrnB30hg9N4DfTJOXI4UMhSWLCniXk6JJZUZTyd54ZRwN+QVBo0/q2ebUTC4pjskm6GJLbTgMjTxpIz5znuW5DM08aSQoSmypJihiSeVGZr4zMzI8RPppVB1V237Y5dX6YX6rNrd+YQPNlFKnrQxpxXn+A8gRY6Z Copy blueprint \n \n LHD variant \n \n \n \n Yj-lhd.jpg (159.29 KiB) Viewed 5310 times \n \n \n 0eNqVmNlu4kAURP+ln03U+8KvRNGIxUosgRMZE02E+PdxsCEKFMOtR5Y+qr5bXfuglpt9/dE1ba/mB9Ws3tudmj8f1K55bReb7+/axbZWc9Utmo06Vqpp1/VfNTfHl0rVbd/0TT2eOH34+tPut8u6G/5QnU/u+uHs61s/OyEq9fG+G069t9/wgTSz1lbqS82jHfDrpqtX46/xWN1QrZhqiodUC6iO0KpHqn+s1RNaI6QirYHQOlHjY61RTjVZTE0X6mrffdbrE3O2hNQ0UtNvqvEAm8VYUwrEImoh0oVDgNJlNIHVcizTXlMj5McJM5aogyjHOpixBcROw6AICsHIW8zqArkQS/SYTnJslEdBezk2EWo1zBmssEwUrpVjC+0LSQt8QROF6+XYnzY75WpyRVgHT2HCPoWr0kVxsESnaRwHiHW0QYqwnnbIJHHzQBjE2L/JCeaCjb/TtnpbNO1/kmfcOXn2JnmQn6RlYeyZ7K7JEJyJMrbyOBcuHtpRqp0Wd4m9H2iNyITNTSMzSfY9S2wQCdYdjIOjNz6RWk8vZ0mwnrpAmPIUW0lzOGaXNJALsYTNGS2PQqZXCJHaQq8QEqwnbE5HGARUYZ5psyBXa4mFx8qxjt7URUHw9O6bBM9APoi94jJ14/VwhOAoN89z5SZBGIiHtnPlpiMCZd4Vbi4OFRZ64U2CR6qgiWXEjdiCLh4M6bb5fP18ff2C8JbfSW/AJiCyI1J/icDjwHrCaEZDyAJbDIR/TUNrwCIQb1g5QFDiL+ohKNPz+I6iwsdIMCqj5iMGZ0TkjecOyPKKYPNGxyvCIE8rKgaCAq3oDoiv8+IgKPGKMCjzimCdx8IrGkAvlWr6ejuc+nkLXqnPutudDoRoiy8leG2McUPd/QNnIIHc Copy blueprint", "date": "2024-10-23T17:27:06+00:00", "quotes": [] }, { "author": "sparr", "content": "If 4 trains enter at the same time, each turning left, and they are immediately followed by 4 more trains, each turning left, the cloverleaf will fill up and jam with no train being able to proceed. The first four trains will be on the curved rails waiting to enter the straight rails on their way out of the intersection, while the second four trains will be on the straight rails waiting to enter the curved rails on their way into the intersection.", "date": "2024-10-23T18:24:27+00:00", "quotes": [ { "author": "mmmPI wrote: Wed Oct 23, 2024 1:08 pm", "content": "" } ] }, { "author": "sparr", "content": "With the variety of intersections possible in 2.0, I think this thread is going to become unwieldy, especially with discussions and replies and new versions of intersections happening all in the same thread. I think it would be far more effective if people made new posts in this subforum for each new intersection, with discussion in that thread, then this thread was just for discussing the compendium itself, with the top post(s) edited with summary results and links to the other threads.", "date": "2024-10-23T18:26:34+00:00", "quotes": [] }, { "author": "Arcus", "content": "EDIT: Old blueprint had a bunch of weird asymmetry, made a much cleaner looking version. Also in RHD. \n \n \n \n BP Screenshot 2024-10-24 200115.png (255.94 KiB) Viewed 4662 times \n \n \n156x88, 2-Spaced. Not Manually Drive Safe (turning is fine, but going straight is a bit weird) \n \nLHD: 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 Copy blueprint \n \nRHD: 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Copy blueprint \n \nLegacy BP (LHD, 158x110): 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Copy blueprint", "date": "2024-10-23T18:59:33+00:00", "quotes": [] }, { "author": "sparr", "content": "88x88, score 65.81, 10-rail spacing as shown, but can also be 6-rail spacing without making it bigger or slower. \n \n \n \n 10-23-2024, 16-12-38.png (355.56 KiB) Viewed 5155 times \n \n \n 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Copy blueprint", "date": "2024-10-23T20:14:42+00:00", "quotes": [] }, { "author": "Krispite", "content": "Krispite 4-Way.png (958.36 KiB) Viewed 5066 times \n \n \n 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tXlDZcMneKII4mKYHo4Y+2fboEMSAM082jshp64mj2na2fVi9+z/A/HW1uXncfd7/yvvbb7v7h5u7w6XN7fX73e3+Z/HNf69/vNn/bPfw9Whvb/zb6c2//P7PfN//7Pj2Nfu2j71TnJxzh4T+/zb9G3g= Copy blueprint \n \nSignals are a mess, but they're as good as I'm going to make them.", "date": "2024-10-23T22:01:07+00:00", "quotes": [] }, { "author": "renerick", "content": "The final results of the first version were decent, but generally underwhelming. \n \nThis is the v2 version of The Bean interchange. It looks a bit less like a bean, has grown to take a bit more space, and lost the ability to handle 180. But at this low-low cost, it got quite substantial performance improvement over initial prototype on sets 2 and 3. This version is signified by a separate turning lane for crossing traffic from north/south direction, which also relaxes congestion for crossing and straight trains from west/east. It's also still a steering nightmare. \n \n \n \n 10-24-2024, 02-33-46.png (1.5 MiB) Viewed 5066 times \n \n \n \n \n 10-24-2024, 02-33-55.png (53.29 KiB) Viewed 5066 times \n \n \n 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 Copy blueprint", "date": "2024-10-23T22:38:18+00:00", "quotes": [ { "author": "renerick wrote: Wed Oct 23, 2024 2:51 pm", "content": "" } ] }, { "author": "Olfah", "content": "is it normal for my game to lock up when testing this? it doesn't explicitly crash, but it also doesn't look like anything is happening. \n \nEDIT: i managed to get it to work. man it sucks. its only getting like 62 TPM. thats ass for a 4 lane train setup \n \nheres the blueprint if anyone wants to test it. its a simple design, so the idea is its supposed to easy to expand by adding more elevated roundabouts. you can probably go up to 8 lanes before it needs to be modified. \n \n \n \n 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 Copy blueprint", "date": "2024-10-24T00:32:06+00:00", "quotes": [] }, { "author": "meinkraft8", "content": "Turbine interchange\n \n \n \n 10-24-2024, 10-46-18.png (610.96 KiB) Viewed 4880 times \n \n \n 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 Copy blueprint", "date": "2024-10-24T02:47:24+00:00", "quotes": [] }, { "author": "DataBoi", "content": "Inspired by the cube, I made the half cube, as I like doing brick style city block designs. It has a throughput of 61.6 and looks pretty, as well as being a compact 84 by 50 \n \n 0eNqtm09z2kgQxb8KpctewKX5r+GY3UNy2PMeNqmUAK2jKiwoIchSLn/3lZBkx9CE98ieKGPpp57pbs3rnuE5Waz3xbYuqyaZPyerYresy21Tbqpknnw4Tv7Im/zDpvxcfa4+VbttWReryaL7+lB8/3P512+7ye/7RTGxk+/5cdLeXT5WD8k02VX5dtZsZo91ueq4/ybzzE6TY/fxMk3yxW6z3jfFrLtuW1aPybyp98U02W52ZffwWV2s86Y8FGcQlZ4gvmWUy021S+Z/PyfdQ/N1d0WVPxWt3XVerpPukmpVdDe9TK9cNKvzp+0PV+qXL9OkqJrWhqJnn/44fq32T4uiblHTd7cP0De7RzP9gzsZatyDa/Grdt6W/f/bWehu/brOjx0wKdbFIW+KVdIZefY0/f5py295WV19plb/yzMNNkKXXn+aQLUY1WuK6kBqoKgeo2aGoobpZeBdMntguI3LXnGjM2e7piU/fmtmp/C/jMkAw+MlfLmvD+3HyfZcgMuWewHepTBreoRNV4qma4XTNU83ON3wdIfTz3Nwv91u6kZgWpzpeIvxMFSepxOREmi6ISKFT1BDREpE3iZWi0ClpaXmLStvmOnwSdAKhuJj1xqG4smhDQzF41dbGIqHrXYo1BOO8jCUcFSAoYSj3vLqxpLkPRH9ETYVd7+BU8rj7jdwSgXc/QZOqYC738ApFXD3GzilAuEoOKUC4Sg4pTLCUXBKZYSjMqrMeJW92bnsdUyZcUNjLq4rqXhbY9oUrAzSq4MxElaJL5/F9XdvBF4+VqPCrA9pa4AJuENK9u9LqwE6vrBlIlSchju05EC3gMlwOjovQkWT4XTsw8EC2WgzlGlwJry8OZjp4NUt4Ex4cYs4E17bFO4kB69tCveSg7NKEW6C1zZF+MmjImzoC1igL+DwZCK8D2eTJrwPp5PGve/hfNK49z2cUBr3voczSuOO8vyCZfpesPW3Y8vDqWXwMPBwahkiDDxR2UNAvs3hiDng2xyOmIzI0/HkCHjLw4qRJkmCwPcfHZ56ge8/OjwHgwGFqE9xpqUt9nj4BV4zejz8At9/9ET4BbrLPrQ0LNLSCHxmeiIQoQZkIOzNwJJtrNjsRcUmY9kdO5SrMe5ruYxyDVpijtoCKIczcPvNsMby6WeGlSsDrAY34rr9t2Eqzq32REcig/Wnk8cgzhDVW/E/C25mKHxzZXzpIg2LmFKD0lfd01Vc8KCiInd7f3ESI5vhTl08T9xcvUPp9vrDpbeTJuKtmVSEig6Hle7QRHJAEyl6UG2YfllyQNsr3rGnR1gMF5M2E6Hi3N6hcXG6SvGycqBaZAufV7mGwcMVpvUiVZ4KVN4ONYRzCJTXt46xGa8xh3T2yPzywtYyeHgltVakylNxR6nJ4OGmziBhHCBhlILTz8pU0dY7DrlYxug7qkzGeljimj4RvXoROZaRIWaUBf5ymRbpDrYyjlYCY/e0MrM/n4SAqRTrrw4/EKJISedabg2AmZ9I+dSOg9IXPnXi8a0UXAKGdcWfaY4gQkFh2unfK9ZGxgVak3VRp4jF4NEG7eMPGsx7mWN5zu1Y0I5ukFgG738BLwLRVMx+9Ms7QzMqDvCdwsHuKNsdSU6QX0X4eZeRY2SOYjlydOOnWkZOkDkGaskPDDk28HMroy2yr/CjKgMnu+IrtrfSnXaWSYG1qPX6l2lSNsVTe8/brw+myTpfFOv2u4/5+p/Tzwra7w5FvesPl3gdbYzOpq38Ma2n/gPS6wYh Copy blueprint \n \n \n \n 10-23-2024, 23-08-32.png (681.99 KiB) Viewed 4880 times", "date": "2024-10-24T03:19:10+00:00", "quotes": [ { "author": "DaveMcW wrote: Tue Oct 22, 2024 1:06 am", "content": "" } ] }, { "author": "Arcus", "content": "Just testing a simple overpass T-junction to see how it performs:\n \n \n \n Screenshot 2024-10-24 112940.png (491.21 KiB) Viewed 4919 times \n \n 0eNqlmdtum0AQhl+l4hoi9sz6AXrR695FVoVtaiNhsDB260Z+966dBDv4J+xOrqIQ+DKzO/8cdl+iRXUodm1Zd9HsJSqXTb2PZs8v0b5c13l1eVbn2yKaRW1eVtE5jsp6VfyNZuwc37/UnXaXl45l2x3ck/j9q/0m3xVJd/ch//jhHT1p8+3u7k0R8i82TVv+a+ouvzdSnudxVNRd2ZXFq1vXX06/6sN2UbTOixulcyasN11y9TOOds3efdXUl//sSIkUKo5O7gvGzhe7BiDuD+L2M5AgWCQQSPagRblOiqpYdm25THZNVUAYf4NxBFME96BVmuCeQiBDsAiCMoJFBoFsD1oe2mOxumKS/FOLtIvVVdm6vbn+OQNYlhI8hQYySrRbSKKEOyYR4p1D4TAZbtMI6Rbtm7z6nazKfN24JDSOM5/iCDHPoXjYLeivsfWWGxEnfepJTzDsWUZYLmyVJfgHbeKpr39c9/5J598HETmZAzQh9jlUEecBOn8naUiixD5UEZfhJIHrmAr3TqTTWYwTRCBguPGBCK5NwydBK7iHdZm/17110oNLkIaA0hAptHABPRc9adJCQdCFgLoQ3Ds58aeeNBSvQWSCTgTUiZD+qyhET5peReXrO7O97/YhcQmE1v4mM4tNZhKBTfiqStyy3tTj2sxj3jkjvWvKCDKkmeI96aPXHHXFAd0UsxiMVlMG6IiZAG5Ap8VUADdAU0wEcKX/xl06NrhxEKwI4YoHI/2VcMXIEC2lb6RBXdKImwVkfdNb6CED691pifeEJflDwmJoVEwJGwVrnmLeFeVm5EM7iPK14rThWEpop/hKQGHXJWHjlYeM1KBSLTd5WfttvxquLOqzFaHPk7CfUBRNDeZpFPrqS9UKm0qpVsZjtzSlWpnpLK0p1cqHS6lWPlxKtfLhUqqV8civmlKtYMuqdXjLKu20DLQJb1llNkwBqGPVWXjHOrQYLyphmlKwvTRpWBa8TSwqHS6BRXzCVKVgZ2F4+NynxPT2GxE+8SrpwSWcRCh8wEuQkILp2eiwEwMFT2sMYV5SUNImCz9jUZnH2hP0oaE+MkIPp2H8Ziz8SE+Lh0YTkQnncHrQc7MUgQnHDRpfLcjw81ot8XltRriCGbGK0KJpKKyMcAkzQsqIR+7aTOsio+gCKtcS7mJGSIQKYaBWLeEuZoRECHwDVW8JdzEjJBV+q2b4dExYgggMlJMliGCElNGmUuPq1TyO/jiPL5fczzJWsZtw1Tx+vvyIHVfN3QtlV2wv7P7CP46qfFFU7tn36tQci/bbz+THoX5dtjhyD/avg57mVlqrZMrY9fT3P9uAYfE= Copy blueprint \n \nAlso ran a test on one of the T-junctions already posted earlier:\n \n \n \n Screenshot 2024-10-24 111123.png (436.09 KiB) Viewed 4919 times", "date": "2024-10-24T03:38:31+00:00", "quotes": [] }, { "author": "MJDSys", "content": "While trying to build my own compact 4 way intersection, I stumbled upon two separate versions that are slightly faster. The fastest trades ease of driving for a little higher score. \n \nFast version:\n \n \n \n 10-24-2024, 00-31-54.png (989.89 KiB) Viewed 4898 times \n \n \n https://factoriobin.com/post/oyz4zj Copy blueprint \n \nDrivable version:\n \n \n \n 10-24-2024, 00-11-53.png (1021.9 KiB) Viewed 4898 times \n \n \n https://factoriobin.com/post/ear830 Copy blueprint", "date": "2024-10-24T04:33:34+00:00", "quotes": [] }, { "author": "Gasapar", "content": "I tried to do a big boy: 7x7 chunks \n \n \n \n blueprint.png (1.3 MiB) Viewed 4821 times \n \n \n \n \n \n panel.png (105.1 KiB) Viewed 4821 times \n \n \n 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 Copy blueprint", "date": "2024-10-24T06:58:47+00:00", "quotes": [] }, { "author": "mrvn", "content": "If you get 3 (4?) trains from each direction that all need to make a 270° turn then each can enter the loop and get blocked from exiting by the trains from another direction. \n \nLike any train system with a loop it will deadlock when the loop reaches the maximum number of trains it can hold and each needs to go further along the loop instead of exiting right there.", "date": "2024-10-24T07:04:00+00:00", "quotes": [ { "author": "ruspartisan wrote: Wed Oct 23, 2024 1:01 pm", "content": "" }, { "author": "mmmPI wrote: Wed Oct 23, 2024 12:03 pm", "content": "" } ] }, { "author": "hansjoachim", "content": ".", "date": "2024-10-24T09:21:20+00:00", "quotes": [] }, { "author": "aka13", "content": "Based, report the mod", "date": "2024-10-24T09:24:31+00:00", "quotes": [ { "author": "hansjoachim wrote: Thu Oct 24, 2024 9:21 am", "content": "" } ] }, { "author": "hansjoachim", "content": ". Im sorry i went too far and raged too much", "date": "2024-10-24T09:33:49+00:00", "quotes": [] } ]
19
2024-10-21T07:42:47-05:00
forum-topic-113149
113149
Specific version
Technical Help
https://forums.factorio.com/viewtopic.php?t=113149
MisterFister
Is there any way to obtain this specific full-kit version of the game? In Steam, I can revert either as far back as v1.1.87, or back to v0.18.x. My modded savefiles are intact after a hiatus from last playing the game back in April 2023. During that hiatus, the SSD was re-imaged and Windows 11 was reinstalled, but between personal backups and Steam cloud I seem to have correctly retained access to all of my savefiles, as well as to blueprint-storage.dat. The problem is that opening the game now fails to recognize any data within my blueprint library, and almost 5000 hours of blueprinting and doodles is inaccessible. My troubleshooting efforts so far have included attempting to enter three different savefiles, two of them modded and one of them vanilla. All 3 were last accessed on April 23, 2023, which was a Monday, and I was running base v1.1.76-0 at the time (locked to that version since one of the modded savefiles was multiplayer.) First, no joy in base v1.1.107-0, without and then with mods. Note that the savegames do indeed load correctly (even the modded savefiles loaded without mods -- the modded entities would then be missing, of course, but otherwise the savefile opens with no apparent savefile-specific issues.) The mods do download / load / sync correctly, and again, the savefiles also load. In all cases, blueprint library is inaccessible, and the only workaround is that the savefiles themselves do have outdated copies of some blueprint-objects in a trash chest, all from before linking directly from the bp-library became the norm -- thus, with linking straight to the source, these savefiles no longer actually "contain" the blueprint books I'm hoping to find, they were all in the library. Fully uninstalled, cleaned out AppData\Factorio, re-attempted via base v1.1.87, same symptoms across all attempts. Factorio.com does allow me to download base v1.1.76 DEMO version, but no apparent link to full-kit downloads. And again, this is with a vetted account and game license. Any guidance would be appreciated. Thanks!
[ { "author": "BrainGamer_", "content": "you could try the method described here to recover your blueprints: 94427", "date": "2024-04-24T01:04:17+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "At the bottom of the Factorio.com download page is a gray button that says \"Download older releases...\" and brings you here: https://factorio.com/download/archive/ \n \nThat said, I don't think your issue is version related, as all 1.1.x versions are able to port up blueprints from as far back as, I believe, 0.18.0. Most likely, based on everything else you said, your \\AppData\\Roaming\\Factorio\\blueprint-storage.dat file was either straight up deleted, or overwritten by a blank one (if you're using Steam sync). \n \nYour best bet would be to look at what BrainGamer_ linked to. Then make a backup of it in the future if you think there's a risk of losing it again ( do not rely entirely on Steam sync... it will screw you over at some point). \n \n(And I'm curious why I'm subscribed to this thread and received a notification of a post to it today that isn't there. Was this split out of another thread?)", "date": "2024-05-02T21:26:02+00:00", "quotes": [ { "author": "MisterFister wrote: Wed Apr 24, 2024 12:10 am", "content": "" } ] }, { "author": "Gummiente27", "content": "The download archive page does only offer demo downloads for many of the older versions.", "date": "2024-05-10T16:39:20+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Thu May 02, 2024 9:26 pm", "content": "" } ] }, { "author": "", "content": "Any later version would be able to load a 1.1.76 library and if the file is corrupted it would give a warning on start so getting this specific version is irrelevant for the issue at hand anyway. You might be simply looking in the wrong directory.", "date": "2024-05-10T16:58:03+00:00", "quotes": [] }, { "author": "MisterFister", "content": "This suggestion basically worked, thank you. I recovered almost all of the blueprints that I consider \"important,\" and was able to reconstruct those few that I wasn't able to recover by running across some very lucky screenshots in my cloud storage. \n \nI'll note that both Steam and Dropbox hosted identical copies not only of the savefiles themselves, but also identical copies of blueprint-storage,.dat itself. This fact, that neither the savefile nor the bp library seem corrupted, that my instinct was to precisely recreate the previous-version install with the old version not only of the base game but also of the mods as well. \n \nEven though my blueprint issue is functionally solved, I'm still baffled at how this happened with files that I have manually verified to have been entirely not-corrupted. Thus, I would still be curious if anyone can help me find a way to reinstall v1.1.76. Yes, despite the fact that any v1.1.76+ version should retain backward compatibility. This is mostly curiosity, but not entirely, since I've uncovered a different symptom of excessive savefile load times, and my hunch is that that is related (at least indirectly) to whatever happened to my blueprint library. \n \nUpdate: new post, solving blueprint library issue revealed excessive savefile load times. 113441", "date": "2024-05-11T12:21:29+00:00", "quotes": [ { "author": "BrainGamer_ wrote: Wed Apr 24, 2024 1:04 am", "content": "" } ] } ]
5
2024-04-23T19:10:05-05:00
forum-topic-122548
122548
Factorio Forums • Which Recipes are NOT affected by the Productivity Cap of +300%?
Because Google Search did not provide me with any Facts (only theories and maybes), here is my Question as a dedicated Thread: The Productivity Cap of +300 percent, which Recipes are NOT affected by this Cap? More specifically asking for the following cases: - Mining Productivity? (absolutely certain this is uncapped, only putting this for getting a more complete answer) - Research Productivity? (also absolutely certain this one is uncapped) - Scrap Productivity? (there is no way to actually "produce" Scrap other than Mining) - Asteroid Productivity? (The Recycler cant reverse Ores and Stuff into Asteroids) - Rocket Part Productivity? (cannot be taken out of Rocket Silo) - Steel Productivity? (Steel cannot be reversed into Iron) - Plastic Productivity? (Plastic cannot be reversed into Coal) - Rocket Fuel Productivity? (trivial to get and does require one Fluid Ingredient, but likely is capped) For these eight things it should/could/would make sense to be uncapped, but I cannot find any reliable Info on the latter six of those. note Blue Circuits and Low Density Structure do need to be capped and are assumed to be as such, as otherwise there would be a lot of infinite Loops. Would be nice if the sciences of capped things would actually show 30 as max level instead of ∞ so this confusion would not happen. answers so far - Mining Productivity? UNCAPPED - Research Productivity? UNCAPPED, I happened to have enough levels of it to go beyond +300 - Scrap Productivity? CAPPED AT LEVEL 30 - Asteroid Productivity? - Rocket Part Productivity? - Steel Productivity? - Plastic Productivity? - Rocket Fuel Productivity?
[ { "author": "", "content": "Should be possible to test in the editor, combined with cheat mode.", "date": "", "quotes": [] }, { "author": "", "content": "Every recipe have a 300% cap so far i know. Only the machines effectet with the mining bonus have no cap.", "date": "", "quotes": [] }, { "author": "", "content": "I haven't tried science productivity yet, but scrap productivity is capped at 300% (i hope they change it!):\n \n \n \n scrap300.png (119.49 KiB) Viewed 1548 times \n \n \n\n(320% will cost 215M of each science and something like 3h 30 mins at 1M eSPM)", "date": "", "quotes": [] }, { "author": "", "content": "Ah thanks for that one, it contradicts what people on Reddit said about Scrap Productivity being supposedly uncapped, but there the cap is, easily visible once reached. >.>", "date": "", "quotes": [ { "author": "Zaflis wrote: Fri Nov 22, 2024 11:15 pm", "content": "" } ] }, { "author": "", "content": "Tested it out of curiosity:\n Code: Select all - Mining Productivity - uncapped\n- Research Productivity - uncapped\n- Scrap Productivity - capped at 300%\n- Asteroid Productivity - capped at 300%\n- Rocket Part Productivity - capped at 300%\n- Steel Productivity - capped at 300%\n- Plastic Productivity - capped at 300%\n- Rocket Fuel Productivity - capped at 300%", "date": "", "quotes": [] }, { "author": "", "content": "I've added your guys' findings to the wiki: https://wiki.factorio.com/Productivity - actually had to create a brand new dedicated page for productivity because it didn't really fit anywhere else. \n \nThe information i added there was based on your results. I didn't test it on my end. So please ensure that i haven't made any mistakes.", "date": "", "quotes": [] }, { "author": "", "content": "I used a lua script, and every recipe does indeed have a maximum productivity of 300% (i.e. this field https://lua-api.factorio.com/latest/pro ... oductivity ) \n \nBut mining drills, pumpjacks, and labs (which dont use recipes) do not support a productivity cap.", "date": "", "quotes": [] }, { "author": "", "content": "V2.0.24 fixed 122619 With 100 scrap prod, recycler shows \"Productivity = +1000%\" rather than limit in some cases.", "date": "", "quotes": [ { "author": "GregoriusT wrote: Sat Nov 23, 2024 2:24 am", "content": "" } ] }, { "author": "", "content": "That was the big brain way to answer the question by the OP and it makes perfect sense to just limit all recipes to 300 %. Somebody also fixed it on the wiki already, too.", "date": "", "quotes": [ { "author": "IsaacOscar wrote: Mon Dec 30, 2024 2:35 pm", "content": "" } ] }, { "author": "", "content": "Yeah the Tooltip got fixed, so it is definitely capped at +300 percent now... >.>", "date": "", "quotes": [ { "author": "Muche wrote: Mon Dec 30, 2024 2:37 pm", "content": "" }, { "author": "GregoriusT wrote: Sat Nov 23, 2024 2:24 am", "content": "" } ] } ]
10
forum-topic-110641
110641
Friday Facts #393 - Putting things on top of other things - Page 11
News
https://forums.factorio.com/viewtopic.php?t=110641&start=200
Shadow_Man
2 words: Transparent cover
[ { "author": "Losash", "content": "[Moderated by Koub : Off topic]", "date": "2024-01-17T14:53:56+00:00", "quotes": [] }, { "author": "POPISowyNumer", "content": "Not gonna lie, I do not vibe with the graphic aspect of stacking at all. \nSomething about building tall towers of loose and/or unwieldy times makes me uneasy. \n \nThis will be one of parts of this update that I hope will be modded soon", "date": "2024-01-17T21:53:56+00:00", "quotes": [] }, { "author": "crast_b", "content": "Watching the interaction between belt and inserter is one of the fun parts of playing FACTORIO. I think the bulk inserter will increase that fun. \n \nI'm confused by how it's written as if this update increases belt transport. \nThe maximum belt transport in vanilla factorio should be vehicles on a belt. \nOf course, this update will scale up space factory. I'm excited now because it looks like I will be able to build bigger space factories than what I had imagined at FFF385. In my factory system, perhaps, space factories will replace some blocks of the rail grid-based factories. \nAnd, the speed difference between a blue belt and vehicles on a belt is so big that it makes sense to add middle speed belt. \nHowever, when it comes to production line design, a comparison to a production line with a bot group would be a production line with vehicles on a belt.", "date": "2024-01-18T00:41:08+00:00", "quotes": [] }, { "author": "Zavian", "content": "I agree that stacking probably only makes sense for some items. eg plates and circuits are relatively flat, and stacking multiple items on top of each other is not unreasonable. Ore isn't flat, but to a certain extent you can probably just pile more on top. \n \nBut for many taller items like barrels, stacking makes less sense, and for things like nuclear reactors it makes no sense. (It make no sense to even be able to put those on belts in the first place, but whatever. Also they probably should have a stack size of 1). \n \nI'm hoping that with the release of the DLC, not all items will be stackable on belts, and that at least for modding purposes, there will be an item property that specifies the how high individual items can be stacked on belts, so that mods can change that for individual items, without changing stack size for chests/trains.", "date": "2024-01-18T01:54:27+00:00", "quotes": [ { "author": "POPISowyNumer wrote: Wed Jan 17, 2024 9:53 pm", "content": "" } ] }, { "author": "bobucles", "content": "Underrated post. Stack inserters move bulk, and bulk inserters move stacks. Why do game devs do this?", "date": "2024-01-18T22:05:25+00:00", "quotes": [ { "author": "TheKingOfFailure wrote: Sat Jan 13, 2024 9:26 pm", "content": "" } ] }, { "author": "mrudat", "content": "I wonder how it would look if items on belts were offset randomly from the center of the lane instead of perfectly centered; that would add some easily visible low-frequency noise to items on belts. \n \nAnother thought could be to add random noise (something like a 'film grain' shader, but tied to the item) to any icons with only a single variant. \n \nThe ideal would be to add variants to more icons. \n \nI have a vague thought to render a collection of various gears; worm, bevel, internal gear, a segment of a big gear, etc. For circuits, add 1 or 2 letter codes, and short words on processing units. I figure 'W', 'U', 'B', 'E', 'WU', 'BE' and 'WUBE' would be a good start, along with '555', '4004', '741', '8088', '7805', etc.", "date": "2024-01-19T13:32:27+00:00", "quotes": [] }, { "author": "Amarula", "content": "I like the idea of adding some 'visual noise' to items. Higher quality items are checked by QA (quality assurance) teams. They could have a 'verified by XX' mark, where the initials XX are drawn from the backer list (the one that is used for radar, lab, and train names).", "date": "2024-01-19T14:51:45+00:00", "quotes": [] }, { "author": "Tertius", "content": "I'd like to extend that idea of adding a small amount of visual noise to everything shown on the map, at least if zoomed out, to avoid flickering and moire if large similar looking structures are shown.", "date": "2024-01-19T15:11:22+00:00", "quotes": [ { "author": "Amarula wrote: Fri Jan 19, 2024 2:51 pm", "content": "" } ] }, { "author": "Darkona", "content": "Hi, new forum account, very old lurker/player. \n \nI'm totally fine with green, but please make it a pretty green. I always like the Tetrad of Yellow/Red/Blue/Green, as I feel like it is \"complete\" in a sense. But Uranium annoying green is too loud. Maybe some Apple Green with a pastel-like tone would make it distinguishable enough without being annoying. You can try many colors with the color picker used for the player on a mod until it looks ok I guess.", "date": "2024-01-19T16:08:02+00:00", "quotes": [ { "author": "GregoriusT wrote: Fri Jan 12, 2024 4:48 pm", "content": "" } ] }, { "author": "Henry Loenwind", "content": "One solution for faster belts that don't move faster would be to give us multi-layer belts. Simple rule: \n \n Inserters can only access the top layer of a multi-layer belt. (Add a flag on the prototype to allow accessing all layers for modded loaders.) \n When a multi-layer belt ends and feeds into a single-layer belt, it behaves like a merging splitter that has the lower level set to priority. (i.e. top-level items drop down if and only if there's space to drop to) \n When a single-layer belt feeds into a multi-layer belt, it feeds onto the same (i.e. the lower) level normally. \n Splitters. Either all splitters are single-level (easy way out), or multi-layer splitters have their UI doubled, and the top and bottom splitters work independently. \n Top and bottom layers are one belt, so they always go in the same direction. Otherwise, this would become insane. \n \n\nDone. Now, a two-layer belt can move twice as many items as a normal one. And it even fits into the 2.0 theme---there are already multi-level train tracks (just not stacked directly above each other). \n \nGraphics would also be no nightmare. A copy of the belt graphics shifted up, and 2 connecting pillars to hold up the upper layer. Undergrounds need completely redrawn entries and exits. Yes, items in the back row of the lower level would be almost completely hidden, but that's still better than too fast or enclosed belts. And the sidebar preview could show both levels side by side. \n \n (Side note: I wouldn't implement multi-layer belts with more than 2 layers in vanilla, but put the logic for them in for mods. The logic for connecting layers that are beneath other layers 1:1, and merging all layers that feed into the top layer of the target is trivial. The only thing needed is chaining implicit splitters in place.)", "date": "2024-01-20T02:35:37+00:00", "quotes": [] }, { "author": "phooenix", "content": "Yeah it got me thinking, new belt 60/sec with 4 items tall would be 240/sec, 4.8 stacks of ore (storage stacks) per second. However that's the easy math, for calculating vs a train would obviously be a 3'rd degree equation where avarage speed is one variable, number of wagons the second variable and distance the third. Assuming loading and unloading speed are the same (absolute max). Just intuitively on short distances from base it could make more sense to have a belt instead of trains but considering that different trains can use the same network obviously makes it superior in the long run. \n \nHowever i think it feels wierd to \"stack\" loose pieces of ore on a belt, it would just fall down, it looks wierd aswell (and it clipped through the underground belt in the video even if this is fixable ofcourse). Intermediate produce and up like plates, gears, wires and circuits makes more sense to be stackable.", "date": "2024-01-21T18:26:33+00:00", "quotes": [ { "author": "Justderpingalong wrote: Fri Jan 12, 2024 2:25 pm", "content": "" }, { "author": "majoca wrote: Fri Jan 12, 2024 1:18 pm", "content": "" } ] }, { "author": "FuryoftheStars", "content": "I kind of agree with you here, at least in terms of the perfect stacks, but it does make sense to make them stackable anyway. It might be possible for them to tweak the graphics of it so that some items, such as ore, look more \"piled\" on vs stacked on.", "date": "2024-01-21T18:35:09+00:00", "quotes": [ { "author": "phooenix wrote: Sun Jan 21, 2024 6:26 pm", "content": "" } ] }, { "author": "phooenix", "content": "If you are looking at the belt going north-south you wouldn't se anything of the belt under it.", "date": "2024-01-21T18:37:13+00:00", "quotes": [ { "author": "Henry Loenwind wrote: Sat Jan 20, 2024 2:35 am", "content": "" } ] }, { "author": "phooenix", "content": "Damn this post made my tummy hurt, now i wanna see someone build a megafactory that mass produces nuclear reactors and fills the new transport belt with 240 reactors per second just for shits and giggles xD", "date": "2024-01-21T18:51:01+00:00", "quotes": [ { "author": "Zavian wrote: Thu Jan 18, 2024 1:54 am", "content": "" } ] }, { "author": "guy-732", "content": "That... would be huge \n https://kirkmcdonald.github.io/calc.htm ... 6VXUN/4wM= \n16k concrete assemblers... with 4 speed module 3 and 12 speed beacons, I know quality would bring those numbers down but still, never thought we'd need 2k offshore pumps though.", "date": "2024-01-23T14:20:12+00:00", "quotes": [ { "author": "phooenix wrote: Sun Jan 21, 2024 6:51 pm", "content": "" }, { "author": "Zavian wrote: Thu Jan 18, 2024 1:54 am", "content": "" } ] }, { "author": "phooenix", "content": "Yeah thats what i figured, i mean just look at those iron ore miners, 130k of them, just for that you'll need to fill up several thousands of ore deposits. It would definitely save you time to first reach max quality of all items and then proceed with building the actual thing. Or you could save up a couple million of ore and just have burst of 240 reactors/sec but that's cheating", "date": "2024-01-23T18:26:58+00:00", "quotes": [ { "author": "guy-732 wrote: Tue Jan 23, 2024 2:20 pm", "content": "" }, { "author": "phooenix wrote: Sun Jan 21, 2024 6:51 pm", "content": "" }, { "author": "Zavian wrote: Thu Jan 18, 2024 1:54 am", "content": "" } ] }, { "author": "GrimAarkan", "content": "Now we just need long handed bulk insterters.", "date": "2024-01-24T15:36:28+00:00", "quotes": [] }, { "author": "varundevan", "content": "since the overlay of parts is depending on the inserters , \nwill there is be any new item that compacts the belts to its max limit , A BELT COMPACTOR ? \nor will there be an option for the splitter to do it ?/", "date": "2024-01-25T06:18:35+00:00", "quotes": [] }, { "author": "YanMaojie", "content": "I hope you make the long arm inserters colored white, and other ones range from yellow for normal, red for fast, blue for stack and green for bulk. This way one inserter color will correspond to one tier of belt.", "date": "2024-02-09T12:44:27+00:00", "quotes": [] } ]
19
2024-01-12T06:00:03-06:00
forum-topic-119093
119093
Does Fulgora contain only one vault ruin?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=119093
Rinin
I play with friend in different forces and I mined the vault ruin first. Now I can't find another anywhere near. Would be strange to block him from most of the content because of it.
[ { "author": "mmmPI", "content": "you won't find any other \"near\", but there should be some others on the map, in the small islands with rich patch usually", "date": "2024-11-01T17:09:38+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "Yes. There are. \n \nI got the starting one close to my drop location. Then while exploring the area to find a decent island to build on I found 2 additional ones on two small islands right next to each, with as mmmPI wrote... ridiculous scrap density. ^^ \n \nBut that said, it will likely also depend on what you set up for resource settings during map creation, maybe?", "date": "2024-11-01T18:17:01+00:00", "quotes": [] }, { "author": "catpig", "content": "Thank you, I had skipped searching the small islands to only search the large ones.. spent ages searching until I looked it up and found this post ^^", "date": "2025-01-11T01:03:53+00:00", "quotes": [ { "author": "mmmPI wrote: Fri Nov 01, 2024 5:09 pm", "content": "" } ] } ]
3
2024-11-01T11:52:35-05:00
forum-topic-123726
123726
Help with updating mods to space age
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=123726
BurritoBotV3000
Hello! I am new to modding and am curious what are all the steps that need to be taken for taking a mod that was functional before 2.0 and space age and updating it to work for space age. Is this a significant task? Is there any good resources availible?
[ { "author": "picklock", "content": "Well, you can use the 2.0 mod porting guide for a start.", "date": "2024-12-04T19:39:33+00:00", "quotes": [] } ]
1
2024-12-04T13:14:09-06:00
forum-topic-49135
49135
Je možnost koupit lístky?
Celebration Party
https://forums.factorio.com/viewtopic.php?t=49135
Arnietom
Zdravim, kdyz jsme zkouseli s kamaradama koupit dnes listky, tak nam stranka napsala, ze je bohuzel vyprodano. Velice radi bychom sli na oslavu. Factorio mame koupene temer dva roky a stravili jsme na nem stovky a stovky hodin. Proto zde ma otazka, slo by koupit, ziskat, "vyrobit" listky? Jsme ctyri z toho jedna zena (*wink wink) Dekuji za odpoved, verny hrac, Arnietom (Tomáš Arnold)
[]
0
2017-06-02T08:26:25-05:00
forum-topic-127175
127175
Assembler "read bonus production" circuit option
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127175
Milichip
Tl;dr factorio_sGdzIJAQkj.png (75.97 KiB) Viewed 97 times What Add a new circuit option to assemblers (and all other machines with the same archetype) allowing to read the current production bonus. Alternatively (or additionally), reading the productivity of the machine, rather than the current bonus. Why When making machines that change recipes, it is already possible to read how many items they have crafted, and thus, reverse-engineer if they have hit their production bonus without any wasted bonus on a per-item and per-production line basis. However, if the productivity value changes (which it often does throughout a full Factorio run), it is possible that this detection will cease to work. Therefore, adding a circuit signal for it would be helpful in not having to "hard-code" productivity bonuses.
[]
0
2025-02-27T17:21:57-06:00
forum-topic-94597
94597
[MOD 1.1.x] ingteb: add new mods crash - Page 2
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=94597&start=20
OgrumXD
Intresting. It happend to me, when I whantet to lunch the Worlds. At the moment I send the post, is crashed. Now it is working fine. Sorry for bothering you. Edit: The mod was not instalet on the world save. PFA, the mods I want/are using on this world. Also a newer Version of my World.
[ { "author": "victordlp8", "content": "Files regarding this bug https://mods.factorio.com/mod/railloade ... a77dd8cacc \n \nThis setup should work and input the stone into the train.", "date": "2024-03-17T10:44:49+00:00", "quotes": [] }, { "author": "OgrumXD", "content": "Here my save file, as Discussed. \n https://drive.google.com/file/d/1ROBG0j ... drive_link", "date": "2024-07-20T15:26:35+00:00", "quotes": [] } ]
2
2021-01-18T07:11:02-06:00
forum-topic-123775
123775
Wrong picture in Mech armor wiki
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=123775
tomas6648
Mech armor Wiki shows the same picture for both: 1. Flying over water with the mech armor. 2. Flying over trees. 12-05-2024, 09-39-43.png (1.26 MiB) Viewed 590 times
[ { "author": "tomas6648", "content": "Asteroid reprocessing (research) is missing headers in table. There are only placeholders now.", "date": "2024-12-20T08:18:24+00:00", "quotes": [] }, { "author": "tomas6648", "content": "12-20-2024, 09-18-35.png (326.87 KiB) Viewed 481 times", "date": "2024-12-20T08:18:40+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "You guys do know how wiki's work right?", "date": "2024-12-20T08:36:54+00:00", "quotes": [] } ]
3
2024-12-05T02:40:03-06:00
forum-topic-80375
80375
Yuoki Industries 0.8.86 Ore distribution is wacky in 0.18 vanilla
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=80375
ChurchOrganist
Ore distribution seems to be badly broken in the 0.18 version. Maybe because of the changes to ore distribution in the vanilla game in 0.17?? I've looked at the vanilla ore definitions and they bear very little relation to the Yuoki definitions so I guess something has changed. Reducing the frequency to minimum results in absolutely huge ore patches, and frequencies in between seem to have peculiar behaviour. This little video illustrates the problem...... https://drive.google.com/file/d/1aYT8zQ ... sp=sharing Sadly this appears to be too big to upload here - folder is public so you should be able to view it with no problem - let me know if not!
[ { "author": "ChurchOrganist", "content": "Now that RSO has been updated to 0.18 this is less of an issue.", "date": "2020-01-24T12:05:14+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "Strange behavior ! \nAs fast solution i try to copy settings from vanilla iron and copper. \n \nBecause this was also in 0.17 and nobody knows if the devs this change again - i have planed and go for a different approch in future.", "date": "2020-01-24T17:03:59+00:00", "quotes": [] }, { "author": "ChurchOrganist", "content": "That's great - will be interested to see the new solution.", "date": "2020-01-25T08:27:55+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "Spend my morning to include recipes and items into the game. \nNow i need to make some gfx for the placeholder. \nit will work like this ... (not perfect ratio setup) \n \n \nso crushing N4/F4 and following lines can be the same. \nThis allows also to rehink creation of Lachnan & Quantrinum - Crystals ... \n \nI tryd to fix the ore-generation but had no luck and had no patience to understand the vanilla-code. \ni don't want also copy setting from a other mod - so it goes the Yuoki-way.", "date": "2020-01-25T11:01:03+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "EDIT : \nMy bad, forgot about the previously posted\n \n\nWell, if the vanilla resource generator is good enough for you, shouldn't it be as easy as :\n Code: Select all resource(\n {\n name = \"coal\",\n order = \"b\",\n map_color = {0, 0, 0},\n mining_time = 1\n },\n {\n base_density = 8,\n regular_rq_factor_multiplier = 1.0,\n starting_rq_factor_multiplier = 1.1\n }\n ), \n? \nMore features, example : \n https://wiki.factorio.com/Prototype/Res ... ty#Example \n \nEDIT :\n \nWhy would they do that ?? Isn't resource generation now \"stable\", and what Wube was aiming for ? \nOr do you have very specific constraints for your resources, that vanilla's generator cannot provide ?", "date": "2020-01-25T11:29:04+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "YuokiTani wrote: Fri Jan 24, 2020 5:03 pm", "content": "" } ] }, { "author": "YuokiTani", "content": "in my experience is not that easy. but i will try this in future again to get a good solution for all.", "date": "2020-01-28T18:09:26+00:00", "quotes": [] } ]
6
2020-01-23T11:33:58-06:00
forum-topic-39339
39339
Full headless server setup guide - Page 2
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=39339&start=20
EngineerFox
i fixed the json and validated it, its all good to go, i tired to run the server and to still no prevail does it run 624e9cd668ceeeec14149a4d363fcf53.png (12.94 KiB) Viewed 2252 times thats the error
[ { "author": "EngineerFox", "content": "i fixed the json and validated it, its all good to go, i tired to run the server and to still no prevail does it run \n \n \n 624e9cd668ceeeec14149a4d363fcf53.png (12.94 KiB) Viewed 2994 times \n \n thats the error", "date": "2018-07-11T05:52:15+00:00", "quotes": [] }, { "author": "InvoluntaryDiaspora", "content": "Hi, \n \nI am experiencing a problem with running the server as the factorio user. This is my terminal output: \n Code: Select all user@FactorioServer:/$ sudo runuser -l factorio -c \"/opt/factorio/bin/x64/factorio --server-settings /opt/factorio/data/server-settings.json --start-server /opt/factorio/saves/server_template_vanilla.zip --port 34197\"\nrunuser: warning: cannot change directory to /home/factorio: No such file or directory\nThis account is currently not available. \n\nI feel like it is something really stupid or trivial that I am missing. I am guessing this is an issue because I created the user with --no-create-home, but the manual did the same thing, so that leads me to think I am doing something else wrong. \n \nThanks in advance!", "date": "2024-09-28T14:17:38+00:00", "quotes": [] }, { "author": "AndrzejL.eu", "content": "Hey Bud, good job with the how-to, I \"roughly\" followed it today and it worked HOWEVER. I ran into some issues. \n \n1) Your how-to has this: \n \n/opt/factorio/bin/x64/factorio -c /opt/factorio/data/server-settings.json --start-server-load-latest –Port 34197 \n \nas a testing command. It won't work. It will throw errors about broken server-settings.json because (and you fixed it later in how-to) you need to use --server-settings insted of -c when testing the command. \n \nLater in the document You are using: \n \nsudo runuser -l factorio -c \"/opt/factorio/bin/x64/factorio --server-settings /opt/factorio/data/server-settings.json --start-server-load-latest --port 34197\" \n \nSo obviously You know about this - but in the \"testing\" portion of how-to you're using -c. \n \n2) In the step of downloading / extracting there is a minor boo-boo. Since the files are now in tar.xz format the j option will cause a problem: \n \nsudo tar -xvf j /tmp/factorio.tar.xz -C /opt so leave it out maybe? \n \n3) My own issue. Upacking of the downloaded archive - do not use Midnight Commander. There is a problem where mc is shortening the file names and causes issue: \n \n \n \n \n 11-07-2024, 15-01-51.png (530.4 KiB) Viewed 566 times \n \n \n\nAfter ddging this term \"Failed to load mod elevated-rails\" I found this answer in here viewtopic.php?p=622497#p622497 that explained the problem. I actually unzipped the server using my Windows 11 machine and used mc to shell connect to my LAN VM and copied the files this way to my /home/user/ folder and then just moved the folder factorio to /opt/. \n \nEverything else went smooth. \n \nEdit: This morning I failed to connect to the server due to the update of the game from 2.0.14 to 2.0.15 and after a short research I wrote a script that will make it easier to update: \n Code: Select all systemctl stop factorio &&\nwget -O /tmp/factorio.tar.xz https://www.factorio.com/get-download/latest/headless/linux64 &&\nsudo tar -xvf /tmp/factorio.tar.xz -C /opt &&\nchown -Rf factorio:factorio /opt/factorio/ &&\nrm /tmp/factorio.tar.xz &&\nsystemctl start factorio \n\nCheers. \n \nAndrzej", "date": "2024-11-07T16:30:44+00:00", "quotes": [ { "author": "Liemander wrote: Tue Jan 03, 2017 4:04 am", "content": "" } ] } ]
3
2017-01-02T22:04:20-06:00
forum-topic-105038
105038
Factorio Forums • vanilla death world too hard
Trying to play Death World Vanilla. Is this mode balanced so that every game is practically winnable? Starting in a forested area is tough but playable. However starting in a desert seems impossibly hard. Get alien attacks with the first couple of burner mines, 10 biters to be fought off with pistol, then 2 minute later 20 biters to be fought off with pistol. This is way before getting an electric power station built, let alone a research lab, or gun turret researched. Often the alien lair is either on top of, or adjacent to one of the starter ore fields, in the the desert! Without hacks, this game mode seems impractical most of the time; is it the norm to random seed the map a few times until an easy start is found, or is the player expected to have one mine running for the first 3 hours until gun turrets are researched?
[ { "author": "", "content": "Desert maps are tough. If also the biters are very near the ore patches, it can be quite problematic. \nYou can check preview to avoid those maps. \n \nIf you still want to try it, here some tipps: \n - Go first somewhere else and mine iron, either by hand or with burner miners. Here you don't disturb the biters in the starting area and the pollution doesn't pile up \n - You also need a lot of stone, and handmining those big rocks is good, the ones with coal in it, even better. \n - Mine also a bit copper for some research, etc. You don't need that much compared to iron. \n - Catch some fish from a lake nearby. If you have the fish in hand you can click and consume it, which heals you \n - Shotgun ammo is a lot cheaper than rifle ammo. You can use a shotgun to clean the nests, while healing with fish. \n - Wipe out the problematic nest, when you have collected enough ammo and fish. \n - Rush electric miners asap, they produce a lot less pollution. \n - Don't waste time, death world is mainly time pressure. You need to win the race.", "date": "", "quotes": [] }, { "author": "", "content": "this is a typical start on death world mode. First attempt to demostrate the absurd difficulty \nno buildings placed, nothing done on world, only walked to coal. \n \nstanding near starting coal \n \n \nspotted by aliens near starting coal, about to be killed by 20 biters \n \n \nis this normal? Everyone else figured out how to handle this start?", "date": "", "quotes": [] }, { "author": "", "content": "Thanks for the tips. I've also seen players place primitive buildings as walls to funnel biters into single file arrangements. I consider this a hack, but seems desert starts are meant to be an amalgam of all the known hacks combined.", "date": "", "quotes": [ { "author": "jodokus31 wrote: Thu Jan 26, 2023 6:48 pm", "content": "" } ] }, { "author": "", "content": "> - Shotgun ammo is a lot cheaper than rifle ammo. You can use a shotgun to clean the nests, while healing with fish. \n \nThat's a long way into the game. It's the start, placing first burner mine, or even just picking some coal/ore by hand, that is the first long range goal that requires a lot of preparation to build towards.", "date": "", "quotes": [] }, { "author": "", "content": "Furnaces as walls is a legitimate tactic. It's how the game works and how biter pathfinding works.", "date": "", "quotes": [ { "author": "meems wrote: Thu Jan 26, 2023 7:05 pm", "content": "" }, { "author": "jodokus31 wrote: Thu Jan 26, 2023 6:48 pm", "content": "" } ] }, { "author": "", "content": "death world play thrus on youtube typically have rare map starts where there's no aliens near the start resources. Looks to me like they browsed thru a few previewed maps and selected the unusual one. \ne.g. this one from late 2022AD \n https://www.youtube.com/watch?v=L4_saoRBLjA \n \nThis does not give a good representation or insight into the typical death world start experience.", "date": "", "quotes": [] }, { "author": "", "content": "no, there is no guarantee it is winnable for 1 human player in reasonnable time \n \n\nIf you play with other player it changes a lot as there is no difficulty increase ( aside for self inflicted teamate sometimes ). Solo you can also tweak the settings to have starting area i think, but it's probably more the spirit of death mode to force you to try several time different strategy on the same seed if it is a difficult one, desert without trees or cliffs and scarce water providing few fish and cover are the worst, and may not even be possible. \nIt helps running several time the same seed, because you can reload save/compare pollution re-use blueprints, counts things more accuratly and so on \nThe hardest part is the early game that you need to \"survive\" well enough to beeline key military technology, it's not uncomon to random several seed to avoid biters on the starting ore patch because it can be frustrating to try several time in a row just to get access to coal.", "date": "", "quotes": [ { "author": "meems wrote: Thu Jan 26, 2023 6:09 pm", "content": "" }, { "author": "meems wrote: Thu Jan 26, 2023 6:09 pm", "content": "" } ] }, { "author": "", "content": "well i'm game for a difficult start, but i wasn't expecting it to be this hard, or have nothing to do with the core gameplay of factory logistics. This is something else. \nAlso deaths aren't allowed. 1 death = end of game. \n \nstep 1. Ignore start ore patches next to aliens and instead look for big rocks for coal. \nthis is faster than stockpiling trees for fuel. \n \n \nafter a few minutes can have 300 coal.", "date": "", "quotes": [] }, { "author": "", "content": "I remember my 2nd run ever was a desert deathworld and it wasn't particularly difficult... but I wonder if that was down to different biter pathing in some ways? (They used to derp if large masses of biters aggroed at once due to collision detection making them get stuck on each other.) I do remember I had to drive around in a car a lot to kill nests. Early on tends to be the toughest and that's how it was in my memory too, still not too bad but enough that you have to be quite careful. I also wonder if my small base made it easier... I do know that trying to increase production rapidly early on in these settings causes huge enemy attacks. Random chance could play a huge role as well, in how close nests spawn to you, because that very dramatically affects how quickly pollution reaches biters and reduces natural absorption. I certainly don't remember having to hold off challenging attacks with just a few burner miners running.", "date": "", "quotes": [] }, { "author": "", "content": "Exactly. In case of your former map, you would not need coal/stone immediately and you could mine iron/copper first for some time. \n \nYou can also run around the map as you want. You only get detected by enemies, if you are too near. (It's very unlikely that you hit an expansion group in the beginning.) \nIf you find some iron, which isn't too near of a nest, you can smelt a bit and get some materials. Same with copper. You can even build a small base near an iron patch with electricity and haul some copper somewhere else. Handmining doesn't produce pollution and it's not so slow, that is unthinkable. \nEnemies only attack, if they absorb pollution or you are too near the nest. \n \nThat way you can grind your way to get some research and ammo \n \nI mean, of course, you can just reroll and search for a better map, but I would claim, that most maps are beatable. It's just a matter of grinding. The easiest maps are those, with a lot of trees. \n \nThere's also the marathon mode, which makes everything more expensive. That's really brutal, because you have to produce more pollution for the same products.", "date": "", "quotes": [ { "author": "meems wrote: Thu Jan 26, 2023 7:35 pm", "content": "" } ] }, { "author": "", "content": "As you get better the harder modes become less suicidal. There are people (I am not one of them, they must be Gods 'cause they're crazy) who like to play deathworld marathon, and I wouldn't be too surprised if there's people who do that with the Rampart mod (which takes the bugs several long strides towards \"clever girl\" smart) turned up. \n \nBut this ain't Skyrim where anyone with some gamer cred can crank it up to legendary even for their early playthroughs and rely on native smarts and caution to get by, planning to figure it out as they go. If you want to survive on the harder levels you have to already know how things work and be able to plot a course through the foreseeable consequences with room for a plan B if your luck turns bad. \n \nThe basic deathworld strat is keep the pollution low. hand mine as much as you've got time for early, smelt slow so the land and trees soak up enough that the bugs don't come investigating your stink before you've got the weapons to deal with an attack. I like E1's early midgame and on even on default maps, on deathworld maps they're your ticket to paradise. There's videos out there of people trying absolutely ridiculous settings, it's possible to crank all the dials to suicidal levels and those maps do require some RNG blessings. \n \n Here, Death World Rampant , that guy's f'ing insane. \"I've beatn death world multiple times as well as death world marathon and it always felt like it was testing my patience rather than my skill\". Some where in there should be a \"don't try this at home, kids\" warning.", "date": "", "quotes": [ { "author": "meems wrote: Thu Jan 26, 2023 6:09 pm", "content": "" } ] }, { "author": "", "content": "I play only deathworld marathon since it got released. I have never \"lost\" a game. \nThe main trick is, not to produce stuff you don't need, not pollute to much, and prevent biters from settling. \nIn the beginning, turret \"flowers\" (4 turrets, chest, 4 burner inserters, a wall around them) work very well for defence. \nObviuosly, you should rush turrets. \n \nAfter you have rushed turrets, you should be rushing flamethrowers, and occupy any oilfield for any amount of oil. After that, there is a period where you are bot-less, which makes automated defending tedious, but its not as complicated from then on. Desert is tougher, since you can't mitigate pollution that easily, but still doable. \n \nAlso, I suggest utilizing yourself as an assembler all the time, until you have flamethrowers, basically.", "date": "", "quotes": [ { "author": "meems wrote: Thu Jan 26, 2023 6:09 pm", "content": "" } ] }, { "author": "", "content": "My second map was (and is:) - Marathon of the World of Death. Without oil, at least in the immediate visibility - I think I would not start playing at all. But the first oil had to be won back from the biters, with a flamethrower it is already a little easier to run. In general, I launched a rocket in 96 hours - for me this is a very good time, because a marathon is a constant time pressure, a game with death (( \nLaser turrets are quite useless at low levels, I completely abandoned flamethrowing turrets already at the level of laser somewhere around level 10-15.", "date": "", "quotes": [] }, { "author": "", "content": "Due to logistics and bot self-damage?", "date": "", "quotes": [ { "author": "azesmbog wrote: Fri Jan 27, 2023 10:10 am", "content": "" } ] }, { "author": "", "content": "Why did I give up fire turrets?? \nI have always considered them intermediate until the laser turrets reach a certain power. As soon as this happened, I dismantled the fire turrets, now there are several (tens of) thousand of them in the chests \nupd: looked at the chests. 22,000 fire turrets. We stood close to the perimeter", "date": "", "quotes": [ { "author": "aka13 wrote: Fri Jan 27, 2023 11:50 am", "content": "" } ] }, { "author": "", "content": "I always considered laser useless on dw, maybe I should do as you say, and research laser for a bit, and see how it works. I only use fire for as far as I can remember, since AOE damage rips through anything artillery can aggro. The only downside is, that they never seem to sleep, and I have to drive light oil around.", "date": "", "quotes": [ { "author": "azesmbog wrote: Fri Jan 27, 2023 1:35 pm", "content": "" } ] }, { "author": "", "content": "Tbh, don't bother doing light oil to turrets. Just pump crude to the flamethrowers. Light oil does 10% more damage, but that's pretty insignificant when you could just add an extra turret and account for 10 extras just like that. \n \nMichael Hendriks has a video series where he's doing the 'ultimate death world challenge' aiming to completely and 100% eliminate biters from the map, and he basically powers his entire base of hundreds of flamethrower turrets off a single minimum output pumpjack that he beaconed somewhere along the line and a buffer tank that he gradually expanded as time went on just to see how well it would do.. even after artillery incited attacks, he rarely troubled his reserves. \n \nThing is, a minimum output pumpjack outputs 2/s oil- But you're not being constantly attacked (by which I mean an incessant stream of enemies), you're only dealing with expansion waves that get too close to your wall, and the occasional pollution incited attack. \n \nAt the absolute minimum, the cooldown for enemy expansion is 1-5mins; On death world preset its 4-60 mins. So for every 2-5 second burst by a few turrets on your wall, you have a lot of time for even a single pumpjack to stack oil up for future attacks. \n \nReally, there's a lot of neat stuff to learn from his video series, so here's the link: \n Michael Hendriks' Ultimate DeathWorld Challenge \nEpisode 20 at 5:40 is one of the times he shows his single pumpjack and the oil it has gradually accumulated over time; Due to the expansion of his base it was finally starting to consume oil faster than producing it, so this is also the time where he upgrades it with beacons, and it pretty much carries him through the next 11 videos in the series. \n \nTL;DR: Flamethrowers OP, and a nice mix of flamers and lasers is the way to go.(Imo)", "date": "", "quotes": [ { "author": "aka13 wrote: Fri Jan 27, 2023 6:41 pm", "content": "" }, { "author": "azesmbog wrote: Fri Jan 27, 2023 1:35 pm", "content": "" } ] }, { "author": "", "content": "I've just tried deathworld again after some years. The biters are not a problem, you can kill them with pickaxe + fish. However the only copper nearby was under a nest and that proved too hard. \nSo yes, some deathworld maps are probably impossible.", "date": "", "quotes": [] }, { "author": "", "content": "I feel like part of this is because of how little fluid flamers use per second.", "date": "", "quotes": [ { "author": "NoaAldritt wrote: Fri Jan 27, 2023 8:33 pm", "content": "" } ] } ]
19
forum-topic-120185
120185
[raiguard] [2.0.14] IPv6 binding fails when using bind address ::
Assigned
https://forums.factorio.com/viewtopic.php?t=120185
kryptonian98
When using Code: Select all --bind :: the game crashes? I don't think it should crash as that's perfectly valid bind address to use in most apps. Otherwise the game doesn't appear to bind on IPv6. Server logs: Code: Select all 0.000 2024-11-07 05:19:02; Factorio 2.0.14 (build 79988, linux64, headless, space-age) 0.000 Operating system: Linux 0.000 Program arguments: "/opt/factorio/bin/x64/factorio" "--port" "31497" "--server-settings" "/factorio/configs/server-settings.json" "--server-banlist" "/factorio/configs/server-banlist.json" "--rcon-port" "27015" "--server-whitelist" "/factorio/configs/server-whitelist.json" "--use-server-whitelist" "--server-adminlist" "/factorio/configs/server-adminlist.json" "--rcon-password" <private> "--server-id" "/factorio/config/server-id.json" "--mod-directory" "/factorio/mods" "--bind" "::" "--start-server-load-latest" 0.000 Config path: /opt/factorio/config/config.ini 0.000 Read data path: /opt/factorio/data 0.000 Write data path: /factorio [10108/10176MB] 0.000 Binaries path: /opt/factorio/bin 0.019 System info: [CPU: Intel(R) N100, 4 cores, RAM: 31858 MB] 0.019 Environment: DISPLAY=<unset> WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=<unset> XDG_SESSION_DESKTOP=<unset> XDG_CURRENT_DESKTOP=<unset> SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset> 0.020 Running in headless mode 0.020 Audio is disabled 0.021 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true 0.021 Info ModManager.cpp:434: FeatureFlag freezing = true 0.021 Info ModManager.cpp:434: FeatureFlag quality = true 0.021 Info ModManager.cpp:434: FeatureFlag rail-bridges = true 0.021 Info ModManager.cpp:434: FeatureFlag segmented-units = true 0.021 Info ModManager.cpp:434: FeatureFlag space-travel = true 0.021 Info ModManager.cpp:434: FeatureFlag spoiling = true 0.023 Loading mod settings squeak-through-2 0.1.2 (settings.lua) 0.025 Loading mod core 0.0.0 (data.lua) 0.040 Loading mod base 2.0.14 (data.lua) 0.190 Loading mod elevated-rails 2.0.14 (data.lua) 0.213 Loading mod flib 0.15.0 (data.lua) 0.223 Loading mod quality 2.0.14 (data.lua) 0.235 Loading mod factoryplanner 2.0.4 (data.lua) 0.244 Loading mod space-age 2.0.14 (data.lua) 0.462 Loading mod base 2.0.14 (data-updates.lua) 0.479 Loading mod quality 2.0.14 (data-updates.lua) 0.503 Loading mod space-age 2.0.14 (data-updates.lua) 0.520 Loading mod squeak-through-2 0.1.2 (data-final-fixes.lua) 0.653 Checksum for core: 3504056361 0.653 Checksum of base: 48730768 0.653 Checksum of squeak-through-2: 1101572755 0.653 Checksum of elevated-rails: 971617432 0.653 Checksum of flib: 2235140407 0.653 Checksum of quality: 3898255384 0.653 Checksum of factoryplanner: 2719536303 0.653 Checksum of space-age: 1545753807 1.086 Prototype list checksum: 673132184 1.157 Info PlayerData.cpp:66: Local player-data.json available, timestamp 1730956738 1.157 Info PlayerData.cpp:73: Cloud player-data.json unavailable 1.159 Factorio initialised 1.188 Info ServerSynchronizer.cpp:20: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0). 1.188 Info ServerMultiplayerManager.cpp:803: updateTick(18446744073709551615) changing state from(Ready) to(PreparedToHostGame) 1.188 Info ServerMultiplayerManager.cpp:803: updateTick(18446744073709551615) changing state from(PreparedToHostGame) to(CreatingGame) 1.188 Loading map /factorio/saves/default-save.zip: 3620724 bytes. 1.205 Loading level.dat: 7336726 bytes. 1.209 Info Scenario.cpp:178: Map version 2.0.14-2 1.357 Blueprint storage "blueprint-storage-2.dat" was not found, trying to load previous version storage "blueprint-storage.dat" 1.357 Loading script.dat: 1154062 bytes. 1.360 Checksum for script __level__/control.lua: 2463946943 1.383 Checksum for script __factoryplanner__/control.lua: 4159932969 1.433 Info UDPSocket.cpp:32: Opening socket at (IP ADDR:({[::]:31497})) 1.434 Hosting game at IP ADDR:({[::]:31497}) 1.434 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/generate-server-padlock-2?api_version=6 1.655 Info AuthServerConnector.cpp:108: Obtained serverPadlock for serverHash (xQ871RpwHJPCdDPJcVVhNAKCuJ8TNztm) from the auth server. 1.655 Info ServerMultiplayerManager.cpp:803: updateTick(396175) changing state from(CreatingGame) to(InGame) 1.670 Info ServerRouter.cpp:664: Asking pingpong servers (pingpong1.factorio.com:34197, pingpong2.factorio.com:34197, pingpong3.factorio.com:34197, pingpong4.factorio.com:34197) for own address 1.670 Error CommandLineMultiplayer.cpp:355: Hosting multiplayer game failed: Sendto (IP ADDR:({45.79.173.216:34197})) failed (9: Bad file descriptor) 1.698 Info ServerMultiplayerManager.cpp:119: Disconnecting multiplayer connection. 1.698 Info ServerMultiplayerManager.cpp:803: updateTick(18446744073709551615) changing state from(InGame) to(DisconnectingScheduled) 1.717 Info ServerMultiplayerManager.cpp:146: Quitting multiplayer connection. 1.717 Info ServerMultiplayerManager.cpp:803: updateTick(18446744073709551615) changing state from(DisconnectingScheduled) to(Closed) 1.835 Info UDPSocket.cpp:233: Closing socket 1.835 Info UDPSocket.cpp:263: Socket closed 1.839 Goodbye
[ { "author": "", "content": "The issue is that when you bind to an IPv6 address, the IPv4 socket is never opened, so making requests to IPv4 addresses won't work.", "date": "2024-12-05T21:21:54+00:00", "quotes": [] }, { "author": "kryptonian98", "content": "In that case, how should I be able to bind to both or is that not supported at all? \nIt does seem that the pingbong servers are IPv4-only, but due to the nature of it, that's not really surprising.", "date": "2024-12-11T17:02:03+00:00", "quotes": [ { "author": "raiguard wrote: Thu Dec 05, 2024 9:21 pm", "content": "" } ] }, { "author": "", "content": "I am working on a fix.", "date": "2024-12-11T18:36:18+00:00", "quotes": [] }, { "author": "miend", "content": "I just hit this one too. I'm in a situation where I'm only able to host a headless server in the configuration I want via IPv6, so blocked until this functionality is restored.", "date": "2025-02-08T06:52:28+00:00", "quotes": [] }, { "author": "miend", "content": "As an update to this, I did discover that apparently Factorio is listening on `::` anyway when set to `--bind 0.0.0.0`. I tried to use `socat` to forward IPv6 -> IPv4, and found that `::` was already in use. Lo and behold, Factorio is using it: \n Code: Select all > netstat -tulpn | grep 10007\nudp 0 0 0.0.0.0:10007 0.0.0.0:* 1329/factorio\nudp6 0 0 :::10007 :::* 1329/factorio\n \n\nI haven't gotten connected via ipv6 yet, but this looks promising.", "date": "2025-02-08T20:33:29+00:00", "quotes": [] }, { "author": "sirhc", "content": "I believe this is also preventing IPv6 only servers from being stood up. \n \nUnless IPv6 only is not supported. In which case, never mind. \n \nHere is my log if it's useful.\n \n\nEdit: \nAlso should updater.factorio.com support IPv6? it seems to only have IPv4 DNS records", "date": "2025-02-13T04:08:50+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
6
2024-11-06T23:25:35-06:00
forum-topic-127199
127199
Original Factorio fan song - beautiful disaster
Fan Art
https://forums.factorio.com/viewtopic.php?t=127199
kuroi_riquid
I made a whole album of Factorio fan songs. I just put out the first music video. I'm gonna do music videos for each song. You can check it out here: https://youtu.be/B1wNfAAYXt4
[ { "author": "Shulmeister", "content": "Is this another AI music thing ?", "date": "2025-03-01T07:24:41+00:00", "quotes": [] } ]
1
2025-02-28T21:57:19-06:00
forum-topic-127538
127538
Display screen
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127538
J-H
Why can't I set a display screen to simply display a number? I have a belt. I hook a green wire to it and set it to display a count of whatever's on the belt. The screen won't accept that as a displayable input?
[ { "author": "eugenekay", "content": "Yup. Fingers crossed it will be a new Feature in v2.1 \n \nI use a line of Lamps with a Circuit condition for 1K, 2K, 5K, etc to indicate Counts. Or if more detail is required, a \"LED\" display to show digits is possible. \n \n \nGood Luck!", "date": "2025-03-16T02:11:03+00:00", "quotes": [] } ]
1
2025-03-15T19:42:38-05:00
forum-topic-95616
95616
[1.1.19][Desync] Desync immediately after connection to host (Better air filtering)
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=95616
DudeMcDude
The client joining the host desyncs immediately after downloading the map from the server. It desyncs both ways with either player desyncing after downloading the map. We have tried removing recent mods as well as other mods unrelated. We are able to create a new world with every mod enabled and join without issue. I have included the client mods, the hosts mods (which should be identical), the desync report and a client save of the game made at the time the server was closed. We are unsure of the issue. Thanks for the help in advance. https://drive.google.com/drive/folders/ ... sp=sharing
[ { "author": "", "content": "Ok i looked into this desync and i was able to reliably reproduce it when hosting the reference save file in local MP. \n \nWhen i was running that map with single ticks and doing crc checks, it made a clean diff saying that pollution values are different and evolution by pollution values were different. \nAfter mod bisection i found that when running that save file with all mods except \"better-air-filtering\" runs stable for period of time i was testing it with while running with only base+\"better-air-filtering\" it was desyncing in the same way. Because of that i would say it is a \"better-air-filtering\" mod desync. \n \n-- edit: \nI looked a little into that mod code and why it desync: i have added some prints and host produces this:\n Code: Select all suction update tick=4087059 e=nil dx=-2 dy=2\n totalSuction= 0\n totalSuction= 0\n totalSuction= 0\n totalSuction= 0\nsuction update tick=4087059 e=nil dx=-1 dy=3\n totalSuction= 0\n totalSuction= 0\n totalSuction= 0\n totalSuction= 0\n pollute: tick=4087060 surface=nauvis p={x = 0, y = 0} a=-0.31546306824535\nsuction update tick=4087060 e=nil dx=-1 dy=0\n totalSuction= 0\n totalSuction= 0.66666666666667\n chunkFrom= {filters = {{__self = \"userdata\"}, {__self = \"userdata\"}, {__self = \"userdata\"}}, surface = {__self = \"userdata\"}, x = -1, y = 0}\n chunkFrom::pollution= 0.083333328155883\n totalSuction= 0\n totalSuction= 0.66666666666667\n chunkFrom= {filters = {{__self = \"userdata\"}, {__self = \"userdata\"}, {__self = \"userdata\"}}, surface = {__self = \"userdata\"}, x = -1, y = 0}\n chunkFrom::pollution= 0.083333328155883 \n\nwhile client produces this:\n Code: Select all suction update tick=4087059 e=nil dx=-2 dy=2\n totalSuction= 0\n totalSuction= 0\nsuction update tick=4087059 e=nil dx=-1 dy=3\n totalSuction= 0\n totalSuction= 0\n pollute: tick=4087060 surface=nauvis p={x = 0, y = 0} a=-0.31546306824535\nsuction update tick=4087060 e=nil dx=-1 dy=0\n totalSuction= 0\n totalSuction= 0.66666666666667\n chunkFrom= {filters = {{__self = \"userdata\"}, {__self = \"userdata\"}, {__self = \"userdata\"}}, surface = {__self = \"userdata\"}, x = -1, y = 0}\n chunkFrom::pollution= 0.083333328155883 \n\nSo on the host there are twice as many update calls done and they are all coming from local variable `air_filtered_chunks` which is not save-loaded but it is filled by `init` function. Host runs the init function twice (because of on_init and because of on_configuration_changed) but the `air_filtered_chunks` is not cleared by the init function. For my own testing purposes i was able to fix those desyncs by changing:\n Code: Select all function init()\n -- gather all filters on every surface\n global.air_filtered_chunks_map = {}\n \ninto this:\n Code: Select all function init()\n -- gather all filters on every surface\n air_filtered_chunks = {}\n global.air_filtered_chunks_map = {} \n(literally one line added) and the desyncs are not happening anymore. You can also fix this temporarily by opening that save file, resaving it with current set of mods and loading that new save file: that way when loading new save there will be no migrations because of mod changes and so the host will not do twice as many updates in the \"better-air-filtering\" mod.", "date": "2021-02-03T09:51:47+00:00", "quotes": [] }, { "author": "DudeMcDude", "content": "Thanks for looking into the issue. We never would have suspected better air filtering to be the cause. Big props for the quick response too!", "date": "2021-02-03T16:04:59+00:00", "quotes": [] }, { "author": "", "content": "JoeyDP reported this as fixed in better-air-filtering 0.3.2 ( https://mods.factorio.com/mod/better-ai ... 2b356c2d1a )", "date": "2021-02-05T19:38:34+00:00", "quotes": [] }, { "author": "Zefiro", "content": "Factorio did a minor update today (to 1.1.25) and our savegame from yesterday didn't work anymore - desync everytime the second player tried to join. \nDisabling only Better Air Filter alone confirmed that it was this mod which caused the desync. Going back to Factorio 1.1.21 (second newest available on Steam) did not help. \nBetter Air Filter was already on 0.3.2 which should include this fix. \n \nHowever the workaround mentioned above (Loading and saving the game once in Singleplayer) did solve it and we could then continue playing (including this mod). \n \nSo many thanks @boskid for both finding the issue and providing a workaround as well \n \n*purrrr*", "date": "2021-02-20T00:22:55+00:00", "quotes": [] } ]
4
2021-02-02T21:34:24-06:00
forum-topic-67994
67994
0.17 Resource generation
Modding help
https://forums.factorio.com/viewtopic.php?t=67994
_npo6ka_
I'm trying to write my own generation of resources, but unfortunately I can not find detailed information about the generation of resources in version 0.17. I took the BobOres mod as a basis, and got such a problem. Some ores are generated in the same place overlapping each other. The picture clearly shows that the center point of generation coincides with several ores or liquids. IMG Can you please tell me what generation parameters are responsible for the spread of ores relative to each other? My file with "autoplace-control": Code: Select all --Garnierite { type = "autoplace-control", name = "garnierite", richness = true, order = "b-g", category = "resource", }, --Granitic Ore { type = "autoplace-control", name = "granitic-ore", richness = true, order = "b-h", category = "resource", }, Resource garnierite: Code: Select all { type = "resource", name = "garnierite", icon = "__xander-mod-v1__/graphics/item/material/resource/garnierite.png", icon_size = 32, flags = {"placeable-neutral"}, category = "hard-solid", order = "a-b-b", minable = { mining_time = 3, result = "garnierite"--, --fluid_amount = 10, --required_fluid = "blasting-fluid" }, collision_box = {{ -0.1, -0.1}, {0.1, 0.1}}, selection_box = {{ -0.5, -0.5}, {0.5, 0.5}}, autoplace = resource_autoplace.resource_autoplace_settings { name = "garnierite", order = "b", base_density = 7, has_starting_area_placement = false, resource_index = resource_autoplace.get_next_resource_index(), regular_rq_factor_multiplier = 1.1; }, stage_counts = {10000, 5000, 2000, 1000, 500, 200, 100, 10}, stages = { sheet = { filename = "__xander-mod-v1__/graphics/entity/resource/garnierite.png", priority = "extra-high", width = 64, height = 64, frame_count = 8, variation_count = 8, hr_version = { filename = "__xander-mod-v1__/graphics/entity/resource/garnierite-hr.png", priority = "extra-high", width = 128, height = 128, frame_count = 8, variation_count = 8, scale = 0.5 } } }, map_color = {r = 0.28, g = 0.7, b = 0.37} }, Resoure granitic: Code: Select all { type = "resource", name = "granitic", icon = "__xander-mod-v1__/graphics/item/material/resource/granitic.png", icon_size = 32, flags = {"placeable-neutral"}, category = "basic-solid", order = "a-b-b", minable = { mining_particle = "granitic-particle", mining_time = 1, result = "granitic-ore" }, collision_box = {{ -0.1, -0.1}, {0.1, 0.1}}, selection_box = {{ -0.5, -0.5}, {0.5, 0.5}}, autoplace = resource_autoplace.resource_autoplace_settings { name = "granitic-ore", order = "b", base_density = 7, has_starting_area_placement = true, resource_index = resource_autoplace.get_next_resource_index(), regular_rq_factor_multiplier = 1.1, starting_rq_factor_multiplier = 1.2; }, stage_counts = {10000, 5000, 2000, 1000, 500, 200, 100, 10}, stages = { sheet = { filename = "__xander-mod-v1__/graphics/entity/resource/granitic.png", priority = "extra-high", width = 64, height = 64, frame_count = 8, variation_count = 8, hr_version = { filename = "__xander-mod-v1__/graphics/entity/resource/granitic-hr.png", priority = "extra-high", width = 128, height = 128, frame_count = 8, variation_count = 8, scale = 0.5 } } }, map_color = {r = 0.9, g = 0.9, b = 0.5} },
[ { "author": "leadraven", "content": "I've just started to learn modding, and as I know it depends on resource_index. But get_next_resource_index() is calculated separately 0-1-2-... for base and 0-1-2-... for mod. Resources with similar index are placed together. I don't know how to fix it, more experienced modder needed.", "date": "2019-03-18T08:51:48+00:00", "quotes": [] }, { "author": "_npo6ka_", "content": "I checked your guess, however it seems that the get_next_resource_index () function works correctly. The first value that it gave and which is placed in my ore is 6. Further, this value is increased by 1 \n Code: Select all 1.692 Script @__xander-mod-v1__/prototypes/entity/resource/resource.lua:78: index\n 1.692 Script @__xander-mod-v1__/prototypes/entity/resource/resource.lua:79: 6\n 1.692 Script @__xander-mod-v1__/prototypes/entity/resource/resource.lua:80: 7\n 1.692 Script @__xander-mod-v1__/prototypes/entity/resource/resource.lua:81: 8\n 1.692 Script @__xander-mod-v1__/prototypes/entity/resource/resource.lua:82: 9", "date": "2019-03-18T21:35:03+00:00", "quotes": [ { "author": "leadraven wrote: Mon Mar 18, 2019 8:51 am", "content": "" } ] }, { "author": "AlienX", "content": "I have had the same issue. \nIt looks like incrementing the number over the hard-coded amount of ores in the game doesnt make much difference until you go much higher. \n \nI fixed the issue in my mod by doing this:\n Code: Select all resource_index = resource_autoplace.get_next_resource_index()+30,\n \n\nHowever, this is a duct tape fix as if another mod uses your ID then you'll be back to square one again with ores over ores. \n \nI believe that bobbingabout has fixed this a different way by completely defining the autoplace table manually, with his own dynamically-generated noise layer, but i have not had much time to look through his code to figure it out.", "date": "2019-03-19T00:07:40+00:00", "quotes": [] }, { "author": "_npo6ka_", "content": "I tried to do the same, but it did not help me in solving the problem. Ores were also generated at 1 point. I even tried to multiply and divide, but this did not solve my problem. \n Code: Select all resource_index = resource_autoplace.get_next_resource_index() * 16 + 16,\n \nI tried to change orders in all possible places, it also did not solve the problem. I am at a dead end and do not know what else to try. \n \nBob has the same problem with generation and he recommended using the RSO mod. I will see how ore generation is implemented in this mode, and may be I can find useful information for myself.", "date": "2019-03-19T09:03:54+00:00", "quotes": [ { "author": "AlienX wrote: Tue Mar 19, 2019 12:07 am", "content": "" } ] }, { "author": "orzelek", "content": "RSO generates ores by itself completely separate from noise euqations. So it has no issues like that. (It has some others.. but they are well hidden )", "date": "2019-03-19T18:48:27+00:00", "quotes": [] }, { "author": "LeonSkills", "content": "I was having the exact problem yesterday \nI think it's because the spot-noise uses the same seeds for all resources. (seed0 = map seed, seed1 = 100), and doesn't make use of the resource name/order to seed the generation, so all spots will be on the same locations for each resource. \n \nWhat I did was copy over the whole resource-autoplace file (Where the resource_autoplace_settings() is called, demo-resource-autoplace.lua? No access to the game files atm) over into my own mod directory \nAnd changed the \nlocal seed1 = 100 \nto local seed1 = params.seed or 100 \n \nI think it was line 58 on 0.17.16 \n \nAnd call that file instead of the base one. \n \nThen give a different seed as a parameter to each resource_autoplace_settings{} \n \nWould be nice if we can actually input the seed in that file ourself as a parameter, rather than have it always be 100.", "date": "2019-03-22T13:26:11+00:00", "quotes": [] }, { "author": "leadraven", "content": "Actually, resource_autoplace_settings uses id in some line like \"ignore_bits( id ) \". And id somehow influences result. But in very limited way.", "date": "2019-03-22T14:30:24+00:00", "quotes": [ { "author": "LeonSkills wrote: Fri Mar 22, 2019 1:26 pm", "content": "" } ] }, { "author": "B_head", "content": "I created a mod to make it easy to add resources. \nPlease try it! \n https://mods.factorio.com/mod/resource_autoplace_kaizen", "date": "2019-03-28T19:43:50+00:00", "quotes": [] }, { "author": "Arch666Angel", "content": "There are several variable that needs to change to adapt to a changing environment e.g. mods: \nThe base_index set per resource, the starting area amount of resource and the total amount of resources, all set in the autoplace-functions and only partially exposed. \nThat's the main reason people are writing their own versions of it, instead of using the base game one.", "date": "2019-03-29T09:43:07+00:00", "quotes": [] }, { "author": "darkfrei", "content": "It's not possible to use vanilla functions in mods, autoplacement function is local", "date": "2019-03-29T10:09:42+00:00", "quotes": [ { "author": "Arch666Angel wrote: Fri Mar 29, 2019 9:43 am", "content": "" } ] } ]
10
2019-03-18T02:30:54-05:00
forum-topic-16950
16950
[MOD 0.13] UniqueBackerNames_0.2.1
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=16950
Adil
Type: Mod Name: UniqueBackerNames Description: Provides means of ensuring uniqueness of backer names for a certain type of entities. License: Whatever Fits Your Purpose Version: 0.2.0 Release: 2015-10-10 Tested-With-Factorio-Version: 0.12.11 Category: Lib Tags: Renaming, utility Download-Url: Attached Website: https://github.com/Adilf/UniqueBackerNames License License No restrictions apply to this code. Long description Long description This mode provides interface with several functions that are meant to ensure uniqueness of text written in backer_name field. If those lines are unique, they can be used as keys in tables. Looking up the key in table is faster than doing the search for the table value. The functions of this mod append a number surrounded by #'s at the end of current backername. To me it seems simple and reliable enough solution for the problem. Pictures Pictures [img]pic[/img] Version history Version history 0.1.0(10.10.2015): Initial release 0.2.0(17.10.2015): A trivial update to 12.11. 0.2.1(21.08.2016): An update to 0.13+ How to use in mods This mod provides a couple of functions to append unique number to the end of an entity backer name in a following format #number#. The format was chosen with the idea that it's uncommon for people to normally use such and thus collisions could be avoided. The primary intent of usage is allowing storing locomotives in tables indexed by the backer_name. The functions may be used on entity of any arbitrary type, however, for immobile entities it may be better to use their position as identifier in table. The mod functions don't check whether the entity has a backer name. Reasons are These functions are intended to be used in cases when modder has already performed typecheck. The resulting runtime error, doesn't result in game stop, only in console crap message. To use the functionality: 1. Your mod must list UniqueBackerNames in it's dependencies. e.g. "dependencies": ["base >= 0.12.0","UniqueBackerNames"] 2a. If you are making mod that renames things, use the "rename" function to provide compatibility with other mods: remote.call("UniqueBackerNames","rename",entity_to_rename,new_name) 2b. If you're making mod with backername indexed tables: Whenever you want to make a table entry with backer name as a key, you should first invoke "make_unique" function on the entity: game.on_event({defines.events.on_built_entity,defines.events.on_robot_built_entity}, function(event) if event.created_entity.type=='locomotive' then remote.call("UniqueBackerNames","make_unique",event.created_entity)--this is the addition to normal code global.my_table[event.created_entity.backer_name]=event.created_entity end end) 3. To make sure that your data structures aren't distorted by renaming (if that's done responsibly) you need to subscribe handler to custom event (in mod's code it's called on_rename): game.on_event(remote.call("UniqueBackerNames",'on_rename_event'), function(event) if event.entity.type=='locomotive" then global.my_table[event.entity.backer_name]=global.my_table[event.old_name] global.my_table[event.old_name]=nil end end)
[]
0
2015-10-10T09:38:41-05:00
forum-topic-124049
124049
Perfect Ratio Bioflux production
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=124049
UberFuber
Finally got a direct inserter Bioflux system. This design can auto recover from most stalls. Can produces a bit under 12 biofluxes per second (with some diverted to nutrient production). Spoilage and seeds are outputted to the right side. The only circuit control is to control the restart system. 12-08-2024, 16-02-42.png (1.2 MiB) Viewed 1231 times Code: Select all 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
[ { "author": "leoric", "content": "that's nice, but can't be beaconed", "date": "2024-12-16T06:37:17+00:00", "quotes": [] }, { "author": "Jay_Raynor", "content": "Looks great. You do have a biochamber missing modules, though", "date": "2025-01-18T19:32:55+00:00", "quotes": [ { "author": "UberFuber wrote: Sun Dec 08, 2024 10:03 pm", "content": "" } ] } ]
2
2024-12-08T16:03:09-06:00
forum-topic-14121
14121
Planes
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=14121
RocketWill
So I was messing around with the factorio editor and I saw the object, small plane. So it made me think, would it not be cool if you would be able to fly a plane around in factorio and drop bombs on biter bases?
[ { "author": "johanwanderer", "content": "The \"Tutorial\" mod does exactly that.", "date": "2015-07-27T05:01:25+00:00", "quotes": [] }, { "author": "jason03272002", "content": "Joined cause identical -- ßilk \n \nIn the game, the research \"Flight\" is only used for robots. I think there should be more research, like planes, helicopters, etc. It would add another method of transit and logistics, and in my eyes at least would certainly be something to look for.", "date": "2016-02-26T00:49:14+00:00", "quotes": [] }, { "author": "Supercheese", "content": "There is an aircraft mod: viewtopic.php?f=93&t=14370", "date": "2016-02-26T01:07:37+00:00", "quotes": [] }, { "author": "", "content": "5dim also includes a truck, a boat and an airplane.", "date": "2016-02-26T01:45:49+00:00", "quotes": [] }, { "author": "", "content": "I joined this suggestion with the already existing.", "date": "2016-02-26T01:53:00+00:00", "quotes": [] } ]
5
2015-07-26T10:17:17-05:00
forum-topic-127526
127526
API to cancel rocket launches
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127526
thesixthroc
Currently it is impossible to build scripted space platforms whose logistic requests can only be fulfilled by a certain type of rocket. This fact prevents a variety of useful mods. For example, since it is impossible to introduce a modded rocket silo wired to fulfill the logistic requests of the cargo landing pad on a specific surface, it is impossible to make a mod introducing a rocket that can only travel between a planet and its moon but otherwise functions normally. If a mod were able to silently cancel logistic request attempts by unwanted silos and instead trigger launches by the correct silo, this would solve the problem. If I understand correctly, this could be achieved by a simple API to cancel an in-progress rocket launch before the rocket has taken off. (Or if not, this is at least one piece of the puzzle.)
[ { "author": "thesixthroc", "content": "Thinking about it more, my problem would be solved by this simpler and more useful API: viewtopic.php?t=127527", "date": "2025-03-15T18:22:28+00:00", "quotes": [] } ]
1
2025-03-15T13:11:26-05:00
forum-topic-126487
126487
order dependencies ingame in the order they are defined, like the website
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=126487
Quezler
It would be nice if the orders in which they are displayed at the same everywhere, currently incompatible has its own little section but the ones within dependencies could totally be in the website order:
[]
0
2025-01-31T04:55:37-06:00
forum-topic-16592
16592
Game Setup, Game Configuration, Init Screen, Mod-Config
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=16592
This is about what directions a good setup should cover. Note: There is currently a discussion about the configuration interface for mods: viewtopic.php?f=34&t=32890 [0.15] Mod setting/config interface - give your input There are many ideas. The problem with them is, that all are good ideas, but there is no way to implement them all in one init-screen. This will overwhelm every player - and also programmer. There are only 2 ways: - The game-init screen is changed/cleaned up in a way that is a compromise, to target everybody needs. - The game-init (or game-config) is made completely open, free for modding. It is something like a scenario, but it includes more aspects. This idea is just based on the fact, that many mods already have own config-files, where the player needs to change things by opening a text-editor. There is also a suggestion which goes into a direction of how to setup the generated world: viewtopic.php?f=80&t=13022 World Generation That thread mentions also the idea, that a game setup should be part of a mod, that provides just sliders/input fields/buttons etc. to the game-init-screen and that a mod guarantees, that the promises are kept within the mod . (There is also a former version of this idea: viewtopic.php?f=6&t=4692 ) For that feature there is also a thread in Modding-Interface-Requests: viewtopic.php?f=28&t=26166 Mod "Setting"/"Config" Interface So the following list could be interpreted either as - a number of ideas for game-configuration and the devs pick up the best or - the devs don't try to implement a more or less multipurpose game-config, instead they implement better modding possibilities, so that modders can also overtake the init-screen. This list is then just a list of possible mods, that implement specialized ideas. viewtopic.php?f=6&t=1487&hilit=config%2A World map (old : Some idea list) [very old!] viewtopic.php?f=6&t=5750&hilit=config%2A Multiplayer / Dedicated Factorio Ideas Thread. viewtopic.php?f=6&t=6508 Master Settings viewtopic.php?f=6&t=7751 Game modes/setup: recipe list multiplier viewtopic.php?f=6&t=13243 Mod reloading at "runtime" [not really matching here, but that would be needed, if a game-setup is nothing else than a mod] viewtopic.php?f=6&t=16286 Configure the distance [Which points to the RSO-Mod] viewtopic.php?f=6&t=16581 Better new game setup [very clear vision] viewtopic.php?f=6&t=16659 Starting Settings Warning viewtopic.php?f=6&t=21143 Difficulty Presets viewtopic.php?f=6&t=24960 Multiple victory conditions (a la CIvilization) viewtopic.php?f=6&t=25393 Lane Swapping and Difficulty Settings viewtopic.php?f=6&t=25870 UI improvement for setting starting resources viewtopic.php?f=6&t=26931 Easy start of the freeplay game? viewtopic.php?f=6&t=27902 Mod Configuration Files viewtopic.php?f=6&t=28213 Remember New Game settings viewtopic.php?f=6&t=28900 Add a slider to increase research and build times viewtopic.php?f=6&t=30265 Map Generator - Random viewtopic.php?f=6&t=35530 forest frequency, size, richness - map generator options viewtopic.php?f=6&t=35784 Map options for water are confusing viewtopic.php?f=6&t=37683 New Game Profiles Load/save config: This is of course really complex if every mod has own configuration... viewtopic.php?f=66&t=105 Save/Load map generation config as String viewtopic.php?f=6&t=4233 File based configuration options (for mods) viewtopic.php?f=6&t=26713 Map Gen Settings in Load Screen/Save Game Overview Related: viewtopic.php?f=6&t=15405 Separate Launcher for Mods viewtopic.php?f=34&t=32890 [0.15] Mod setting/config interface - give your input Mods: There are just toooo many mods, which already change the default behavior of the game in a way like desribed. They just need to be able to have easier configuration-possibilities. Some examples: viewforum.php?f=79 RSO viewtopic.php?f=91&t=13567 Marathon Mod viewtopic.php?f=87&t=7702 Infinite Research (0.11 only!) And there are about 10 more I think...
[]
0
2015-09-25T16:18:09-05:00
forum-topic-121688
121688
What is the meaning of the icons on the Forum site?
Off topic
https://forums.factorio.com/viewtopic.php?t=121688
brunzenstein
What is the meaning of the yellow/white different icons on this Forum site on the left?
[ { "author": "Tertius", "content": "orange: thread contains unread messages \nwhite: thread doesn't contain unread messages \nthread icon is scrolling: \"hot\" (high traffic) topic \nstar: thread contains message(s) posted by you", "date": "2024-11-16T10:13:21+00:00", "quotes": [] }, { "author": "brunzenstein", "content": "Thank You indeed", "date": "2024-11-16T10:46:25+00:00", "quotes": [ { "author": "Tertius wrote: Sat Nov 16, 2024 10:13 am", "content": "" } ] } ]
2
2024-11-16T03:00:18-06:00
forum-topic-102492
102492
[Linux] Yet another Factorio Launcher (Wayland, mimalloc)
Tools
https://forums.factorio.com/viewtopic.php?t=102492
ptx0
This is a script I've been using for some time, and completely overhauled it for public consumption today.
[ { "author": "ptx0", "content": "Code: Select all #!/bin/bash\n\n#### CONFIGURATION\n\nif [ -f \"${HOME}/.factorio.env\" ]; then\n\t# Place environment variables here and we'll grab them on each startup.\n\t# This is so you can override the config values without modifying this script.\n\tsource \"${HOME}/.factorio.env\"\nelse\n\t### Change this to wherever your factorio installations are stored.\n\t### Multiple copies of Factorio may be installed alongside each other.\n\t### Value: \t\t /home/$USER/factorio\t\n\t### Example module path: /home/$USER/factorio/vanilla\t\n\texport FACTORIO_PATH=\"${HOME}/factorio\"\n\n\t### 16GiB of Hugepages might be too much for your system.\n\texport HUGEADM_PAGESZ\n\tHUGEADM_PAGESZ=8192\n\texport HUGEADM_POOLSIZE\n\tHUGEADM_POOLSIZE=2097152\nfi\n\n#### FUNCTIONS\n\ndisable_optimus() {\n\tif [ -z \"$__GLX_VENDOR_LIBRARY_NAME\" ] && [ -z \"$__NV_PRIME_RENDER_OFFLOAD\" ]; then\n\t\techo \"Overriding NVIDIA Optimus flags with:\"\n\t\texport DRI_PRIME=0\n\t\texport __NV_PRIME_RENDER_OFFLOAD=0\n\t\texport __GLX_VENDOR_LIBRARY_NAME=NOT_nvidia\n\telse\n\t\techo \"Not disabling pre-existing NVIDIA Optimus flags:\"\n\tfi\n\t# Use AMD or Intel iGPU.\n\techo \"\tDRI_PRIME: ${DRI_PRIME}\"\n\techo \"\t__NV_PRIME_RENDER_OFFLOAD: ${__NV_PRIME_RENDER_OFFLOAD}\"\n\techo \"\t__GLX_VENDOR_LIBRARY_NAME: ${__GLX_VENDOR_LIBRARY_NAME}\"\n}\n\nenable_mimalloc() {\n\n\t! [ -z \"${MIMALLOC_DISABLE}\" ] && echo \"mimalloc disabled.\" && return\n\tLIBMIMALLOC_PATH='/usr/lib64/libmimalloc.so'\n\tif ! [ -f \"${LIBMIMALLOC_PATH}\" ]; then\n\t\techo \"mimalloc doesn't exist. You might really want to install this.\"\n\telse\n\t\techo \"Enabled mimalloc.\"\n\t\texport MIMALLOC_LARGE_OS_PAGES=1 # Use 2MiB pages\n\t\texport MIMALLOC_RESERVE_HUGE_OS_PAGES=0 # Use n 1GiB pages\n\t\texport MALLOC_ARENA_MAX=1 # Tell Glibc to only allocate memory in a single \"arena\".\n\t\texport MIMALLOC_PAGE_RESET=0 # Signal when pages are empty\n\t\texport MIMALLOC_EAGER_COMMIT_DELAY=4 # The first 4MiB of allocated memory won't be hugepages\n\t\texport MIMALLOC_SHOW_STATS=0 # Display mimalloc stats\n\t\texport LD_PRELOAD=\"${LD_PRELOAD} ${LIBMIMALLOC_PATH}\"\n\t\treturn\n\tfi\n\tLIBHUGETLBFS_PATH=\"/usr/lib64/libhugetlbfs.so\"\n\tif [ -f \"${LIBHUGETLBFS_PATH}\" ]; then\n\t\texport LD_PRELOAD=\"${LD_PRELOAD} ${LIBHUGETLBFS_PATH}\"\n\t\texport HUGETLB_MORECORE=thp\n\t\texport HUGETLB_RESTRICT_EXE=factorio\n\t\techo \"Enabled libhugetlbfs parameters for easy huge page support.\"\n\telse\n\t\techo \"You do not even have libhugetlbfs installed. There is very little we can do for your performance here.\"\n\tfi\n}\n\nconfigure_mempool() {\n\texport HUGEADM_PATH\n\n\texport HUGEADM_CURRENTSIZE\n\n\t# Current pool size (allocated hugepages)\n\tHUGEADM_CURRENTSIZE=$(hugeadm --pool-list | grep \"${HUGEADM_POOLSIZE}\" | awk '{ print $3; }')\n\t# Maximum pool size (how many hugepages)\n\tHUGEADM_MAXIMUMSIZE=$(hugeadm --pool-list | grep \"${HUGEADM_POOLSIZE}\" | awk '{ print $4; }')\n\tHUGEADM_PATH=$(which hugeadm)\n\tif [ -z \"${HUGEADM_PATH}\" ]; then\n\t\techo 'hugeadm is not installed. Was unable to configure the system hugepages pool size.'\n\tfi\n\texport HUGEADM_FREE\n\texport TARGET_HUGEPAGESZ=0 # By default, we'll assume we need to allocate zero pages.\n\tHUGEADM_FREE=$(expr \"${HUGEADM_MAXIMUMSIZE}\" - \"${HUGEADM_CURRENTSIZE}\")\n\tif [ \"${HUGEADM_FREE}\" -lt \"${HUGEADM_PAGESZ}\" ]; then\n\t\t# We don't have enough free hugepages. Let's go for gold and increase it by the current desired amount.\n\t\tTARGET_HUGEPAGESZ=$(expr \"${HUGEADM_PAGESZ}\" - \"${HUGEADM_FREE}\")\n\t\tsudo \"${HUGEADM_PATH}\" --hard --pool-pages-max \"2MB:${TARGET_HUGEPAGESZ}\" || echo \"Could not configure hugepages pool size via hugeadm.\"\n\t\techo \"Added ${TARGET_HUGEPAGESZ} to system hugepages memory pool.\"\n\telse\n\t\techo \"We have enough free pages (${HUGEADM_FREE} / ${HUGEADM_MAXIMUMSIZE}). Continuing.\"\n\tfi\n}\n\nrestore_mempool() {\n\tif [ \"${TARGET_HUGEPAGESZ}\" -gt 0 ]; then\n\t\techo \"Being a good citizen and restoring memory pool size back to ${HUGEADM_MAXIMUMSIZE}.\"\n\t\tsudo \"${HUGEADM_PATH}\" --hard --pool-pages-max \"2MB:${HUGEADM_MAXIMUMSIZE}\" || echo \"Could not configure hugepages pool size via hugeadm.\"\n\telse\n\t\tTOTAL_MEM_WASTED=$(expr \"${HUGEADM_MAXIMUMSIZE}\" \\* 2)\n\t\techo \"There were no extra hugepages allocated at startup, so there is nothing to clean up now. You could free ${TOTAL_MEM_WASTED}M for other applications by reducing the maximum pool size to zero by default.\"\n\tfi\n}\ncpu_performance_mode() {\n\t# Default is to assume we're on a desktop.\n\texport CURRENT_GOVERNOR\n\tCURRENT_GOVERNOR=$(cat /sys/devices/system/cpu/cpufreq/policy*/scaling_governor | head -n1)\n\texport IS_LAPTOP=0\n\t# Detect if we're on a laptop, and if so, if we're charged/charging.\n\tupower -i /org/freedesktop/UPower/devices/battery_BAT0 | grep -o 'power supply.*yes' > /dev/null 2>&1 && export IS_LAPTOP=1 && export POWER_STATE=$(upower -i /org/freedesktop/UPower/devices/battery_BAT0 | grep -E -o '(fully-charged|charging)')\n\t# If we're not on a laptop, or we are fully charged/charging, go into \"performance\" CPU governor\n\tif [ \"$IS_LAPTOP\" -eq 0 ] || ! [ -z \"$POWER_STATE\" ]; then\n\t\techo \"Enabling CPU governor: performance\"\n\t\t# This requires sudo access. It's not important to have this work, but it might be nice on low power systems or huge save files.\n\t\techo performance | sudo tee /sys/devices/system/cpu/cpufreq/policy*/scaling_governor > /dev/null\n\telse\n\t\techo \"Not changing CPU governor. We are not plugged in to a power source.\"\n\tfi\n}\ncpu_governor_reset() {\n\techo \"Enabling CPU governor: ${CURRENT_GOVERNOR}\"\n\techo \"${CURRENT_GOVERNOR}\" | sudo tee /sys/devices/system/cpu/cpufreq/policy*/scaling_governor > /dev/null\n}\ncustom_icon() {\n\texport KDOCKER_PREFIX='' # Do not use kdocker unless it exists.\n\texport KDOCKER_PATH=$(which kdocker)\n\tif [ -z \"${KDOCKER_PATH}\" ]; then\n\t\techo \"Not running KDocker, it is not installed.\"\n\t\treturn\n\tfi\n\tif ! [ -z \"${WAYLAND_DISPLAY}\" ]; then\n\t\techo \"Not running KDocker on Wayland.\"\n\t\treturn\n\tfi\n\techo \"Detect custom tray icon...\"\n\texport ICON_PATH=\"${FACTORIO_PATH}/'${MODULE}'/data/core/graphics/factorio-icon.png\" # Use the default Factorio icon as provided by Wube\n\tls \"${HOME}/.icons/factorio.png\" > /dev/null 2>&1 && export ICON_PATH=\"${HOME}/.icons/factorio.png\" # Use an override icon, if user wants a special one.\n\tls \"${MODULE_DIR}/icon.png\" > /dev/null 2>&1 && export ICON_PATH=\"${MODULE_DIR}/icon.png\" # Use a module-specific override icon, so that each install can have their own icon.\n\texport KDOCKER_SECONDS=60 # Wait 60 seconds until Factorio is most likely ready.\n\texport KDOCKER_PREFIX=\"${KDOCKER_PATH} -i ${ICON_PATH} -x \"${FACTORIO_PID}\" -d ${KDOCKER_SECONDS}\"\n\techo \"Using KDocker command: ${KDOCKER_PREFIX}\"\n\t${KDOCKER_PREFIX} && export KDOCKER_PID=$!\n}\nkill_existing_factorio() {\n\texport FACTORIO_PID\n\tFACTORIO_PID=$(fuser \"${MODULE_DIR}/.lock\" 2>/dev/null | grep -E -o '[0-9]+' | head -n1)\n\tif ! [ -z \"$FACTORIO_PID\" ]; then\n\t\tkill -9 \"${FACTORIO_PID}\"\n\tfi\n}\nwait_for_factorio() {\n\tCOUNT=0\n\twhile [ \"$COUNT\" -lt 10 ]\n\tdo\n\t\tCOUNT=$(expr $COUNT + 1)\n\t\texport FACTORIO_PID\n\t\tFACTORIO_PID=$(fuser \"${MODULE_DIR}/.lock\" 2>/dev/null | grep -E -o '[0-9]+' | head -n1)\n\t\t[ -n \"${FACTORIO_PID}\" ] && break\n\t\tsleep .25\n\tdone\n\tif [ \"$COUNT\" -eq 10 ]; then\n\t\techo \"Giving up. Couldn't start Factorio client.\"\n\t\texit 1\n\tfi\n}\nrenice_factorio() {\n\techo \"Looking for pid and renicing to realtime status...\"\n\tsudo renice -n -19 \"${FACTORIO_PID}\" > /dev/null 2>&1 \n}\nrename_window() {\n\tWMCTRL_PATH=$(which wmctrl)\n\tif [ -z \"${WMCTRL_PATH}\" ]; then\n\t\techo \"Changing Factorio window title for consistency, so that OBS can find it easily...\"\n\t\tWINDOW_ID=$(wmctrl -l -p | awk -v vpid=\"$FACTORIO_PID\" '$3 == vpid{ print $1 }')\n\t\tif ! [ -z \"${WINDOW_ID}\" ]; then\n\t\t\techo \"No window ID found.\"\n\t\t\treturn\n\t\tfi\n\t\tFACTORIO_TITLE=\"Factorio ${MODULE}\"\n\t\twmctrl -i -r \"${WINDOW_ID}\" -I \"Factorio\" -N \"${FACTORIO_TITLE}\"\n\t\techo \"Window renamed to ${FACTORIO_TITLE}.\"\n\tfi\n}\nfactorio_ping() {\n\techo \"Watching for Factorio process to end.\"\n\twhile true; do\n\t\tsleep 30\n\t\tif ! [ -d \"/proc/${FACTORIO_PID}\" ]; then\n\t\t\techo \"It looks like Factorio has exited. Ending script execution...\"\n\t\t\tbreak\n\t\tfi\n\tdone\n}\nkill_kdocker() {\n\tif ! [ -z \"${KDOCKER_PREFIX}\" ] && ! [ -z \"${KDOCKER_PID}\" ]; then\n\t\techo \"Killing KDocker...\"\n\t\tkill -9 ${KDOCKER_PID}\n\tfi\n}\nwayland_sdl_override(){\n\tif ! [ -z \"${WAYLAND_DISPLAY}\" ]; then\n\t\texport QT_QPA_PLATFORM=wayland\n\t\texport SDL_DYNAMIC_API=/usr/lib64/libSDL2.so\n\t\tif ! [ -f \"${SDL_DYNAMIC_API}\" ]; then\n\t\t\techo \"SDL 2.0 library not found?\"\n\t\telse\n\t\t\techo \"SDL2 override for Wayland enabled.\"\n\t\tfi\n\t\texport SDL_VIDEODRIVER=wayland\n\telse\n\t\techo \"Not running Wayland, no SDL2 override needed.\"\n\tfi\n}\n\n#### SCRIPT BELOW\n\n### Using Wayland display server? We'll overload SDL2 with the OS-provided copy and force-enable Wayland output.\nwayland_sdl_override\n\n### This is laptop-specific optimization for Factorio.\n### If it's not provided by the OS, we assume you do not want to use the discrete GPU for rendering Factorio.\n### This wakes the GPU up (obviously) and ensures the laptop uses more power than it needs to. If you don't \n### want this behaviour, export these variables from your shell profile, or change these values to 1 & nvidia\ndisable_optimus\n\n\n\n### Are we plugged in, or on a desktop?\n### Switch CPU governor to performance mode.\ncpu_performance_mode\n\n### Support multiple copies of Factorio.\n### To have spaces in the name, just 'Quote It' when running the script.\n### Example: ./factorio.sh \"Space Exploration\"\nMODULE=\"vanilla\"\nif ! [ -z \"$1\" ]; then\n\tMODULE=\"$1\"\nfi\nMODULE_DIR=\"${FACTORIO_PATH}/${MODULE}\"\npushd \"${MODULE_DIR}\" > /dev/null || (echo \"Can not enter installation directory. Ensure it exists: ${MODULE_DIR}\" && exit 1)\n\n### Detect an existing Factorio instance, and kill it.\nkill_existing_factorio\n\n\n### Microsoft mimalloc is useful to boost FPS in megabases as a more efficient memory allocator.\nconfigure_mempool\nenable_mimalloc\n\n### Try and execute Factorio.\n./bin/x64/factorio > \"${HOME}/.factorio.log\" 2>&1 &\n\n#### Wait for Factorio and grab the PID. Exit if we don't find it in 10 attempts.\nwait_for_factorio\n\n### We do not want to use KDocker on Wayland. It is not supported yet.\ncustom_icon\n\n### Now that it's running, renice it so we can grab more CPU.\nrenice_factorio\n\n### Wait until Factorio exits.\nfactorio_ping\n\n# Unconfigure hugepages if we've altered the system environment.\nrestore_mempool\n\n### Go back to the previous CPU governor.\ncpu_governor_reset\n\n### End the KDocker process.\nkill_kdocker\n\nexit 0", "date": "2022-05-25T01:28:54+00:00", "quotes": [] }, { "author": "ptx0", "content": "updated the post with v1.1 of the launcher, it properly detects icon paths and more.", "date": "2022-06-18T21:55:57+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
2
2022-05-24T20:28:08-05:00
forum-topic-126097
126097
[boskid][2.0.31] LuaEntity::get_logistic_sections() doesn't work on ghosts (anymore?)
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=126097
Quezler
125405 It was implemented a few versions ago but i don't recall if i actually verified it at the time, but either way it currently does not work: Edit 1: note that get_logistic_point() does work on ghosts now, its just that get_logistic_sections() doesn't seem to work.
[ { "author": "", "content": "It looks like the fix was implemented but not verified. There is one piece missing. For a temporary workaround you can call get_logistic_sections(0), just ignore an intentionally undocumented parameter.", "date": "2025-01-18T11:43:05+00:00", "quotes": [] }, { "author": "Quezler", "content": "Thanks for the suggestion, it just so happened to be the same route i took, glad that other method supports ghosts since 2.0.29, looking forward to revert: \n https://github.com/Quezler/glutenfree/c ... 1ee7424906", "date": "2025-01-18T11:51:13+00:00", "quotes": [] }, { "author": "", "content": "This issue is now fixed for 2.0.32.", "date": "2025-01-18T11:53:21+00:00", "quotes": [] } ]
3
2025-01-18T04:58:35-06:00
forum-topic-106429
106429
[MOD 1.1.0] Project Cybersyn - Smart Train Dispatcher
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=106429
ixu
I have a strange behavior of a requestor station. A train wants to load 2000 items of a resource. There are several resources contained in the chest of that station. Therefore I used the "Wagon-Control"-feature of CyberSync. The cargo wagon then sets a filter on all slots. But they are not filled. I have already debugged a bit, but it seems that neither Cybersyn nor BulkLoader are at fault. How can I localize the error?
[ { "author": "ixu", "content": "Fixed by using https://mods.factorio.com/mod/railloader-MXO instead of https://mods.factorio.com/mod/railloader", "date": "2023-11-20T12:07:52+00:00", "quotes": [] } ]
1
2023-05-29T13:19:13-05:00
forum-topic-105124
105124
Chlorine mod (salt resource)
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=105124
brevven
Hello once again. Another resource mod, another config. Thanks as always
[ { "author": "orzelek", "content": "Added the config and released 6.2.23.", "date": "2023-02-07T22:35:41+00:00", "quotes": [] } ]
1
2023-02-04T00:18:01-06:00
forum-topic-127492
127492
[2.0.41] Growing trees display very fast animation
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127492
kyle788
What did you do? Enable tree animations in graphic settings. Then plant tree seeds via an Agricultural Tower on Nauvis or Gleba and observe growing trees. What happened? The growing trees have a very fast and unnatural animation speed. Once they are fully grown their animation speed goes back to normal. What did you expect to happen instead? It might be obvious to you, but do it anyway! I expect to see the trees have consistent animation speed when they are growing just like when they are fully grown. Does it happen always, once, or sometimes? It happens consistently. Please find my log file attached and also two save files showcasing the bug. One on Nauvis, and one on Gleba. factorio-current.log (10.95 KiB) Downloaded 3 times spaceage275-fast-nauvis-trees.zip (24.87 MiB) Downloaded 4 times spaceage275-fast-gleba-trees.zip (21.39 MiB) Downloaded 3 times It is distracting to have a tree farm and the shimmering caused by this fast animation bug so I am hoping it is an easy fix!
[]
0
2025-03-14T14:05:45-05:00
forum-topic-110519
110519
Friday Facts #392 - Parametrised blueprints
News
https://forums.factorio.com/viewtopic.php?t=110519
Here it is! (beep boop) https://factorio.com/blog/post/fff-392
[ { "author": "Splitframe", "content": "Release when? \n(edit: Good feature, wanted this for ages)", "date": "2024-01-05T12:00:16+00:00", "quotes": [] }, { "author": "Hares", "content": "THAT. WAS. I. WAS. LOOKING. FOR. \nI lived only to see that moment. Now I would live to see it being released.", "date": "2024-01-05T12:01:02+00:00", "quotes": [] }, { "author": "SnowZyDe", "content": "Omg", "date": "2024-01-05T12:01:23+00:00", "quotes": [] }, { "author": "lonjil", "content": "Very cool. \n \nI already have a feature request: instantiating a parameterized blueprint into a regular blueprint so you can select options once and then place it a hundred times. This should create a new blueprint that you could use and then discard, or you could place in your blueprint collection next to the still remaining parameterized blueprint. This could be extended further to allow the same for a whole blueprint book. If all the blueprints in the book have the same parameters, you could generate a new book with all the options pre-set. \n \nOh, crap, I already have a second feature request: being able to select between tiers, e.g. whether the blueprint should be built with yellow, red, or blue belts, and so on.", "date": "2024-01-05T12:12:26+00:00", "quotes": [] }, { "author": "Hares", "content": "A small detail I have noticed: train stops changed colors depending on the item type.", "date": "2024-01-05T12:14:37+00:00", "quotes": [] }, { "author": "Hares", "content": "+1 on that! \n \n\nYou can already do this by applying an upgrade planner (configured specifally to work only on belts) to an existing blueprint or even the entire book. I usually do so to a book of balancers.", "date": "2024-01-05T12:16:51+00:00", "quotes": [ { "author": "lonjil wrote: Fri Jan 05, 2024 12:12 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Free_Ham_", "content": "Not sure I understood most of what was said, but it looks cool and helpful.", "date": "2024-01-05T12:17:40+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "Voodoo magic, I found it hard to follow!", "date": "2024-01-05T12:18:32+00:00", "quotes": [] }, { "author": "IForgotMyName", "content": "Look like something with great potential, even if it's still a little raw \nIt is not entirely clear how you can conveniently configure Parametrised blueprints; Let's say in my blueprint there are a bunch of identical assemblers, but with different types of Parameterization identifiers. How can I change the ID of specific assemblers without redoing the blueprint setup from scratch?", "date": "2024-01-05T12:22:12+00:00", "quotes": [] }, { "author": "BlacKcuD", "content": "As always, I read the FFF during my lunch break and immediately wet my pants.", "date": "2024-01-05T12:22:34+00:00", "quotes": [] }, { "author": "gGeorg", "content": "\"The question is, how to implement it without adding unnecessary GUI clutter in the way unless we care about this specific feature? \" \n \nI like reading yours FFF because of analytic approach and continuous searching for a holy grail. However, The question I copied in red, is the most valuable sentence o the article. Thank you. \n \nI hope ministry of education send you a query for mass license of Factorio for education purpose of young programmers&technicians.", "date": "2024-01-05T12:22:51+00:00", "quotes": [] }, { "author": "Shingen", "content": "for some usecases it's really cool, but i do have my doubts about some parts of it. \n \n \n1. what would happen if you selected a recipe with 2 ingredients? what about 4? \n \n \n2. the formulas allowing for certain ratios of ingredients make the blueprints 'generalized'... but only for recipes with the exact same ratios of ingredients (and posiibly also the count of ingredients [1]), which is only 1 step away from just having a blueprint for a specific recipe. doesn't seem that hugely useful. \n3. while parameters 1-3 may easily exist as filters in blueprinted train stop inserters, in what manner does the parameter 0 exist in the blueprinted factory? will i need, for example, a constant combinator with that signal placed somewhere while blueprinting?", "date": "2024-01-05T12:25:03+00:00", "quotes": [] }, { "author": "MatHack", "content": "Lovely feature, great, I would like to request the possibility to set value to a (formula based on) stack size of the selected item.", "date": "2024-01-05T12:25:24+00:00", "quotes": [] }, { "author": "momift", "content": "beautiful feature. I've been playing Factorio for years and I have to tell the truth, even today I struggle to understand how to configure the logistics network except to do simple things. This feature will help me a lot. \n \nFor example, one thing I just can't do is have a line that collects liquids and based on the liquid fill one container or another. \n \nAnyway, you did a great job!", "date": "2024-01-05T12:26:02+00:00", "quotes": [] }, { "author": "Hares", "content": "I have a rather technical question (probably was biten by FFF #390). Will the Blueprint Exchange String Format change because of this?", "date": "2024-01-05T12:28:40+00:00", "quotes": [] }, { "author": "badams", "content": "Omg omg omg WANT! \n \nThis morning my kid comes to me, saying “Hey, you know how you grumble each time you expand “Delivery Cannon Row” in our K2SE game? _They fixed that_” \n \nTo which I reply with a pause, then realization that it’s Friday, and blurt out “parameterized blueprints?!?!” (No, I hadn’t read the Friday Facts yet) \n \nKiddo grins and nods. “Yyyep!” \n \nPassing traffic grinds to a halt as I break out in a happy dance. \n \n(No traffic was harmed in the making of this anecdote. Based on a true story, with minor embellishments. All rights reserved. Do not pass Go without collecting $200 plus tax. Void where prohibited.)", "date": "2024-01-05T12:29:30+00:00", "quotes": [] }, { "author": "FuzzyOne", "content": "Absolutely Fantastic!! \n \nJust one feature request: Could we please have default values that can be set by \"Parameter Planners\", that work just like Upgrade planners, but set a default for the numbered parameters please? Well, perhaps that's two feature requests in one .", "date": "2024-01-05T12:30:16+00:00", "quotes": [] }, { "author": "Xcone", "content": "This looks really cool with a lot of potential. I can imagine this will be particularly handy for stations. I recognize myself like a 100% in the use-case you sketched. \n \nI will admit I find it a bit fuzzy how those purple parameter values find their way in the blueprint if they're not available elsewhere? \nThere's the parameterization window, which is actually a reconfiguration window? As somethings can become parameters, but might not be (unticking it), but only be reconfigured? \n \nAlso, if parameter 1 is the same as parameter 0 (the dependency bit), why not use parameter 0 multiple times in the blueprint? I'm sure it has it's uses this way, but I don't immediately see it. This might be a bit over engineered. \n \nI also don't really understand what the \"Ingredient of:\" things means/does. Is that only for dependency? Or can I put something else in there? Why is it called \"ingredient of\" instead of \"same as\", or \"change to\". \n \nSo, my thoughts: Awesome feature! Much wanted! Definitely going to use it! \nBuuut ... might need a little bit more attention/care to the UI and the wording. I am a software developer by trade, and I struggle with it. It might also help to have 1 slightly longer clip that just shows the feature A-Z, instead of the \"tried this, changed that, imagine such, now it's as follows\". \n \nGreat work though! Looking at all these new FFFs makes me quite exited for V2.0!", "date": "2024-01-05T12:31:21+00:00", "quotes": [] }, { "author": "Stringweasel", "content": "Can't wait to use this in bot-malls and train stations! I do have two questions though: \n \nWhat happens when you specify 3 parameterized ingredients, but the recipe only has two? My hope would be that the third is silently ignored. \n \nCan you please turn the tiny checkmark button into a big \"Confirm\" button? If this is to simplify repetitive tasks a bigger button would be easier to click on muscle-memory", "date": "2024-01-05T12:33:38+00:00", "quotes": [] } ]
19
2024-01-05T06:00:01-06:00
forum-topic-126770
126770
Factorio Forums • Replayability
I could have just burnt out by binging Space Age, but it all seems like such a big undertaking to go for round 2. I will likely try again in a few months, but I would go for another play through on the base game earlier than this. Curious what you're all experiencing!
[ { "author": "", "content": "I \"finished\" SA weeks ago, but I'm just now starting to make serious amounts of Legendary quality items. I'm just starting to harvest some good amounts of Promethium. I'm finally getting Fulgora and Gleba set up in a way that scale. \n \nGetting to the solar system edge is just the beginning!", "date": "", "quotes": [] }, { "author": "", "content": "I thought about this and decided at launch that I would completely ignore quality until my 2nd playthrough. It has resulted in my looking forward to round 2.", "date": "", "quotes": [] }, { "author": "", "content": "91 hours and about 2 months to get to the edge of the solar system. \nNow on 2nd playthrough. I have an Epic mech armor and am in the process of building a big ship to challenge the shattered planet. \nI have exactly one biter egg farm for tier 3 modules. I know I will need more for making promethium science. Still several things I haven't touched. \n \nI also have yet to build a spidertron in SA. I guess I could send one to Fulgora for remote building?", "date": "", "quotes": [] }, { "author": "", "content": "same, after i made this save work like swiss clock... maybe next year or so ill start new base, or maybe ill finally get the patience to clean this one up", "date": "", "quotes": [ { "author": "Terukio wrote: Tue Feb 11, 2025 7:00 pm", "content": "" } ] }, { "author": "", "content": "Try making different types of space platforms. They really have balanced it out well. You try to get more speed, then you need more fuel and power which all adds weight. It is fun to try and cram things tightly together to make an efficient and fast platform.", "date": "", "quotes": [] }, { "author": "", "content": "Get that. Step away for a bit and it can make a fresh run way more fun!", "date": "", "quotes": [] }, { "author": "", "content": "replayability is excellent i found, you can play the planet in different order for a starter and there are already so many new player made modded planet than it seem those are created faster than i can explore them for a feeling of infinite content, feels like attempting to watch all videos published on the internet everyday x)", "date": "", "quotes": [] } ]
7
forum-topic-119132
119132
[Kovarex] [2.0.14] Negative constant combinator number appears twice in parametrized blueprint
Pending
https://forums.factorio.com/viewtopic.php?t=119132
metabot
If you import this blueprint, one argument appears twice: The last two rows both say as tooltip "Signal -16000x... in ...". The first variable has the correct value of -16000, the second variable appears to have max_unsigned_int as value. Code: Select all 0eNqtVktvozAQ/isrn023QEhItHvrsafV3qrIcsAlVv1gbZM0qvjvOzaBNKq7LdUKCQ1jz+eZbx7mBe1Ex1rDlUObF8QrrSzaPLwgyxtFhdcpKhnaIEO5QD1GXNXsGW3SfosRU447zgaL8HEiqpM7ZmADHi2tA9tm75IAgVGrLVhp5cEBKcnSAqMT2hR9j9/AZBOMR1GJdbqNYuRnDIwgBme0IDu2pweujd9TcVN13BFYqydDH6yjPvKkvL299ZaypYY6b4N++GiFbrh1vJptaJmqidMkeI02j1RYhpFhtCaPRstR70wH6vBBfGgtq8mFendqfeQHblxHPXUjo2FH8ns4yA1glgguubvCPOs+D3mPeo/p6BAqQj42MXAILwi1CandBZn6OogkLZ+d+1UMZjHBUMPdXjJIRAJU77gKVMfgspsRMF4IF6RLSq1feOTGziDqbuDeY5BX5ZBnoR50y8xI4Xew1Z1ru5lpiDFSfIGR/H8xcj6ZCVYBiPInD10VpWK9fMNE8gUm7t5hYjm7xNYxmNUE0xrdGCol3QmW2JbRJ/bvCitvZg2bWWxeaMzemS/jGV4NyWMmpGyAJwcKQ51wS1ruqv00fWAewGyQQAHhdWhgpR0bZN/211itoKcdrZ7IQYvO+wr7J53Utfde6CrkjAqhj6TV4tTutTqdT+z9AjNvnNzD3rAwzqqg0YpI2o4qfxOd2QoOfkDYcI5k1tLG77rXx2+/mNWdqRiKJb6cEj9y/dk+GvJecwN+hA1lvArssG6vZbgoxxsUQ02IgZQr7dkv4FZL7fiBgTt/oDfAfVArbWTg/KomfgZF5ysm99Ge0S63Z0VNo5MjbcDjWXCLV3CXuR7JwizUJB3Gg6TPZDwoWy/WyzxbL/stPLGkrWc3fRq9n9LbV0CMiaTaM+uiMKtz1n36o1Dz/3PSPAqUfdqn7COf5t+/aRxoMR8oepOnxXyg6LxO58/9DEoA/lWP0LC+0x4ynOIFzrcYpAwXOANpAboi6AqQSpwGKcOrsApvDCUziWC3BUTumAQ/Lj/QGB2gm4MLxdJX87pY5HlZpmXf/wXmxNKl
[ { "author": "", "content": "It is actually not max_uint32, but lower. (4294963296 instead of 4294967296), which is 4000 lower. \nThe number was already imported as that for the max count of the logistic set (yes, in constant combinator, but they support that as well). \nSo the question is, how did this number get imported like that, as when I just the -16000 electronic circuit in constant combinator and import it, it doesn't make it this way.", "date": "2025-03-10T14:30:14+00:00", "quotes": [] } ]
1
2024-11-01T15:02:47-05:00
forum-topic-8
8
Fight - Page 5
Development Proposals
https://forums.factorio.com/viewtopic.php?t=8&start=80
Similar yes, but to use your power against you is new and sounds quite cool. I like such ideas.
[ { "author": "Deadly-Bagel", "content": "I don't really mind where the combat is at the moment. Sure, it could use expansion but so could much of the game. \n \nTurrets are enough to ward off attacks to start with but as the game progresses the biters slowly start biting off more and more so you need to add walls then more turrets then perhaps laser turrets and ammo feeders then when that's not enough you set up a roboport to repair everything and eventually stuff gets destroyed in a single wave so you need to have a production of turrets and walls. You don't need that many alien artefacts to require spicing up the combat, and the attacks are just a nuisance with a bunch of automation prospects. \n \nThe focus on Factorio is definitely automation and logistics. You want the natives to be a nuisance you can't ignore but nothing more than that, don't want to turn this game into a survival game or anything. Yes, it could definitely use tweaking such as probing ways around defences after a certain evolution level and a -little- more variety, perhaps some interaction with the environment like encouraging trees to grow around their nests (like ants) and preferring certain habitats, such as building on deposits where they gain armour, speed or damage depending on the deposit and perhaps the richness of it. I've seen them wander around and build new nests which is awesome (epecially when on the ghost of a turret protecting the nearby solar farm) - the series Abundant Automation started on 0.12 and in the first few hours he just plonked down a green belt every few chunks meaning biters could only spawn so far away they'd never be in range of pollution, doesn't seem to work in 0.13 (considering this new base was on the same screen as my solar farm, or very close to) so this sort of stuff is being slowly done already. \n \nSome more tweaks could be in order, make nests harder to destroy but stop pumping out biters so quickly so you're not forced to ignore the creeps and go straight for the spawners (especially fun on big bases where currently the only strategy is to run circles around it with a horde of bugs following you) and late-game perhaps some long range but expensive stuff you can launch from a distance to help with the bigger bases. \n \nNew stuff is definitely welcome, but I don't think we should remove or severely reduce the effectiveness of the option to just build up an outer line of defence.", "date": "2016-08-01T16:23:15+00:00", "quotes": [] }, { "author": "aubergine18", "content": "Have you ever played Mech Warrior ? Would love an armour that turns player in to a Mech \n \nIt would be a bit like robot army mod , only instead of automated robots, the player would put on a mech suit and tool up. Would be endless possibilities - different mechs, weapons, etc. Things like overheating weapon systems, power drains, etc., would all come in to play... and there'd be lots of tech to research to get more advanced mech gear.", "date": "2016-08-02T02:44:34+00:00", "quotes": [] }, { "author": "Hannu", "content": "I think also that Factorio without enemies is boring and I do not like suggestions that play peaceful if I do not want harder enemies. But I think that fighting should not have too significant role and eventually I want to automatize it (like everything). I think that current difficulty and work level is more too much than too low. Because there are very different gamestyles there should be enough options to adjust difficulty, material costs and amount of work that combat needs.", "date": "2016-08-07T09:30:45+00:00", "quotes": [ { "author": "Nulluhrzehn wrote:", "content": "" } ] }, { "author": "zebediah49", "content": "On the topic of automating defense, I would propose a 3rd type of bot, for defense. Similar to the capsule-bots, or the mod that adds robots that deploy from a specific turret. My preferred version is that of a bot that traverses the \"construction range\" of the normal roboport, but picks up ammo and shoots biters. The improvement of this version of other ones is the bots being reusable (i.e. they fly back and go back in the roboport when done) and automatically covering the whole logistics system range (so it doesn't have problems with gaps). Given the effectiveness of machine guns late-game it wouldn't be particularly effective as a primary defensive measure, but it would be nice as a supplement.", "date": "2016-08-07T22:20:32+00:00", "quotes": [ { "author": "Hannu wrote:", "content": "" } ] }, { "author": "raidho36", "content": "Thermite grenade lanuncher. \n \nThermite is a metal powder mix, the most common mix is aluminium and iron oxide but also works well with copper oxide. Reaction produces extreme heat and splatters brilliant-white-hot molten metal all over the place. Thermite also doubles as solid fuel because it doesn't explode, but extreme burning temperatures may make it unusable for boilers and trains and whatnot. Then again, there are portable fusion reactors which you don't even have to fuel i.e. realism was outside the window to begin with, so what the hell, might as well use thermite to fuel inserters. \n \nMaking explosives and solid fuel out of metals may come extremely handy on maps nearly devoid of oil.", "date": "2016-08-15T02:58:05+00:00", "quotes": [] }, { "author": "Hannu", "content": "That would be interesting. I have thought that there could be also bots like distractors but much more heavily armored and armed. They would also wait in roboports. If some object would be damaged in construction area, the bot would be called and it would fly on the place of the damaged (or destroyed) object and begin to defend against nearby enemies. I thought that they would be expendable like distractors but maybe survived bots could even go back to the nearest roboport and use repair tools to fix themselves when they have not detected enemies in firing range in some time.", "date": "2016-09-08T15:43:27+00:00", "quotes": [ { "author": "zebediah49 wrote:", "content": "" } ] }, { "author": "Hannu", "content": "I am sorry if this have been suggested already (there is no clear list of suggested things). My suggestion is an artillery. It would be an expensive but very effective weapon system in late game when player send several rockets per hour and need large areas for resource gathering. Cannons would be like turrets but have an attack radius of hundred meters. They would attack only against spawners. They would be intended to keep some safety area around defense walls. Cannons would need at least ten thousand raw materials in highly refined form (steel, processing units, electric engines etc.) and more complex production chain than just put things to an assembler and get a cannon. Ammunitions would be made from separate casings, explosive projectiles and explosives which gives an initial velocity (I do not know what it is called in English). They would also be expensive and complex and slow to manufacture so that we could build interesting ammunition production cells. \n \nThere is possibility to abuse artillery like turret creep, but I think that it is not a big difference if almost invincible player runs over the enemy bases with power armor 2, top equipment, flamethrower, distractors and hundred destroyers which barbeque the swarm of enemies in seconds. Artillery should be so late game thing that clearing of the enemies is in any case boring routine stuff instead of interesting challenge. The research should take 1000 science bottles of all kind.", "date": "2016-09-08T16:09:57+00:00", "quotes": [] }, { "author": "Deadly-Bagel", "content": "Perhaps around 1,000 iron, 300 gear wheels, some t3 speed and efficiency modules, maybe 200 concrete, and 50 processing units. moderate energy drain (for scanning and targeting), expensive cannon shells (like 10-15 explosives), only attacks visible targets (so either a sector just scanned by a radar or that is otherwise spotted), minimum range, research for accuracy and damage to one-shot spawners, and yeah that would be really cool. \n \nMain problem is if you run up to a base and discover it, what's to stop it blowing you up? Perhaps a target reticule showing the target and roughly the impact area would be a good idea.", "date": "2016-09-08T16:30:26+00:00", "quotes": [] }, { "author": "derberherbert", "content": "I propose some quality of life changes to Power Armours. \n \n- Ability to colour code the item. If you have a fighting armour and a building armour (with many personal roboports) it's confusing to swap them around with inventory sorting on. \n \n- Enable/Disable personal roboports with a hotkey or click on the armour. Nothing more frustrating to get your personal robots deliver you 20k iron ore. \n \n- Always/never build with personal roboport when possible. If you plant a blueprint now in range of the real robo network it's random what buildings are built by the network robots or by your personal roboport.", "date": "2016-09-30T17:22:40+00:00", "quotes": [] }, { "author": "DrBladeSTEEL", "content": "Depleted Uranium Clips \n \nWith the introduction of Uranium in .15, U 238 could be used to create a third tier of bullet magazine.", "date": "2017-02-01T18:29:12+00:00", "quotes": [] }, { "author": "lizard2547", "content": "New elements are always cool. I enjoy all types of games, so I don't have a preference to where the combat should go. However, I will tell you that it is lacking in complexity. Good RTS mechanics that help with coordinating attacks is very necessary for single player, and even more modular armor type stuff would also be cool. However, here are some of the problems that I have noticed with the games current combat/combat items: \n \n1. More types of armor. There are many more concepts of armor that could be used at less than power armor tech levels, such as mechanically assisted armor or simply using better alloys. \n2. Gun's aren't that hard to make. Compared to almost anything players might be building in a game, they are mechanically simple. A modern assault weapon is less complex than a decent steam powered generator. They should be unlocked quicker. \n3. More types of weapons. There a many, many weapons concepts out there. My friend and I worked on a very powerful Gauss gun for while, and it turned out well. There are various types of electric and chemical lasers, and many larger, heavier or just generally better ordinary guns that could be in this game. \n4. Most normal guns are created equal. This ties into idea 2. Players should unlock a variety of niche weapons as well as typical ones, simply because they are about as hard to build. There could be snipers for taking out enemy turrets, grenade launchers (Or giant slug throwers!) for massive damage and so on. The tech tree should quickly move on to more advanced, better weapons. That way, an energy shielded juggernaut from the future won't have to use a combat shotgun from 1960. \n \nI suppose that the important thing about this game is that you have to build things from the bottom up. If you have great RTS or third person shooter mechanics, it still seem underdone if there are only a few weapons/armor manufacturing options than can be used in the armies or personal equipment you might want. So, give the player more options and then focus on using those options. You can't really improve what really isn't there, so add more first.", "date": "2017-02-02T22:47:01+00:00", "quotes": [] }, { "author": "Kazuar", "content": "I, too, agree that the combat/biter part doesn't feel quite there yet. \n \nAnd I don't think that this is something that can be \"fixed\" by tweaking numbers, or adding to the already existing catalouge of weapon systems. \nI feel that there is a lack of a sense of what I'd call \"interactive escalation\". Yes, despite the whole evolution factor thing - evolution only ever makes it so that the enemy \"keeps up\" with you as you inrease your capabilites of dealing with the enemy, although sometimes you outpace them, sometimes, they outpace you -whatever. \nThe point is that the whole thing runs by itself - the influence of pollution on the evolution factor isn't easily noticable, and the whole process doesn't feel very interactive as a result. \n \nAnd although making the spread of pollution a prerequisite to the activation of an enemy outcropping is, technically, an interaction, it doesn't feel quite like I'm interacting with a threat that exists within the game world so much as it feels that I'm, and I'm using the term very liberally here, being \"punished\" for building. And no, this isn't about the difficutly of the enemy - it's about the whole conflict having only 2, binary extremes - \"peaceful coexistance driven by mutual disregard\" and \"kill absolutely everything that ever existed everywhere with no regard to your own survival\". \n \nI feel that there should be more than just waves of enemies crashing against the factory. A bit of a \"back and forth\" between player and enviroment, not for difficulty, or challenge, or even for the sake of adding more combat to a building game, but for the sake of variety and interaction. \n \nAnd personally, I've become fond of the idea of having something that is clearly detrimental to the player, but not destructive - let's just assume the biters and spitters we have got the destructiveness covered. And while one can certainly come up with many mechanics that can be described as \"nondestructive detriments\", two ideas that stuck in my head specifically, for those interested, are these: \n \n Counter-pollution \nAs an enemy base becomes polluted, it emanates a \"counter-pollution\" that is in some proportion to the pollution suffered (this could be explained/handwaved as some kind of spore mucus created by an allergic reaction, if you'd care). This \"counter-pollution\" spreads, and becomes absorbed, just as regular pollution does. Man made entities that reside in chunks that suffer \"counter-pollution\" become \"clogged\": crafting speed drops, inserters and belts turn and move slower, and turrets suffer increased cooldown between shots. As the magnitude of the \"clogging\" is directly dependant on the amount of pollution created, as well as the distance of the next enemy base, the \"clogging\" effect is directly and somewhat exclusively (sans enemy expansions) resulting from the players actions. \n \n \n Flying thieves \nLet there be a new type of creature that may or may not be related to biters/spitters; this type of creature may be tiny and, importantly, non-threatening by itself. Due to inate migratory behaviour, or simply queued expansion, some of these creature fly toward the biggest source of pollution they can find. From there, they start snatching items from belts, inserters, and containers, to use them in the construction of their own nests from which they breed and accelerate the problem. Whether purging these nests reimburses those items stolen is a seperate thing to consider. Another option is to have this creatures come into existance only through a small chance of spawning it, whenever a tree goes into the \"killed by pollution\" state.", "date": "2017-06-21T17:44:49+00:00", "quotes": [] }, { "author": "chridder", "content": "I see Factorio more in a Tower defense style. \n \nI don't really like to fight, really prefer a peacefull game (see also the thread \"Peace with Aliens\" viewtopic.php?f=9&t=3762 ) , but I see the need for aliens on the map to keep some challange. \n \nIn a Tower Defense style, you could add kind of machines integrated into your factory. \n \n- Fire towers which need to get filled with a oil product. \n- autonomous mechs operating aroung a base, where they get refueled (early version with coal) / recharged (later versions with energy) \n- traps which must be maintained by bots \n- water trenchs which must be filled (and permanently refilled) by pumps \n- etc. \n \nbut on the other side, more options to reduce pollution would be great, to avoid any agressness by aliens.", "date": "2017-06-21T20:08:51+00:00", "quotes": [] }, { "author": "Factory Lobster", "content": "End-game needs automated drone strikes. Could be another branch of bot research. Success of such strikes would depend largely on your general speed of bots and perhaps other techs like battery life, so it's not really exploitable until you are regularly launching rockets anyway.", "date": "2017-06-22T13:30:11+00:00", "quotes": [] }, { "author": "BlackKnight", "content": "I'm quite fond of the tower defense type being integrated further into Factorio. Already we have a strong RTS style with many aspects of the game. \n \nThe next logical steps would be to refine the tower defense rules further. Stronger walls, much more resistant aliens... and AI pathfinding so they route to your base core via walls/obstacles. This would make a great scenario game mode!", "date": "2017-06-24T19:54:46+00:00", "quotes": [] }, { "author": "", "content": "Hello, this topic is way too old (one of the first topics on the forums) and broad to be useful at this moment, so I'm locking it, sorry.", "date": "2017-06-29T17:01:16+00:00", "quotes": [] } ]
16
2013-02-07T10:11:17-06:00
forum-topic-122559
122559
[2.0.20] Setting logistics requests on ghost chests closes when built by bot
Duplicates
https://forums.factorio.com/viewtopic.php?t=122559
Trollseidon
A bot building ghost logistics chest will close the "Set request" UI when it gets built. Similar already confirmed and fixed bugs: 118545 & 120193 Recording 2024-11-22 145035.mp4 (10.6 MiB) Downloaded 15 times
[ { "author": "robot256", "content": "In 2.0.21, this only happens to Buffer Chest ghosts. Requeter Chests and Storage Chests keep the item selection dialog open when it is revived.", "date": "2024-11-22T23:36:23+00:00", "quotes": [] }, { "author": "", "content": "122514", "date": "2024-11-23T13:48:11+00:00", "quotes": [] } ]
2
2024-11-22T16:51:30-06:00
forum-topic-84205
84205
Tutorial Design/Popup
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=84205
Silverstar456
Hey, i want to give my suggestion to the new old tutorial. In general im happy seeing the old tutorial back , the points i will list now are only for a better player experience and not for the gameplay itself. Popups I appreciating using the lua-Console for "monologues" and seperating it from the tasks. What made me quite mad from the beginning on, are the many popups. So you have the text with limited time to read it, than there is a popup at the top left, which is highlighted orange and makes a notification sound, you open your inventory and directly a new text and only a few seconds later again sounds and another popup elsewhere. This was an annoying experience, i always had to search the new popup and was gunned at with sounds. I would suggest to not have that sound, highlighting is enough, let the newbies enjoy the music, and give them a bit more time to find the popups and read them, they are not familiar where the console is and that notifications plop up at the top left. So many corners to look at: factoriomaybe.PNG (3.1 MiB) Viewed 3427 times Pause at Popup While some popups are important, some are not that important, you dont come to an fluid gameplay, because everything gets paused and suddenly stops, i would only make 10% from popups to pause the game, becuase there are important, otherwise they could show up as a help or maybe monologue in the lua-console Design So basically everything looks good, but i have two things: The Popup text is quite small(at high res screens) and so its a bit uncomfortable to read everything The Lua-Console looks a bit weird due to its old history, i would recommend a makeover that it looks more like an Chat; For a console its fine, but for a chat it looks a bit out of place to all the other new UI elements Issues After tabbing out of the campaign and doing other stuff for 5 Minutes or so, there was no instruction for me anymore. I looked at the console and saw that i want to automate the things, but no advice what to do and the only crafting i could do was: furnace, cooper plate, iron plate. The game felt frozen and i had no clue what to do now: factoriomaybe2.PNG (2.33 MiB) Viewed 3426 times .... Later i realised, i only have to smelt more plates to let the craft a burner popup show up. But that way just showing up due to try and error, what could trigger something. Smaller Issue: There are these arrows and circles to show sth., but they are layered in front of the ui elemnts which decreases the player experience a bit factoriomaybe3.PNG (2.2 MiB) Viewed 3425 times I hope i could give some helpful feedback, please add your opinions to my points! Greetings Silver
[ { "author": "", "content": "Very useful. If you look at the blog posts and go back a little bit (January or so) you can read about that they are reworking the whole tutorial.", "date": "2020-04-26T07:45:43+00:00", "quotes": [] }, { "author": "Silverstar456", "content": "I dont get you... This is the 18.21 where the three new levels were introduced, i played the three new level and gave my feedback to make the new old tutorial better. I know that the tutorial from the 0.17 is removed and the 0.16 has a makeover, this was the last time i wrote sth in here when i get those \nkind of answers, i put a lot time into writing this article ... https://factorio.com/blog/post/fff-342", "date": "2020-04-26T08:32:46+00:00", "quotes": [] }, { "author": "valneq", "content": "Silverstar456 is commenting on the reworked tutorial. I believe this feedback is important right now. \n \n\nssilk was probably not aware that tutorial was just released in its reworked version. Don't take his comment too personal.", "date": "2020-04-26T15:13:54+00:00", "quotes": [ { "author": "ssilk wrote: Sun Apr 26, 2020 7:45 am", "content": "" }, { "author": "Silverstar456 wrote: Sun Apr 26, 2020 8:32 am", "content": "" } ] }, { "author": "", "content": "Exactly. I misunderstood the first sentence. Didn’t update due to help fixing mods or wait for fixes to keep my current world going. And the pic looks like it was taken from former tutorial. \n \n \nBut updated today. The new tutorial sounds like I want to play it again.", "date": "2020-04-27T01:31:36+00:00", "quotes": [] } ]
4
2020-04-25T07:03:21-05:00
forum-topic-127428
127428
Improved UI remote view
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127428
JaJe
I play Factorio on 2k monitor and still unable to see all info while hovering my mouse on any building due to my pins, the more I have, the worse it is. Playing on my laptop at 1080p is even worse. Why don't you move the PINS tab on top where I draw or let us to enable/disable the hud for pins at least. The curent state of UI needs improvements. Thanks. 03-12-2025, 13-52-36.png (7.26 MiB) Viewed 130 times
[ { "author": "pioruns", "content": "I experienced the same thing. By default, on 4k monitor, GUI will not fit information about selected entity, because of pinned space platforms.", "date": "2025-03-12T12:34:27+00:00", "quotes": [] }, { "author": "datarza", "content": "+1", "date": "2025-03-14T20:08:26+00:00", "quotes": [] } ]
2
2025-03-12T06:52:24-05:00
forum-topic-13855
13855
Factorio Forums • [MOD 0.12] RoboStats
Type: Mod Name: RoboStats Description: Adds a command to provide detailed statistics of your logistics system(s). License: MIT License ( http://opensource.org/licenses/MIT ) Version: 1.0.2 Release: 2015-07-21 Tested-With-Factorio-Version: 0.12.17+ Category: Helper Tags: Robots,Logistics,Commands Download-Url: https://www.dropbox.com/s/t5vzltiuu8h6y ... _1.0.2.zip Website: License License The MIT License (MIT) Copyright (c) <year> <copyright holders> Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Long description Long description This is a mod I put together by request for DeamonEngineer on Twitch, who has over 140,000 bots in his "skynet" system -- a logistics-only megabase. It adds a command to provide detailed statistics of your logistics system(s). Type this at the console (~) to run the count: /c remote.call('robostats','count') The game will lag for a few seconds while the count runs (this takes longer the larger your map is), then it will respond with something like this: Code: Select all --Robotics System Statistics------------------------------------- Roboports: 47 built, 25 stored, 72 total Logistics Bots: 266 flying, 762 stored, 1028 total Construction Bots: 7 flying, 243 stored, 250 total Total Bots: 1278 ----------------------------------------------------------------- Version history Version history 1.0.2 (2015-07-21): Initial Release Limitations Limitations To minimize the lag, the script scans only *likely* places for bots to be found. It counts all airborne robots, and then checks the inventories of the following entity types: "container","smart-container","logistic-container","cargo-wagon","roboport","assembling-machine","car","player" (Note that in terms of the game code, the tank is a kind of "car", and all four types of logistics chest are covered by logistic container -- so this list covers more than it might look like at first glance.) Ultimately this means is that if you have bots stuffed some place weird, like the output of a furnace for example, they will not be counted. The script also does not count any bot inventory items that have been left on the ground or on belts (also for performance reasons).
[ { "author": "", "content": "How hard would it be to count the types of bots? \n \nSeveral mods (5dims, bob, dytech,..) add several tiers of bots and it'd be nice to know how many lower tier ones you have around that need to be upgraded.", "date": "", "quotes": [] }, { "author": "", "content": "This sounds like a really neat mod, but it'd be even neater if there was a non-console way to activate it. Some kind of buildable device (cheap to build, a few Electronic Circuits, etc) that you plonk down, then whenever you activate its button, it does the count.", "date": "", "quotes": [] }, { "author": "", "content": "This is meant as a utility, and it can cause huge lag spikes when run, depending on the size of the map. I made it a simple console function intentionally -- I didn't want any way of accidentally activating it, or any dependency on the map that it's run on. (As a general rule anything I mod into an actual item in-game must cause as little lag as possible, or I'll move it to a deliberate console command.) \n \n\nI have never used any of the large modpacks -- how many unique types are we talking? I could probably get this working with some tweaks to the code, but the output formatting might not be quite as nice, especially if it went on for many lines. I could potentially add it as a second command, though, to avoid messing up what's already working.", "date": "", "quotes": [ { "author": "Peter34 wrote:", "content": "" }, { "author": "hoho wrote:", "content": "" } ] }, { "author": "", "content": "If you hover your mouse over a logistic chest in 0.12, it shows you the breakdown of all robots in that network.", "date": "", "quotes": [] }, { "author": "", "content": "DeamonEngineer has multiple independent logistics networks, and some bots in storage that haven't been deployed yet. This was designed to get an accurate count of all bots on the map, not just those in a given logistics network.", "date": "", "quotes": [] } ]
5
forum-topic-127342
127342
FPS/ups drops over time
Technical Help
https://forums.factorio.com/viewtopic.php?t=127342
yottabufer
FPS/ups started dropping to 8 over time today The character can stand still with the maximum zoom of the camera and the FPS will still drop At first, I sinned by setting up a bunch of spaceships to extract the latest science and the huge number of asteroids affects the UPS, but I sent all the ships to nauvis and the problem persisted FPS drops not instantly, but over time and smoothly After saving and loading, the fps returns to the 60 mark and then gradually drops to 8 again image_2025-03-08_19-42-53.png (3.13 MiB) Viewed 353 times image_2025-03-08_20-10-05.png (3.27 MiB) Viewed 353 times
[ { "author": "", "content": "That is an issue with the repair turret mod, post the save file please.", "date": "2025-03-08T17:16:55+00:00", "quotes": [] }, { "author": "yottabufer", "content": "Thanks, I saw what you were talking about, I'll check it out now.", "date": "2025-03-08T17:23:19+00:00", "quotes": [ { "author": "Loewchen wrote: Sat Mar 08, 2025 5:16 pm", "content": "" } ] }, { "author": "yottabufer", "content": "Here is the save file", "date": "2025-03-08T17:25:45+00:00", "quotes": [ { "author": "Loewchen wrote: Sat Mar 08, 2025 5:16 pm", "content": "" } ] }, { "author": "", "content": "You won't be able to upload the file to the forum, see 52433 instead.", "date": "2025-03-08T17:26:56+00:00", "quotes": [] }, { "author": "yottabufer", "content": "Thanks for the tip about the repair turrets, I found a similar problem on the mod portal. \n \n https://mods.factorio.com/mod/Repair_Tu ... 3b8c861dc6 \n \nIf you still need information from me, I can provide", "date": "2025-03-08T17:31:30+00:00", "quotes": [ { "author": "Loewchen wrote: Sat Mar 08, 2025 5:26 pm", "content": "" } ] }, { "author": "", "content": "I don't need the save myself but Klonan might need it.", "date": "2025-03-08T17:42:59+00:00", "quotes": [] }, { "author": "yottabufer", "content": "He hasn't responded to this topic in the bug report for three months, and I also don't know if he needs saving or not. \n \n https://drive.google.com/file/d/1msIRs8 ... drive_link", "date": "2025-03-08T17:49:56+00:00", "quotes": [ { "author": "Loewchen wrote: Sat Mar 08, 2025 5:42 pm", "content": "" } ] } ]
7
2025-03-08T11:11:06-06:00
forum-topic-120641
120641
Space Age feels too scripted
General discussion
https://forums.factorio.com/viewtopic.php?t=120641
HadesSupreme
Vanilla Factorio has a huge amount of options and you can use them all or refuse to use most of them. Things I've done: - Stay on burner furnaces the whole game. - Not use solar or nuclear, just coal in the boilers. - Use standard turrets all game, no laser or flamethrowers. - Use all lasers. - Live in (mostly) peace with biters thanks to efficiency modules and green power. - Use trains damn near everywhere or never at all. We all just belted resources in from a mile away in our first game, right? - Use bots heavily or not at all. - Rush artillery or not use it at all etc etc Now, what do we do in Space Age? - If you want to succeed in space, you practically HAVE to use gun turrets, missile turrets, railguns in that order. There's a semi-enforced order of recipes to provide ammo for these guns, so 95% of ships are doing the same thing in a slightly different configuration. - If you want to beat Vulcanus you HAVE to kill the Demolishers and you CAN'T use laser or fire. In practice you can't use personal explosives either (even nukes) since you can't shoot them fast enough to overcome HP regeneration, so it's uranium ammo or a wall of advanced turrets. - If you want to beat Gleba you HAVE to have turrets that outrange the Strafers, can pierce through the Stompers, and has the HP to not be destroyed in seconds by Stomper AoE slams. In practical terms this means tesla turrets, though you can use missile turrets as well after you've finished Gleba and researched them. - Note that there's no way to live in semi-peace with these enemies like you could with efficiency modules and green power on Nauvis. There's also no alternate way to get through asteroid fields, like by pumping a lot of energy into shields or evading them with a small fast ship or something. - Fulgora forces you to use trains and mostly forces you to use bots with how cramped and awkward the land is (at least for me, maybe I had bad map RNG). Now I'm obviously not saying that all of these are automatically bad limitations, and there's a few ways around these requirements I didn't mention. But taken together there's a fairly narrow set of ways to progress. I feel it would be better design if progression didn't require finishing each planet but instead just became more difficult without their research and contribution. Hopefully mods can add a lot in the coming months. As it is I don't feel that vanilla Space Age is going to have nearly the impetus to replay that vanilla Factorio did.
[ { "author": "Roshi", "content": "Agree. Why can't I walk on the space platform, or use bots, or have an inventory? \nMake achievements for the way you want the game to be played, do not impose it. \n \nFactorio 1 felt like a sandbox game - here are your toys play with them. \nIn this DLC I just reached the space platform stage now, and it's annoying. \nThe new rails? These are somewhere on another planet, same with cliff explosives.", "date": "2024-11-10T13:42:01+00:00", "quotes": [] }, { "author": "Spawnxd", "content": "I saw this while looking up belt capacity calculations and made an account just to reply. In my honest opinion I can't agree with what you said, just from personal experience. \n \n- In our 2 man run we abandoned ammo turrets almost as soon as we got lasers and never used them for much after \n \n- we juggled and distracted demos till we built up nukes \n \n-gleba we just manually cleansed any threat with power armor \n \n- maybe our base did something weird but the walkers almost never bothered us unlike biters which i would get a destroyed ping nearly every 5 seconds \nand you can just ram through asteroids if you are lazy and stack a ton of platforms to the front of a ship with supply (we did this with our first research shipping vessel before outfitting the ships with reactors and lasers) \n \n- i sorta agree with the train/bot thing but for power we just used reactors \n \nAdmittedly most of these things were far from optimal, but i never felt i was forced to do any specific tactic or use any particular design. The most limiting thing i found was everything on gleba rotting, i was livid when i had to restart my whole base for the 5th time since something ran out of nutrients.", "date": "2024-11-11T07:33:59+00:00", "quotes": [] }, { "author": "nzer", "content": "No? Elevated rails are a Nauvis tech.", "date": "2024-11-11T15:19:30+00:00", "quotes": [ { "author": "Roshi wrote: Sun Nov 10, 2024 1:42 pm", "content": "" } ] }, { "author": "Panzerknacker", "content": "Agree with this thread, even tho I am not that far yet. The fact that you get forced to research Solar energy the very second after you launch your first rocket (with the space platform in it) in order to continue progressing feels very gated. \n \nI like the examples you give in your thread, I am also one of those crazy people that beat the game in strange ways, for example with only burner drills, without extra technology, without gun turrets even. \n \nI think many opportunities were missed to find ways to make those things usuable in a balanced way. The game is only just out yet tho so I have hope that it will still come later.", "date": "2024-11-11T16:04:42+00:00", "quotes": [] }, { "author": "Roshi", "content": "I feel kind of forced to solve puzzles, instead of having all the tools (somewhat accessible - like cliff explosives and elevated rails, or bots and walking on the space platform) and be able to make anything anywhere. \n \nHow many players play the \"Game scenarios\"? I am not at all interested in puzzle games, as a Factorio player, I am playing in \"stupid mode\", better called \"artistic mode\" - make a big factory, and make it look as I want it to look, without feeling restricted anywhere. I will self impose restrictions if it feels fun, or if there are achievements related to them.", "date": "2025-03-10T20:53:09+00:00", "quotes": [] }, { "author": "mmmPI", "content": "I don't think \"artistic mode\" = \"stupid mode\" , although i tend to agree that not seeing elevated rails being available on nauvis and complaining about it sounds like \"stupid mode\" to me", "date": "2025-03-10T21:20:02+00:00", "quotes": [] }, { "author": "trancexpress", "content": "To pipe in on peaceful Gleba, my factory and plantations have not been attacked for a few months now. My factory is kinda small though (2 maxed out harvesters, 5 biochamber blocks producing agricultural packs, 1 of which also dumps bioflux). Also a space mining based block to produce rocket part materials, bots, gun turrets and ammo. I also have 8-ish spidertrons loaded with rockets at the perimeter but they have not engaged anything also for months. In essence I've only been doing quality upgrades to my Gleba factory for a very long while, the planet has not required my attention for other things in this period.", "date": "2025-03-13T11:40:55+00:00", "quotes": [] } ]
7
2024-11-09T13:22:27-06:00
forum-topic-127422
127422
[2.0.39] kind of broke fusion power
Duplicates
https://forums.factorio.com/viewtopic.php?t=127422
Omzig
viewtopic.php?p=665305#p665305 For some reason the fusion reactor cannot pump from one reactor through the other 2, it was working before the patch. Now only 1 fusion reactor is pumping 4.0/s and only 2 fusion generators are using 2.0/s and the one that is directly connected to the top reactor is not getting any flow. I had to totally rework my main base reactor/generator setup. 03-12-2025, 04-57-39.png (2.4 MiB) Viewed 162 times
[ { "author": "", "content": "This feels like it may be a duplicate of 122346", "date": "2025-03-12T10:01:49+00:00", "quotes": [] }, { "author": "Omzig", "content": "Woohoo, power back online after a refactor. \n \n \n \n 03-12-2025, 05-47-15.png (2.83 MiB) Viewed 131 times", "date": "2025-03-12T10:47:17+00:00", "quotes": [] } ]
2
2025-03-12T05:00:03-05:00
forum-topic-122600
122600
Was build targeting AVX ever benchmarked against SSE2 build?
General discussion
https://forums.factorio.com/viewtopic.php?t=122600
Jap2.0
Rather off topic, but this piqued my curiosity and I didn't find anything searching... has anyone benchmarked a SSE2/3 build (whatever you're at now) vs AVX2?
[ { "author": "IsaacOscar", "content": "On a related note, as I'm curious, would it be feasible to have the game to detect your hardware and OS, and if it's new enough, take advantage of the newer features? \nI guess that would make a larger binary, and increase maintenance work as you'll have to write two sets of code and have two sets of bugs....", "date": "2024-11-23T02:46:22+00:00", "quotes": [ { "author": "Jap2.0 wrote: Sat Nov 23, 2024 2:41 am", "content": "" }, { "author": "posila wrote: Tue Nov 05, 2024 5:08 pm", "content": "" } ] }, { "author": "Jap2.0", "content": "Possible, although there are some trade-offs: \n Compile the entire binary for multiple architectures, determine which is running when launched -> much larger binaries \n Offer multiple versions to download -> don't know if Steam supports this automatically, would make the website more confusing to download from, in some cases means you can't copy binaries from one computer to another \n Detect instruction sets and offer multiple versions for a few hot spots in the code -> more complicated, more work to determine those spots; works for programs with a few defined hot spots (e.g. video encoding/decoding), but Factorio doesn't seem to fall into that bucket \n\nThat said, it should be far from 2x the bugs and code if you leave it (for the most part) to the compiler.", "date": "2024-11-23T03:41:03+00:00", "quotes": [ { "author": "IsaacOscar wrote: Sat Nov 23, 2024 2:46 am", "content": "" }, { "author": "Jap2.0 wrote: Sat Nov 23, 2024 2:41 am", "content": "" }, { "author": "posila wrote: Tue Nov 05, 2024 5:08 pm", "content": "" } ] }, { "author": "IsaacOscar", "content": "Sorry, I didn't mwan overal, I meant for the portions of code that want to use the new features. Also its not that simple, for e.g. using new graphics APIs might require them to rewrite all the graphics code, or convert assets to different formats. \nAlso stuff like AVX can be done using compiler intrinsics (i.e. another api), or require the code to be written in a way that the compiler can easily apply (e.g. to ensure sequential storage of numbers you want to do SIMD operations om:", "date": "2024-11-23T03:47:34+00:00", "quotes": [ { "author": "Jap2.0 wrote: Sat Nov 23, 2024 3:41 am", "content": "" } ] }, { "author": "Daid", "content": "Few notes from experience: \n- AVX2 is rare, most systems won't have this yet. It's currently exclusive to server machines. Float16 support that it adds is cool, but won't help factorio as that breaks lockstep. \n- Using intrinsic is hard, only suits certain problems. And, I've had multiple cases where gcc would outperform me by being smarter then my intrinsic code. And my problem was highly optimizable for SIMD (unlike Factorio). \n- Core 2 duo is a fine target, it adds a lot of generic features that benefit performance that the compiler can use without special tricks, SSE4 doesn't add that much compared to SSE2 (which is a deal changer).", "date": "2024-11-23T08:57:02+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "Umm, it's 10 years old now, and I've had various AVX2 processors for most of that time. \n \n\nWell Windows 10 never even supported that processor, and factorio requires Windows 10 anyway. (Although it might work on Linux/Mac with a core 2).", "date": "2024-11-23T09:16:19+00:00", "quotes": [ { "author": "Daid wrote: Sat Nov 23, 2024 8:57 am", "content": "" }, { "author": "Daid wrote: Sat Nov 23, 2024 8:57 am", "content": "" } ] }, { "author": "", "content": "I tried to compile for AVX just out of curiosity. But have not measured any interesting speedup out of the bat. We are using strict math compiler option because of simulation determinism when compiling for different platforms (usually using even different compilers), and as the simulation is implemented, it's not really vectorizable. So I guess only benefit for the game update was that compiler could use 3-operand versions of the instructions it was already using, removing lot of mov instructions, but that didn't yield any significant speedup. \n \nBut! In rendering, we don't need determinism, don't need strict math, and there is potential for vectorization (which is there even with SSE2) and could really benefit from fused-multiply-add instructions. But this has not been tested. EDIT: I can see FMA is not part of AVX, but is separate extension of instruction set. \n \nIt is possible to detect available instruction sets, and do dynamic dispatch to code written/compiled for that instruction set ... But, there still doesn't seem good compiler support for it (I have not looked into it for past 4 years, though), so it is lot of manual boiler plate + possibly code duplication, which then means different parts of source code run on different machines, which makes testing more complicated, more complicated maintanence and further development ... And in the end, it needs to run fast on old HW too. And my frustration comes from having to always figure out fast way of doing things without using the new(ish) toys. \n \nFrankly, I am tired of Factorio. I hope it'll get released as open-source eventually. When it comes to graphics, I feel like it is cemented into decisions made many years ago. Even in the early access, we were always a year away from 1.0, so the game was always nearly finished, and I didn't feel like there was room for changing art-style. Rendering performance would greatly benefit either from changing nearly all sprites to not use semi-transparency (pixels would be either fully opaque or fully transparent), which would allow us to use depth buffer instead of having to sort sprites back to front and send them in that order to GPU, which is inefficient for both CPU and GPU. Or by switching to rendering 3D models instead of sprites (I regret we didn't make at least asteroids in Space Age 3D). Looking back, I feel like both would have been be possible, if we decided to do that when doing (or instead of doing) high resolution sprites. Eh, sorry for offtopic.", "date": "2024-11-23T09:48:28+00:00", "quotes": [ { "author": "Jap2.0 wrote: Sat Nov 23, 2024 2:41 am", "content": "" } ] }, { "author": "", "content": "It still works on Win 7 (and possibly Vista) too \n \nI guess. From SSE4 I was missing integer variants of packed min, max, abs, and other instructions. I also missed blend instruction, and I think there are some better shuffles ... I really miss floor and round instructions though.", "date": "2024-11-23T09:58:22+00:00", "quotes": [ { "author": "IsaacOscar wrote: Sat Nov 23, 2024 9:16 am", "content": "" }, { "author": "Daid wrote: Sat Nov 23, 2024 8:57 am", "content": "" } ] }, { "author": "IsaacOscar", "content": "That would be awesome! \n \nOverall, everything looks awesome (except the engineer looks a bit grainy....) and I've had no performance problems (I constantly get 60 FPS/UPS), \nbut I also regularly spend too much money on my computer... \nSo at least from my point of view, you guys have done an excellent job. \n \n(although there was one time I turned on the debug setting for the rail planner and it drew like a hundred different possible rail paths and got a bit laggy..., but that's my fault for using a sebug setting!)", "date": "2024-11-23T10:05:12+00:00", "quotes": [ { "author": "posila wrote: Sat Nov 23, 2024 9:48 am", "content": "" } ] }, { "author": "IsaacOscar", "content": "Someone should update your website then https://www.factorio.com/space-age/buy", "date": "2024-11-23T10:07:23+00:00", "quotes": [ { "author": "posila wrote: Sat Nov 23, 2024 9:58 am", "content": "" } ] }, { "author": "", "content": "Even though it runs, it doesn't mean we want to support it (for new buyers) \n \nThank you, I appreciate it.", "date": "2024-11-23T11:04:20+00:00", "quotes": [ { "author": "IsaacOscar wrote: Sat Nov 23, 2024 10:07 am", "content": "" }, { "author": "IsaacOscar wrote: Sat Nov 23, 2024 10:05 am", "content": "" } ] }, { "author": "Daid", "content": "My mistake, I mistook AVX2 for AVX512 (imagine having a memory that works)", "date": "2024-11-23T12:48:17+00:00", "quotes": [ { "author": "IsaacOscar wrote: Sat Nov 23, 2024 9:16 am", "content": "" }, { "author": "Daid wrote: Sat Nov 23, 2024 8:57 am", "content": "" } ] }, { "author": "IsaacOscar", "content": "Interestingly, my old (desktop) CPU had AVX512, but my current newer and faster one doesn't (apparently its because it doesn't work on E-cores?).", "date": "2024-11-23T12:53:39+00:00", "quotes": [ { "author": "Daid wrote: Sat Nov 23, 2024 12:48 pm", "content": "" } ] }, { "author": "MeduSalem", "content": "Depending on the instructions used AVX might not speed up much if the bottleneck is not the instruction frontend. \nThen it will just slightly reduce the amount of instructions used and thereby increase code density (resulting in a smaller executable if there are not different execution branches used). \n \nThe reason why you won't see as a huge speed up is because all modern CPU cores are super-scalar already; they check for data dependencies on the fly and will detect that the 2x128 bit instructions are independent from each other and can be done simultaneously. \n \nAnd because of that they will usually schedule them like as if they were a single 1x256 bit instruction if the core has AVX256 capability. \n \nThe Vector units usually also can be partitioned like that where it allows for 1x256 instruction to be scheduled or 2x128 at once. Same is true for even more recent stuff like AVX512. \n \nSome AMD CPUs do some of the AVX512 stuff the other way around, where it actually splits them into 2x256 instructions that are done one after another because they had no native AVX512 ALUs until recently. \n \n \nThat said depending on the application and the amount of usuage of AVX there is some performance gain achieveable. Because in some applications the bottleneck is the instruction frontend. So if it has to load & decode only 1 instruction from the instruction cache instead of 2 then obviously you save some performance with that. \n \nBut if the bottleneck is rather the data cache performance, you will likely not notice much. \n \n \nAlso obviously some of the more recent AVX implementations have functions previously not available in any form in older SSE variants. But that I cannot say much about, how much there is to gain from such new super-special instructions. \n \n \n \nIn any case, when you see synthetic AVX benchmarks I would always take them with a HUGE grain of salt. Because they obviously test for very specific handpicked applications, where obviously the wider AVX set then excels and outperforms an older set for marketing purposes. \n \nBut in practice many applications will likely not work that way.", "date": "2024-11-23T13:20:31+00:00", "quotes": [] }, { "author": "Jap2.0", "content": "Thanks, Posila, for humoring my curiosity (and for splitting the thread). \n \nIt makes sense that not much of the simulation code in Factorio would vectorize well. \n \nI have heard some about AVX helping with memory load bandwidth (shaky on the details here), but that wouldn't help for things which are bound by latency (control flow and pointer-chasing and whatnot). \n \n\nI have a young friend who plays on Windows 7 quite regularly \n \n\nYeah AVX-512 is a really weird situation where it exists on server chips, about 3 generations of Intel laptop chips, maybe 1 generation of Intel desktop chips, and recent AMD chips... but not recent (consumer) Intel chips, because they didn't implement it in E-cores and didn't want to deal with different instruction sets on different cores (although there was a brief while where if you disabled E-cores on a chip you could use it).", "date": "2024-11-24T00:34:59+00:00", "quotes": [ { "author": "posila wrote: Sat Nov 23, 2024 9:58 am", "content": "" }, { "author": "IsaacOscar wrote: Sat Nov 23, 2024 9:16 am", "content": "" }, { "author": "IsaacOscar wrote: Sat Nov 23, 2024 12:53 pm", "content": "" }, { "author": "Daid wrote: Sat Nov 23, 2024 12:48 pm", "content": "" } ] }, { "author": "", "content": "I’ve tested in the past compiling targeting newer versions of SSE and AVX using the MSVC option to target them but saw no measurable improvements in simulation time. \n \nAs Posia said, the simulation just isn’t instruction bound and is instead memory latency bound (waiting for loads to finish before the next instruction can continue).", "date": "2024-11-24T00:45:39+00:00", "quotes": [] } ]
15
2024-11-22T20:41:51-06:00
forum-topic-91992
91992
Never mind
General discussion
https://forums.factorio.com/viewtopic.php?t=91992
MassiveDynamic
I'm sorry if I missed it somewhere, but two things I've noticed that seem to have changed in 1.1.0. 1. I can't reserve a slot in my personal inventory. I usually like to keep radars and conbots, etc. in the bottom corner of my inventory, but that doesn't seem to be working anymore. 2. Spidertron will not fire a nuke. I know it's dangerous and suicidal on auto-fire, but I can't make it fire manually either. (admittedly, I am not great at combat, but I checked my key bindings and tried several times) Ok, I don't understand why, but BEFORE I made this post, these things were true for me. Now, after a couple of minutes and responses from you guys, they are no longer true. I can now officially confirm that I am an idiot. Thank you for your support.
[ { "author": "Squelch", "content": "1. Reservation of inventory slots still works with middle mouse click for me. \n \n \n \n SlotRes.PNG (60.38 KiB) Viewed 1164 times", "date": "2020-11-26T15:44:34+00:00", "quotes": [] }, { "author": "eradicator", "content": "Tried in 1.1.1 and both work just fine. Spidey suicide-nuked on first attempt via remote control and manual works too.", "date": "2020-11-26T15:49:28+00:00", "quotes": [] } ]
2
2020-11-26T09:41:17-06:00
forum-topic-78366
78366
newb: maintenance on diagonal rail?
F.A.R.L
https://forums.factorio.com/viewtopic.php?t=78366
ladderff
Hello and thank you for this mod. I wanted to retrace my tracks and put circuit wire along them. Maintenance mode seems to have worked as I expected on horizontal/vertical track but on diagonal track it complains that it cannot place rail. Am I missing something? Thanks, ladderff
[]
0
2019-11-26T14:28:11-06:00
forum-topic-127510
127510
"Select Icon" Button for Blueprint Description
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127510
Exonerie
I would like to suggest adding a "select icon" button to the description of blueprints. Just like the button that appears when you edit the name of a blueprint.
[ { "author": "Exonerie", "content": "This feature already seems to exist in the description of upgrade plans.", "date": "2025-03-15T13:12:43+00:00", "quotes": [] } ]
1
2025-03-15T00:24:40-05:00
forum-topic-99024
99024
More than 1 instance of "tile-effect"
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=99024
asher_sky
It would be quite nice to be able to have multiple tile-effects, so that water can still keep it's own effect, but other liquids added by mods (lava lakes, oil lakes, etc.) are able to have animations as well. It could also be used for adding a slight waving animation for grass tiles. Currently "only one instances of this prototype [tile-effect] can be defined", and it must be "water"
[ { "author": "DarkShadow44", "content": "How's the state on this? Is there currently a way for e.g. animated lava?", "date": "2021-11-25T06:50:36+00:00", "quotes": [] }, { "author": "", "content": "There are no plans to do further terrain rendering enhancements (like adding capability to have multiple tile-effect instances) in 1.1", "date": "2021-11-25T09:25:55+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "So, a \"Won't Implement\" then? \nFWIW, you can reuse the water effect for other tiles, but it's the same animation that plays out.", "date": "2021-11-25T10:46:36+00:00", "quotes": [] }, { "author": "", "content": "Sure, I can do that.", "date": "2021-11-25T14:17:36+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Thu Nov 25, 2021 10:46 am", "content": "" } ] }, { "author": "DarkShadow44", "content": "Is this implemented for 2.0, seeing how lava is a thing now?", "date": "2024-08-16T14:56:32+00:00", "quotes": [] }, { "author": "curiosity", "content": "Probably only in the most technical sense, that now it's limited to two hardcoded effects. \n \nBut this request doesn't even belong in \"Won't implement\", since the stance was \"there are no plans to do this in 1.1\", not a definitive statement like \"this is never going to happen\".", "date": "2024-08-16T16:28:39+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Fri Aug 16, 2024 2:56 pm", "content": "" } ] } ]
6
2021-06-27T18:24:45-05:00
forum-topic-120244
120244
Unable to play MTN Scenario due to desyncs on Mac
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=120244
awesomizer
Hello, Uploading a desync report. Not sure what to say or what is going on. Desyncs seem random, sometimes it's instant desync upon joining a game, sometimes it's randomly after a few minutes. Sometimes will desync just standing there not doing anything. Not currently able to play longer than about 10mins before a desync. https://drive.google.com/file/d/1ZaCt6j ... share_link
[]
0
2024-11-07T11:08:36-06:00
forum-topic-95873
95873
Blueprints should be available on game start.
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=95873
Vas
Copy Paste, Blueprint Saving, Blueprint Library, all of these things should be immediately available on game start, not locked behind the requirement of research which, you seem to have hidden away further and further for some reason. Blueprints aren't for robots. They are for layouts and plans. You can manually place things on ghosts. I use ghosts early game to plan my base out, but I can't save my early game layouts or anything because your system rejects the ability to load and view saved layouts or to use blueprint features till I'm at the end of the game already with robot research. What good is a blueprint when I no longer need it? This shouldn't have to be a mod to enable. We need access to blueprinting features without any research of any kind. Please change this in the base game so that they are forever visible to everyone. I searched for a mod that only enables blueprinting and nothing else, and I've found no such thing. I've also searched suggestions for the term Blueprint, no suggestions ask for this. I don't want this to be a mod though, I want it base game, because it should be available for everyone by default and there's no reason to lock it behind research. As I've said, blueprints are not a robot thing, they are a planning tool. Just because robots can use them doesn't mean they are only for robots and thats why, it should be base game.
[ { "author": "", "content": "I do not understand. Most of the buttons in shortcut bar (if you are refering to those buttons as features locked behind research) are hidden to not confuse new players and they unlock as soon you get to required tech. After that they are unlocked permanently. You can also use the `/unlock-shortcut-bar` command (should not lock achievements) or you can start a temporary single player game and type `/cheat` (may need to be typed twice as it will disable achievements) to get all the technologies researched then quit and start new game with every button enabled. \n \nWhat is your problem with hiding them only for a short period before new player gets some technology?", "date": "2021-02-08T13:16:44+00:00", "quotes": [] }, { "author": "Vas", "content": "I can't access these things, and I have beaten the game in the past. So if you decided to suddenly hide them and reset any sort of progress players once had, now they aren't available unless you complete that far into the game once again. Which is a bit silly to just hide them to not confuse new players. \n \nFrom my perspective, the shortcut bar just said, requires research. It didn't say \"And then unlocks permanently\", which made me feel like it'll require research each play through. \n \nI've been starting the game over and over again the last few days, trying to balance out the set of mods I'm using to get rid of overpowered stuff and make the game last a decent amount of time. Testing and tweaking things, restarting again and again. I last played in 0.17ish, and now I'm back at 1.1. All I could see is that the blueprints were locked. \n \nAll you ended up doing is confusing old players, I very much doubt blueprints would confuse new players.", "date": "2021-02-08T13:49:21+00:00", "quotes": [] }, { "author": "jodokus31", "content": "Did you reinstall Factorio? \nI had the same confusion, when it was introduced, because I downloaded a fresh factorio zip. \nI guess, if you update \"normally\" via steam, it doesn't happen, does it?", "date": "2021-02-08T15:42:33+00:00", "quotes": [] }, { "author": "Vas", "content": "I haven't reinstalled, no. But I did move the steam drive from one laptop to the other when I upgraded. I also transferred most of my appdata folders to keep saves and whatnot. All my mods and such were kept.", "date": "2021-02-08T16:10:00+00:00", "quotes": [] }, { "author": "jodokus31", "content": "I remember, when it was introduced, i saw streams, where the players had those buttons right from the start, with no words how to get them \nI was confused, because i didn't have them. At that time also the command /unlock-shortcut-bar wasn't a thing. I cheated my way to bots to get it \n \nMy guess is, that's is somehow connected to the profile or appdata", "date": "2021-02-08T16:44:02+00:00", "quotes": [] }, { "author": "blazespinnaker", "content": "+1 \n \nSome type of blueprint lite near the beginning of the game would be a very good idea. It's a large part of the game, and I have a hunch that a very large portion of players quit before ever realizing how much better they make the game. \n \nOne idea is a rate limited ghost placer type feature, like a mechanical arm that has larger reach and can place items out of your inventory as your mouse over the ghosts. Have to be careful not to obviate bots, but with proper restrictions it can be done. \n \nThere is a slight concern of course that folks will just use blueprints from blueprint libraries out on the web and sort of ruin the game for themselves. Something to consider, but the truth is that you can already do that today.", "date": "2021-02-09T10:39:59+00:00", "quotes": [] }, { "author": "Vas", "content": "I mean its just silly to hide features of the game away from the new players because, as stated earlier, people likely get this game after seeing gameplay of other players and may be confused as to why they don't have the same features, or they may end up quitting before they get to those features finding it frustrating to not be able to easily duplicate things they've done. \n \nI too would like a limited early game ghost placer, something that'd place things for me within my range, but thats not what this topic is about. Its just about getting these features to the players without them having to have beaten the game first. \n \nNow I realize the devs here hate robots, at least thats what I've been told many times. But blueprints are not a robotic feature. Though, I cheat spawned myself modular armor with a robo port and 5 robots, simply so I don't have to spend forever manually rotating and placing shit down to match what my blueprints are. I mean, its not like I can get achievements anyway because the devs disabled them in modded gameplay so why bother worrying about command usage. However, I do use blueprints early game to set up early production lines. Its up to the new players to play legitimately, or cheese the game by downloading people's blueprints. I, for one, refuse to download other people's blueprints.", "date": "2021-02-09T12:25:53+00:00", "quotes": [] }, { "author": "JayS", "content": "I'm pretty sure the blueprint shortcuts still work (alt-b, alt-d, ctrl-c/x/v), even if the buttons don't appear on your toolbar? I can't test this though. Honestly doesn't seem like it's a big deal.", "date": "2021-02-09T15:32:58+00:00", "quotes": [] }, { "author": "ptx0", "content": "just came here to say \"No! use mods.\"", "date": "2021-02-09T15:53:05+00:00", "quotes": [] }, { "author": "jodokus31", "content": "I'm totally ok with hiding the buttons for new players. I just said, that they are also hidden in some cases (new install, etc.), where they probably shouldn't", "date": "2021-02-09T17:42:11+00:00", "quotes": [] }, { "author": "ptx0", "content": "i'm talking about the original poster not the hangers-on that came along to glom their vision onto the request. \n \nthey want the Copy/Paste and Blueprinting to be available from early game, when the devs have actively pushed the other direction in 1.0 making the buttons invisible until they're researched. \n \nit's not going to change.", "date": "2021-02-09T18:09:51+00:00", "quotes": [ { "author": "jodokus31 wrote: Tue Feb 09, 2021 5:42 pm", "content": "" } ] }, { "author": "jodokus31", "content": "Yep. My post was also for the others, who want the buttons to be shown from the beginning. I also don't endorse early game ghost placer mechanics. If the user wants it, there are more than enough mods.", "date": "2021-02-09T18:56:12+00:00", "quotes": [ { "author": "ptx0 wrote: Tue Feb 09, 2021 6:09 pm", "content": "" }, { "author": "jodokus31 wrote: Tue Feb 09, 2021 5:42 pm", "content": "" } ] }, { "author": "blazespinnaker", "content": "Well, the blueprint buttons are available to me on a new game. I have a larger monitor. Ctrl-C creates a blueprint automatically. Shift-click prints ghosts beyond your reach. Blueprint library button ('B') is the first button above the minimap. Sure, it's not super in your face, but factorio is a very complex game with a lot of different options. Simplifying for new players so they are not overwhelmed is a wise thing to do. That's just the nature of the beast, I'm afraid. \n \nAnd really, players aren't going to be advised or hear through the grapevine about blueprints in early game, because they are kinda weak without something like bots or ghostplacer, imho. In fact, they are downright f'ing aggravating if you have power poles in them and no auto placing functionality. I don't know if this is why buttons are being hidden, but it'd be a good reason if it was. \n \nSo yeah, early game blueprints really are a poor experience and I don't suggest using them until you have bots, which really isn't that hard to do and doesn't require much planning. In fact, you could just hand craft the majority of intermediates to get to bots in a relatively short period of time, that's how little planning is required. A few miners pointing at furnaces, assemblers for science packs and engines, labs, some oil for plastic and red engines, and you're done. Rushing bots in less than 2 hours is totally doable. \n \nAnother reason they may not emphasize BPs for new players is that the game designers worry about making the game to planny. There is something zen about just spamming spaghettic ad hoc willy nilly, and maybe they don't want to ruin that too much by creating pressure on players to plan out things when they start. There are other things that they do which hint that they are resistant to making the game too calculated. And of course, as I mentioned above, they probably worry about people ruining the game for themselves by leaning too heavily on 3rd party blueprint libraries. \n \nBut it's valuable, I think, hearing from new players and their impressions. It really should be encouraged. There's no reason that I can see that the audience for factorio can not be broadened.", "date": "2021-02-09T19:45:10+00:00", "quotes": [ { "author": "Vas wrote: Tue Feb 09, 2021 12:25 pm", "content": "" } ] }, { "author": "Trific", "content": "It's not quite an early game ghost placer, but have you tried using the pipette? Makes setting up early game blueprints much easier.", "date": "2021-02-09T23:21:18+00:00", "quotes": [ { "author": "Vas wrote: Tue Feb 09, 2021 12:25 pm", "content": "" } ] }, { "author": "jamiechi1", "content": "The problem I have with this is mostly the Cut, Copy, paste, and Undo icons that get disabled when I create a new Offline game. I have played well over 6000 hours and I am not a New User. Saving some of these values in the Registry or a file would help prevent this. If it is in the Registry, I can easily create a Backup of the keys and restore them later if I have a hard drive crash, or have to re-install Windows.", "date": "2024-03-25T00:06:48+00:00", "quotes": [] }, { "author": "mrvn", "content": "That must be a windows or steam problem. I've played a few online games and tons offline and this has never ever been a problem except when reinstalling factorio. The values are stored in the factorio folder normally. But with steam this might be different and stores it on the steam drive. You can just play a sandbox game offline and research all the techs to unlock all the shortcuts when you play offline for the first time. Or edit the player-data.json file, which is where those values are stored. \n \n \nThat said I don't quite see the problem anyway. It's not like you can cut&paste prior to construction bots and have it do anything much useful. \n \nNow placing blueprints from your last game to give you a guide how to build the factory you optimized for hours last game is worth it. But if you don't have the shortcut bar values then you won't have any old blueprints either. I consider that a far bigger problem.", "date": "2024-03-25T00:45:28+00:00", "quotes": [ { "author": "jamiechi1 wrote: Mon Mar 25, 2024 12:06 am", "content": "" } ] }, { "author": "Nidan", "content": "Aren't the keybinds still available? In any case: /unlock-shortcut-bar", "date": "2024-03-25T00:47:17+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Something is wrong with your install, file permissions, or you have a mod that's messing with you, because I do not have these issues. The unlock status of these are (afaik) kept in your player-data.json file in the %localappdata%\\Factorio %appdata%\\roaming\\Factorio directory. In that file there's a section called \"shortcut-bar\" with enabled statuses true/false on them. \nEdit: updated path. I wasn't paying attention and had that wrong. \n \n\nI do not believe it is either of those. I am on Windows with the Steam version and do not have the issue they describe. \n \nEdit1: Oh, unless they're using Steam Sync and have more than one PC... I suppose that's a possibility. \nEdit2: Although, isn't that only taking the save directory and, if the option in game is enabled, the blueprint-storage.dat file?", "date": "2024-03-25T01:09:43+00:00", "quotes": [ { "author": "jamiechi1 wrote: Mon Mar 25, 2024 12:06 am", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 12:45 am", "content": "" } ] }, { "author": "jamiechi1", "content": "I just checked, and I don't have a %localappdata%\\Factorio directory. After I restored Windows 10 and reinstalled the latest version of 'Online' Factorio in Steam, shouldn't this have been restored? Edit: I Do have the %appdata%\\Factorio Directory. And yes, I forgot I could edit that.", "date": "2024-03-25T23:18:11+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Mon Mar 25, 2024 1:09 am", "content": "" }, { "author": "jamiechi1 wrote: Mon Mar 25, 2024 12:06 am", "content": "" }, { "author": "mrvn wrote: Mon Mar 25, 2024 12:45 am", "content": "" } ] } ]
19
2021-02-08T07:06:28-06:00
forum-topic-117915
117915
[2.0.11] Asteroid orientation snapping
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=117915
Gergely
In the attached save file, all asteroids can be observed to "snap" their orientation after unpausing. If the snapping is caused by a timer being reset or a modulus overflowing, it can be fixed by ensuring that asteroids rotate around an integer number of times between timer resets.
[ { "author": "", "content": "Thanks for the report however this is Minor issue. \n \nIn order for floating point math to not go out of hands, we only use tick value modulo 65536 to animate asteroid orientation and its done in a stateless way.", "date": "2024-10-27T12:47:38+00:00", "quotes": [] }, { "author": "Gergely", "content": "In this case you can fix the bug by rounding each randomly generated period to the nearest value with no more than 16 fractional bits. \n \nIf P is the number of times the asteroid does a 360° turn per tick then P*65536 (P << 16) should be an integer to prevent snapping. Which is the case if P has no more than 16 fractional bits. \n \nP = round(P << 16) >> 16", "date": "2024-10-27T12:57:29+00:00", "quotes": [] }, { "author": "", "content": "Oh, thanks for the tip with 16 fractional bits, it never occured to me, that this would work with floats too. \n \nFixed for 2.0.17. I ended up turning the random rotation computation to fixed point math. \n \n(Duplicate: 120952 )", "date": "2024-11-11T14:26:40+00:00", "quotes": [] } ]
3
2024-10-27T07:27:18-05:00
forum-topic-124139
124139
[2.0.24] Desync with dedicated server.
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=124139
credomane
So I was ctrl-clicking iron plates into some gear/green curcuit assemblers then I used WASD to move the character/camera. Immediate desync. I don't think I did anything else. I've tried to replicate it after it happened yesterday and this evening. Haven't been able too. Probably a mod issue but you never know. Haven't seen a desync in so long I forgot they existed and didn't even realize they were still possible. Thought all the ways mods could cause them were patched out.
[]
0
2024-12-09T22:58:31-06:00
forum-topic-123390
123390
Fast Biter Egg Cooker
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=123390
Khazul
I wanted to minimise the time biter eggs spend on my space platforms. Getting high throughput out of a cryogenic plant is not a problem, however delivering Promethium chunks to them is. I had been storing my asteroid chunks in the hub and alongside ammo in and out and other ship functions that are using the hub for storage/buffers, there just isn't a lot of room left for the kind of number of inserters needed to get decent promethium chunk throughput. So, I had a look at belt based storage with the aim of wrapping the storage around the Cryogenic plants to provide room for as many inserters as I could while keeping the space used minimal. The end result is the following: 11-30-2024, 19-11-31.png (3.74 MiB) Viewed 1379 times The storage is in the form of spiral mostly underground belts that wrap around the Cryogenenic plants, provide each with a high speed buffer of around 1.3K chunks (enough for over 50 batches of science) or so in combination with each loading using 13 inserters to keep up with the consumption rate of the cryogenic plants. That means this pair it can consume around 1350 eggs per minute. The pair is tileable as well. The intended use is to fill up the belt buffers on the Shattered planet route rather than storing the chunks in the hub. On return to Nauvis, have a large array of rockets ready to deliver vast numbers of biter eggs and drop the science back down immediately. The end result considerably reduces the time the platform has to wait in Nauvis orbit and reduces time eggs spend on board to a couple of mins or less. I have seen turn around times using 3 of these tiles (5.3k storage) of a couple of minutes, most of which was getting the eggs up using enough rocket silos (8) to deliver 2000 biter eggs in a single launch from each silo and silo that are dedicated to biter eggs direct from the spawners so no conflict with anything else. There are no circuits in this directly, however where the green wire is is where you might want to connect to read the amount stored in the belts to raise a return signal for an interrupt to handle. The Telsa turrets should not be needed, but I tend to add them where I am handling eggs in case something gets stuck and you don't notice. This was my first quick hack at the problem and it seems to work well enough. I'm sure someone could improve the layout/belting etc. Blueprints: These are organised as a belt link, the main middle tile and an end version of the same with excess trimmed to stop any eggs from getting trapped in open splitters, excess underground etc. Stack inserters are needed from the hub for eggs out and science back in to hub. Belt link 0eNqtlslOwzAURX+lemunaqY2yRIEK/4AIZTBClYTO3hAVFX+nZcWKmjT1iZdxbHse3TfJG+haAztJOMasi2wUnAF2fMWFKt53gx7PG8pZNBJ0VL9xkzrqZJRXlKvy8s19AQYr+gnZH7/QoByzTSje5Hdz+aVm7agEg+QHzFtZCE8LXOuOiG1V9BGA4FOKLws+IBFQS+ZxwQ2uIiW8xhBFZO03B9IenKiH7jqB3/0RxRDR8WrgpGjoGME4iN5g5mRtRT4vR7j+IRAQG+6QY3xzmgYAS4PwIqprsk3WBScNhc50Y4zlJpNeY1AV+4ugyOX376E0WeMJdbGAmtjudJUClZ55Zvh49ZSa+ziMrZgyPJoXY9i/IUt5wrm3eRcozV0WVKlhBzH+c4Zc06YH9haumnC/NDZ2rSO8yNbnzfsOH/SYAnP27yQz+WULg9/F835WP5jkixcGYkzwxmRTmgvO0SwmFDmFvnHlwMOrHYYXIf3CIEmR2nce8RGnN0NE232UNezeyHWuPRmTwy7ksAHlWqnGy+DNErTOFqlq3gV9v0X/lruIA== Copy blueprint Middle tile 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[ { "author": "mrvn", "content": "Please use the BP button instead of CODE for blueprints. \n \nThat said wouldn't it make more sense to feed the Promethium chunks from the sides instead of through an array of those blocks? That way you could place the blocks along the spine of the ship and then feed each block from a couple of collectors without running into throughput issues with any belts.", "date": "2024-11-30T20:34:11+00:00", "quotes": [] }, { "author": "Khazul", "content": "Throughput issues with belts? How many collectors do you have on your ships to collect >120 promethium chunks/sec as well as whatever is needed for manufacturing of ammo, fuel etc? \n \nAs for feeding from sides, there is nothing stopping anyone from changing as needed. This setup made far more sense on the ship I used it on first and I prefer symmetry. Maybe the next will be different - each to their own", "date": "2024-11-30T20:48:39+00:00", "quotes": [ { "author": "mrvn wrote: Sat Nov 30, 2024 8:34 pm", "content": "" } ] }, { "author": "mrvn", "content": "I was thinking about your consumption rate. You can't fill the belts as fast as you consume Promethium by chaining them. \n \nBut that was never your intention I guess, not even close. The belts are for storage, obviously. But they are purely for storage and you want the factory to run at the 1350 eggs a minute so they don't spoil a second longer than needed, right? \n \nYou have no intention of taking eggs back out to the edge and produce science on the fly then? I falsely assumed you would have a massive ship for this setup that had tons and tons of collectors for a hybrid approach. Take eggs out and produce science on the fly till all eggs are consumed. Then on the way back buffer Promethium. Pick up eggs and produce science till the promethium is gone and then buffer some more eggs and repeat. \n \nPS: I use low tier belts so throughput is far lower for me. I even have one ship with yellow belts because I produced them in space and never upgraded them even to red. And no oil to go beyond red on board. Never mattered before.", "date": "2024-12-02T17:07:50+00:00", "quotes": [ { "author": "Khazul wrote: Sat Nov 30, 2024 8:48 pm", "content": "" }, { "author": "mrvn wrote: Sat Nov 30, 2024 8:34 pm", "content": "" } ] } ]
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2024-11-30T13:24:04-06:00
forum-topic-126896
126896
Factorio Forums • LuaFluidBox::get_fluid_segment_contents() can return at most 1 fluid name
On the discord Wiwiweb was wondering if the method could return multiple fluids, since with the current fluid mechanics mixing is just not possible: https://discord.com/channels/1396775903 ... 0454679623 After some investigating it indeed seems impossible for this method to ever return more than 1 fluid name, and it should probably be mentioned:
[ { "author": "", "content": "A couple related changes: \n \n https://lua-api.factorio.com/latest/types/FluidBox.html \n\"a fluid system (ie. multiple connected fluid boxes) can contain multiple different fluids, see Fluid mixing.\" \nNo such things as fluid systems anymore, and segments can only contain 1 fluid. \n \n https://lua-api.factorio.com/latest/cla ... t_capacity \n\"The capacity of the given fluidbox index.\" \nActually this returns the capacity of the entire fluid segment (which is great). For the capacity of a specific entity or fluidbox, there's https://lua-api.factorio.com/latest/cla ... d_capacity , or https://lua-api.factorio.com/latest/cla ... prototypes", "date": "", "quotes": [] } ]
1
forum-topic-118843
118843
Factorio Forums • Allow belt/chest circuit readers to read spoilage level of most spoiled item
TL;DR Add a checkbox to have chest output items with the spoilage level (0 to 100, or amount of seconds left, or similar) of the most spoiled item/stack of each item type on that belt or in that chest in place of the item count. Why? Spoilage progress of ingredients affects spoilage progress of products. However, there is no automated way of determining the spoilage level of an ingredient outside of if it already has spoiled (and thus, no longer exists) or not. As a result, there's no elegant way to deal with unfresh ingredients that one doesn't want degrading products or to handle items getting close to spoilage, such as pentapod eggs. Why I think this fits: inserters already have the option for selecting most/least spoiled items when grabbing, so some means of reading spoilage exists. Why this might not fit: it may not be intended to have a relatively easy way to filter out items close to but not yet past spoilage or to start up processes before a spoilage event takes place. Bonus: Add the same for reading the spoilage levels of a biochamber's nutrients.
[ { "author": "", "content": "+1 for this. Not having ANY way circuit condition wise to read spoilage is kinda lame, and IMO goes against what circuit conditions open up and allow for in game. \n \nSince inserters have a priority level for spoilage, I think adding a utility to the advanced selector to read the circuit values and output a \"lowest\" spoilage amount. This would make ensuring that we're not sending soon-to-be spoilage to Nauvis. \n \nHere's the ideal setup: \n1. Chest gets dumped with all gleb science packs. \n2. Chest => Advanced Selector to read spoilage level (Output S for spoilage level from 1 to 100) \n3. Selector => Inserter with enable signal S <= 8, and \"Spoiled first\" priority \n4. Spoiled packs with <= 9.6 minutes (Gleba science packs last 2 hours, so 8% is 9.6 minutes) are removed from the chest (And maybe a few more if inserter size is > 1) \n \nAlternatively, spoilage output can be in seconds instead, outputting the lowest (Or highest) spoilage in seconds. \n \nUpon further thought, I feel like spoilage level in a combinator isn't the best idea, since the signals aren't actually correlated to entities *per-say*. From a scripting API, to try to reverse the signals to find the entities linked might be a bit of a task. A simple solution, would be to add on the entities themselves (Belt/Chest) a \"Read Spoilage Level\", and output that as a signal.", "date": "", "quotes": [] }, { "author": "", "content": "+1 - I also searched for a way to read the spoilage level. This would be amazing for controlling circuits on Gleba.", "date": "", "quotes": [] }, { "author": "", "content": "+1 Definitely agree, it would help a lot with items with a finite shelf life.", "date": "", "quotes": [] }, { "author": "", "content": "Like the idea. \n \nTo add another related idea this makes me think about, add an inserter choice to pick up anything with specific spoil settings. For example, remove anything with less then a few minutes or percent left. Kind of like the spoil first/last but numeric which makes more since because stacks in chests average spoilage anyways.", "date": "", "quotes": [] }, { "author": "", "content": "It would be helpful if I could see the spoilage status of an item while also knowing what item it is. \n \nTwo things that might accomplish that: \n* Spoilable items output a new signal that represents the spoilage level, this is separate from the quantity of the item which is still the original signal. \nOR \n* You can specify which (red or green wires) will output the spoilage as the main signal rather than the quantity.", "date": "", "quotes": [] }, { "author": "", "content": "Yes, some way to read spoilage for the circuit network would be awesome.", "date": "", "quotes": [] }, { "author": "", "content": "+1 for spoilage measurement via selector combinator.", "date": "", "quotes": [] }, { "author": "", "content": "+1 \nthe selector combinator would be perfect for this. as it stated in the FFF it woud be a catch-all solution for niche applications like this \n https://factorio.com/blog/post/fff-384 \n \n\nas an example how this could be implemented:\n \n \n \n 2024-11-11 13_48_26-Window.png (75.61 KiB) Viewed 5025 times \n \n \n\nthe selector combinator would read the freshness of the item signal it is passed and output it maybe as signal \"F\". if there is a belt with the \"hold\" functionality attached, it would read the combined freshness of all the items. \nso if you have a setup like the upper combinator, you easily could add an inserter to the belt wich would pick out any freshness value you would like. \nthe lower combinator would give you only a \"this belt section is this% fresh\" reading", "date": "", "quotes": [ { "author": "", "content": "" } ] }, { "author": "", "content": "Yeah, while I understand that giving too much capabilities to the player might be avoided because it would make some puzzles trivial, \ngenerally that wasn't the case with the circuit network, where you could go nuts. \n \nSo it's really weird that spoilage % cannot be read...", "date": "", "quotes": [] }, { "author": "", "content": "The selector combinator cannot do it, because there is no freshness of an item signal. Just an item and a quantity. \n \nHowever, an entity with inventory could have a mode where it reads the lowest or highest (or both) freshness among all the items inside it, and you would select channels for the outputs, like you can for roboports reporting bot numbers. \n \nOr it could output a signal for each item type, with the highest or lowest freshness for items of that type. In this case it could not do both, because each item type can only report one number. So you'd have to choose in the entity UI which one you want it to read. \n \nIt would be a good fit for chests, I think.", "date": "", "quotes": [ { "author": "Brathahn wrote: Mon Nov 11, 2024 12:30 pm", "content": "" } ] }, { "author": "", "content": "I would also love to see this with an output per item type on a belt or in a container. Either seconds, or maybe percent/some other fixed point fraction like basis points (i.e. 0 to 9999). Makes sense to be able to select between highest/lowest.", "date": "", "quotes": [] }, { "author": "", "content": "Cross referencing (thank you Koub for pointing me here) since it is basically same idea, just the solution is proposed differently. \n viewtopic.php?p=637248", "date": "", "quotes": [] }, { "author": "", "content": "idea \n- just having the possibility to read the spoil timer of various spoilable items \nhow? \n- this would prefarably be done possible in a inserter \nwhy? \n- it is to be able to send fresh bioflux and science packs instead of sending half spoiled bio flux for the captive biter spawners \n \ni didn't see any other posts mentioning this specific issue", "date": "", "quotes": [] }, { "author": "", "content": "+1 Would really appreciate this so i can fill a rocket with only the freshest produce to ship to other planets.", "date": "", "quotes": [] }, { "author": "", "content": "+1 to this. \nAlso I feel like there should be not a value but a few buckets similar to quality, eg fresh (100%..75%), mildly fresh (75%..50%), not so fresh(50%..25%) and nearly spoiled (25%..0%). It should also allow insertes to pick more spoiled or more fresh from each bucket. \n \nMy usecase: I want to burn nearly spoiled pentapod eggs and leave fresh ones on a belt. So I wnat to filter out \"nearly spoiled\" eggs with a belt splitter and then throw ones which are most spoiled in a heating tower.", "date": "", "quotes": [] }, { "author": "", "content": "Why would you ever \"bucket\" it when you can just get the value in percent, and then make a decision like `S < 25`? Buckets will just reduce functionality for no good reason.", "date": "", "quotes": [ { "author": "Vasya228 wrote: Thu Nov 21, 2024 9:51 pm", "content": "" } ] }, { "author": "", "content": "I have definitely found myself wanting this a few times.", "date": "", "quotes": [] }, { "author": "", "content": "I think that spoiled value should be kept, and buckets added just to simplify products management, and maybe UI, eg specifying a filter for a belt splitter.", "date": "", "quotes": [ { "author": "danbopes wrote: Thu Nov 21, 2024 10:11 pm", "content": "" } ] }, { "author": "", "content": "[Koub] Merged into an older thread with the same suggestion.", "date": "", "quotes": [] } ]
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forum-topic-126747
126747
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https://forums.factorio.com/viewtopic.php?t=126747
adam_bise
Bots are boring. agsci.png (951.63 KiB) Viewed 490 times agsci2.png (4.39 KiB) Viewed 490 times 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 Copy blueprint
[ { "author": "computeraddict", "content": "What's the average freshness when delivered to Nauvis?", "date": "2025-02-10T20:10:45+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Not sure, I just finished the BP. I need to stamp a few more down and make a couple copies of my platform before I'll know.", "date": "2025-02-10T20:22:29+00:00", "quotes": [] }, { "author": "angramania", "content": "Production of agriculture science never was a problem. It is simpler than blue science. Transportation is a problem and the only interesting part of Gleba's factories.", "date": "2025-02-10T23:33:34+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Had to sort a jellynut / seed / soil shortage. To answer your question, the average was around 85% for a 9k haul. \n \n \n \n agsci3.png (140.7 KiB) Viewed 360 times \n \n \n\nHoping to push that to over 90%. I haven't even started on a fast platform yet.", "date": "2025-02-11T15:24:09+00:00", "quotes": [] } ]
4
2025-02-10T14:05:00-06:00
forum-topic-97417
97417
Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=97417
linktothepast83
My suggestion is for regular pipes to be able to connect to the circuit network to read their fluid levels like belts do. Currently in vanilla factorio when you want to measure the fluid levels in a pipe system your only option is to connect a storage tank and measure it. There is a bit of a catch though, the storage tank itself while it has low liquid resistance it is not zero. Which basically means your attempt to measure the fluid levels messes up with the fluid flow a tiny bit due to the presence of the storage tank! And if you require higher accuracy with more storage tanks the more the fluid flow gets affected! As an example i was trying to make for a big nuclear plant a system to detect steam levels and power up and down plants accordingly. I realized early on that the storage tanks weren't giving accurate readings of the fluid levels because i was constantly getting a cycle of more and less plants than i needed powered up / down. So i thought to increase the accuracy by adding more storage tanks to the mix. And while that did the trick and i got accurate readings it eventually messed up the steam flow to the point that turbines weren't fed properly and the max output dropped! So i had to choose between accurate readings and a messed up flow that drops the output. All this is similar to the uncertainty principle of quantum mechanics, whenever i tried to achieve accuracy the fluid output suffered and if i wanted the fluid output not to suffer then the accuracy of the reading did! Since i don't think behavior similar to quantum mechanics should be in the game for enjoyment reasons (there is no enjoyment in uncertainty when you are planning things), please consider giving the option to read the fluid levels of pipes as well. Or lowering the fluid resistance of storage tanks to a very low value, zero or close to it.
[ { "author": "ptx0", "content": "there is a helpful template for suggestions you should follow", "date": "2021-03-30T23:28:30+00:00", "quotes": [ { "author": "linktothepast83 wrote: Tue Mar 30, 2021 10:12 pm", "content": "" } ] }, { "author": "", "content": "The fluid resistance is indeed very high compared with pipes and I thought often to myself: it makes no sense, a tank has no resistance. That’s the reason, why I always build pipes around the tanks. That helps a lot to go over this effect and I think also the whole solution to this issue. \n \n \nReading fluid levels of pipes: they follow the same principles as tanks. You shift the problem just a bit. \n \nI mean, the case, that there are hundreds (thousands?) of blueprints about functional nuclear plants out there is speaking against the hypothesis, that the there is no fun with that. it is a problem, and the player needs to find a solution. That’s a part of any game. The fact, that you are frustrated about how illogical they are working is part of that process. I don’t want to say, that you need to be frustrated to find a solution, but for me it’s always that moment, when I know to go to bed and on the next day I have an idea how to solve it. \n \nAnd perhaps - I guess - there are real technical reasons, why the fluid resistance of tanks is so high relative to the pipes. But the better guess is, that there is just more game-value in avoiding tanks, because when you reduce the resistance to be lower than pipes, it will lead automatically to builds without any pipe. And that would make really no sense at all.", "date": "2021-03-31T06:14:03+00:00", "quotes": [ { "author": "linktothepast83 wrote: Tue Mar 30, 2021 10:12 pm", "content": "" } ] }, { "author": "linktothepast83", "content": "Thanks for your answer ssilk, if i was sounding frustrated is because i spent many hours until i understood that i wasn't doing something wrong really and get a grip of what was going on. \n \nI have to agree with you with what you wrote about lowering tank resistance and other practical issues that might arise. If it is too low i guess everyone would choose storage tanks wouldn't they? \n \nBut i disagree that reading the fluid lv of pipes is just shifting the issue because they work the same. The fluid system consists of both pipes and storage tanks yet only storage tanks are readable. That means that you should add storage tanks to the mix even if you do not need them just to get a reading! And the act of adding something you don't really need unbalances fluid flow in the system as well. If you compare it to the belt system it seems messy really, there you don't have to add something you don't need just to get a reading making the reading itself affect things in any way. Plus in the belt system there are balancer options, good luck balancing the fluid flow the way you want it though with the fluid system!", "date": "2021-03-31T07:30:44+00:00", "quotes": [ { "author": "ssilk wrote: Wed Mar 31, 2021 6:14 am", "content": "" }, { "author": "linktothepast83 wrote: Tue Mar 30, 2021 10:12 pm", "content": "" } ] }, { "author": "ptx0", "content": "it is unlikely to change due to CPU use impact.", "date": "2021-03-31T14:17:29+00:00", "quotes": [ { "author": "linktothepast83 wrote: Wed Mar 31, 2021 7:30 am", "content": "" } ] }, { "author": "linktothepast83", "content": "Well that's a pity, hopefully in the future who knows? Thanks for the answer ptx0.", "date": "2021-03-31T22:52:54+00:00", "quotes": [ { "author": "ptx0 wrote: Wed Mar 31, 2021 2:17 pm", "content": "" }, { "author": "linktothepast83 wrote: Wed Mar 31, 2021 7:30 am", "content": "" } ] }, { "author": "", "content": "I don't know, what you want to do. But as a general rule: when I need to measure fluids, I always use pumps nearby. A pump fills a tank much, much faster. And empties it also so much faster. Pipes are extremly sensitive to distances. More pumps, more fun.", "date": "2021-04-01T20:31:27+00:00", "quotes": [] }, { "author": "gGeorg", "content": "How do you measure by pump ?", "date": "2021-04-03T11:03:51+00:00", "quotes": [ { "author": "ssilk wrote: Thu Apr 01, 2021 8:31 pm", "content": "" } ] }, { "author": "", "content": "As I said: they fill/empty the tanks much more rapidly. I don’t measure with pumps. I use them, to make this slow behavior less slow. \n \nEdit: \nThere are this general tricks I can give: \n- use tanks always as storage, never as “flow through”, \n- always build a “short way” of pipes around the tank, or \n- use the tanks as “dead end”. So they don’t hinder the flow, but reflect the pipes levels somehow. \n- to fill/empty such dead ends faster I can use pumps: \n— if the target (e.g. plastic production) has enough fluid (need to measure that somehow, for example another tank at the end of the plastic production lane) I pump into the storage tanks, \n— and vice versa. \n— build another pump between production and storage to prevent back flow. \n— This construction let you measure the need for some fluid and the effective amount of fluid currently in storage.", "date": "2021-04-04T04:54:07+00:00", "quotes": [] }, { "author": "aklesey1", "content": "It'll be very useful to read fluid content of pipe which can flow in any direction \nVanilla tanks a bit bulky \nAnd it'll be useful to read temperature of fluid when working with reactors", "date": "2023-01-04T21:26:51+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "Wouldn't it be possible to make a tiny inline tank that looks and acts like a pipe, but allows the circuit network connection? I don't think there's factorio changes necessary.", "date": "2023-01-05T12:12:57+00:00", "quotes": [] }, { "author": "Xorimuth", "content": "I'm a fan of https://mods.factorio.com/mod/extra-sto ... minibuffer personally. Pipes have such low capacity that I can imagine their content fluctuating quite a bit, which would make it a lot less useful for taking readings for the circuit network.", "date": "2023-01-05T12:56:39+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "Almost, but not quite. It's certainly very possible to make 1x1 buffer tanks with circuit connectors, several or more mods do this, including a couple of mine. \n \nWhat can't be done by tanks is fully emulate the pipe connection behaviour. Pipes are a single fluidbox which will automatically make connections (and actually change the entity's collision box) in order to connect with neighbouring fluidboxes in any of the cardinal compass directions. Tanks have to have their fluidbox connections specified individually, so they will always have four connections if you specify four, two if you specify two etc. In fact this is used/exploited by some mods to make \"pipes\" which automatically don't connect to neighbours so that you can have \"pipes\" running in parallel, or \"valves\" which are unpowered input-output flow direction controllers that look like a pipe. \n \nSo you can't literally have a tank that acts exactly like a pipe, though you can get close. \n \n \n \n \n Untitled.jpg (61.31 KiB) Viewed 5314 times", "date": "2023-01-05T14:40:15+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Thu Jan 05, 2023 12:12 pm", "content": "" } ] }, { "author": "aklesey1", "content": "This mod must looks good, yes it'll contain 2700 points of fluid not 100 points like vanilla pipe \nAnother inconvenience with reactors is fluid temperature, looking for mod which allows to read fluid temperature", "date": "2023-01-06T22:34:36+00:00", "quotes": [ { "author": "Xorimuth wrote: Thu Jan 05, 2023 12:56 pm", "content": "" } ] }, { "author": "robot256", "content": "https://mods.factorio.com/mod/Inventory%20Sensor can read nuclear reactor temperature, not sure about fluid temperature.", "date": "2023-01-06T22:49:33+00:00", "quotes": [] }, { "author": "foamy", "content": "I wish pumps would give you direct readouts of their pump speed, too. It's crazy that the game has been around this long and the fluid/circuit connections are so hacky.", "date": "2023-01-07T18:26:58+00:00", "quotes": [] }, { "author": "Shadow_Man", "content": "+1 \nPump speed readout will be great. \n \nAnd I tend to think that it is better to add a 1x1 small capacity buffer/transit tank with the ability to connect logic wires than to hook wires to a pipe.", "date": "2023-01-08T12:15:14+00:00", "quotes": [ { "author": "foamy wrote: Sat Jan 07, 2023 6:26 pm", "content": "" } ] }, { "author": "FuryoftheStars", "content": "Worth merging? viewtopic.php?f=6&t=97417&p=542347&hili ... it#p542347", "date": "2023-01-08T14:39:40+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into older thread with same suggestion. Sorry for the delay.", "date": "2023-01-13T16:24:48+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Implemented in 2.0 yay \\o/ : \n https://factorio.com/blog/post/fff-416", "date": "2024-06-21T12:11:45+00:00", "quotes": [] } ]
19
2021-03-30T17:12:15-05:00
forum-topic-33566
33566
Angel's Smelting
Angels Mods
https://forums.factorio.com/viewtopic.php?t=33566
Arch666Angel
Angels Mods I. Angels Infinite Ores II. Angels Refining III. Angels PetroChem IV. Angel's Smelting V. Angel's Bio Processing VI. Angel's Industries VII. Angel's Addons X. Development and Discussion XI. Bugs & FAQ XII. Donations and Chocolate Fund Angel's Smelting Description: Angel's Smelting provides processing chains to produce plate and increase ore yield at the expense of space and energy. Downloads Mod File: angelssmelting Licence: CC BY-NC-ND 4.0
[ { "author": "Arch666Angel", "content": "-Ore Processing Machine \n \n \n-Pellet Press \n \n \n-Blast Furnace \n \n \n-Induction Furnace \n \n \n-Casting Machine \n \n \n-Sintering Oven \n \n \n-Strand Casting Machine \n \n \n-Chemical Furnace \n \n \n-Pulverizer", "date": "2016-09-29T18:31:11+00:00", "quotes": [] } ]
1
2016-09-29T13:26:27-05:00
forum-topic-30077
30077
Dead
5dim's mod
https://forums.factorio.com/viewtopic.php?t=30077
EmperorZelos
Is this modpack dead?
[ { "author": "neoc", "content": "Seems so", "date": "2017-02-06T09:19:58+00:00", "quotes": [] } ]
1
2016-07-29T13:22:32-05:00
forum-topic-127574
127574
[2.0.41] Error loading save, electric network not found
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127574
RandomFactoryWorker
Hi Forum. Please help me resolve this bug, as I'm unable to continue my 600h save file What did you do?: Loading my save from the menu What happened?: Loading of the save goes to a halt, and gives the error: "ElectricNetworkDeserialiser::getElectricSubNetwork, the electric network with the given index (1080033280) was not found." Video showing the issue: Factorio-bug.mp4 Video showing the issue (87.73 MiB) Downloaded 5 times What did you expect to happen instead? It might be obvious to you, but do it anyway!: I expect the save to be loaded. Does it happen always, once, or sometimes?: It happens always, and unfortunately the bug impacts all my prior saves for this run. Additional info: Don't run any mods. Link to savefile: https://drive.google.com/file/d/1weN2-P ... sp=sharing
[]
0
2025-03-17T16:29:06-05:00
forum-topic-123250
123250
Uranium processing expected times
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=123250
qwr
(Posting here since wiki discussion pages are dead) I added a section at https://wiki.factorio.com/Uranium_proce ... cted_value about how one centrifuge continuously running should (in theory) be able to power one reactor. There is some math on the distribution of cycles required to reach 40 U-235, although that should probably be in the Kovarex enrichment page, and I don't think it's useful for most players as it's not critical for running the power supply. It wasn't mentioned but I believe it comes from the binomial distribution , specifically the probability of X >= k = 40 successes in n trials, where probability of success is p = 0.007. This is 1 - P(X <= 39) = 1 - CDF(k = 39, n, p = 0.007). Maybe more useful is the probability that you will be able to run your reactor successfully with just one centrifuge. 1 U-235 produces 10 uranium cells, each of which lasts 200 seconds. To find the distribution of at least 1 U-235 produced over n cycles, it is the same binomial distribution but with a shortcut, as it is P(X >= 1) = 1 - P(X = 0) = 1 - (1-p)^n. 2000 seconds is 2000 / 12 = 166 cycles, so there's only a 1 - 0.993^166 = 68.8% chance that you'll get 1 U-235 in that time. With two centrifuges, you have 332 cycles so 90.3%, and for three centrifuges you have 498 cycles so 97%. Is this worth adding? Hopefully I did the math right.
[]
0
2024-11-28T22:46:35-06:00
forum-topic-121382
121382
PVP senario like but like freeplay in space age.
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=121382
Touhma
hey there i've been looking for a way to play with different spawn area in space age. Basically i'm looking for a scenario like the "pvp" map but with the new map gen & standard spawn points generated & with achievements if possible. Is this even possible ? Currently i'm aware that I can use the pvp scenario and tweak it to my liking but the nauvis map is never like in freeplay,it's getting super weird ressources patchs for both players & does not match the map preview at the creation of the game. Any help is welcome.
[]
0
2024-11-14T00:08:03-06:00
forum-topic-65913
65913
[Twinsen] [0.17.2] Crash while viewing energy chart
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=65913
Gummiente27
Energy chart I was viewing changes when the power connector flips, which automatically happens with circuit network (it can switch really fast). I think it might just got flipped when it crashed. Dump and log attached. Latest auto save before crash: https://drive.google.com/file/d/1MIg78k ... sp=sharing
[ { "author": "", "content": "Code: Select all 0.029 2019-02-28 12:41:11; Factorio 0.17.2 (build 43076, win64, steam)\n 0.029 Operating system: Windows 10 (build 17763) \n 0.029 Program arguments: \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Factorio\\bin\\x64\\Factorio.exe\" \n 0.029 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data\n 0.029 Write data path: C:/Users/Jan/AppData/Roaming/Factorio [753737/901542MB]\n 0.029 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin\n 0.121 System info: [CPU: Intel(R) Core(TM) i5-2320 CPU @ 3.00GHz, 4 cores, RAM: 2530/8173 MB, page: 6326/15628 MB, virtual: 4327/134217727 MB, extended virtual: 0 MB]\n 0.121 Display options: [FullScreen: 1] [VSync: 0] [UIScale: automatic (100.0%)] [MultiSampling: OFF] [Screen: 255] [Lang: de]\n 0.161 Available displays: 2\n 0.162 [1]: \\\\.\\DISPLAY2 - NVIDIA GeForce GTX 660 {0x05, [0,0], 1920x1080, 32bit, 60Hz}\n 0.162 [0]: \\\\.\\DISPLAY1 - NVIDIA GeForce GTX 660 {0x01, [1920,0], 1920x1080, 32bit, 60Hz}\n 0.509 Display: 0 -> Adapter: 0, Output: 0\n 1.403 Initialised Direct3D[0]: NVIDIA GeForce GTX 660; driver: nvldumdx.dll 25.21.14.1634\n 1.403 D3D Feature Level: 11.0, DXGI 1.5+\n 1.403 [Local Video Memory] Budget: 1698MB, CurrentUsage: 2MB, Reservation: 0/899MB\n 1.403 [Non-Local Vid.Mem.] Budget: 3678MB, CurrentUsage: 0MB, Reservation: 0/1941MB\n 1.403 Tiled resources: Tier 1\n 1.403 Unified Memory Architecture: No\n 1.403 BGR 565 Supported: Yes\n 1.403 MaximumFrameLatency: 3, GPUThreadPriority: 0\n 1.743 Desktop composition is active.\n 1.743 Graphics settings preset: very-high\n 1.743 Dedicated video memory size 1998 MB\n 1.743 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 100%] [DXT: high-quality]\n 1.743 [Max load threads: 32] [Max texture size: 0] [Tex.Stream.: 0] [Low quality rotation: 0]\n 1.826 DSound: Starting _dsound_update thread\n 1.826 DSound: Enter _dsound_update; tid=19128\n 2.218 Loading mod core 0.0.0 (data.lua)\n 2.589 Loading mod base 0.17.2 (data.lua)\n 4.000 Loading mod base 0.17.2 (data-updates.lua)\n 4.172 Checksum for core: 3928040144\n 4.172 Checksum of base: 1471520011\n 4.988 Loading sounds...\n 9.777 Info PlayerData.cpp:69: Local player-data.json unavailable\n 9.777 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1551309245\n 10.107 Initial atlas bitmap size is 16384\n 10.143 Created atlas bitmap 16384x16376 [none]\n 10.148 Created atlas bitmap 16384x11296 [none]\n 10.148 Created atlas bitmap 16384x2116 [decal]\n 10.150 Created atlas bitmap 16384x3808 [low-object]\n 10.151 Created atlas bitmap 16384x1888 [mipmap, linear-minification, linear-magnification, linear-mip-level, no-crop, no-scale]\n 10.153 Created atlas bitmap 16384x6592 [terrain, mipmap, linear-minification, linear-mip-level, no-crop]\n 10.153 Created atlas bitmap 16384x480 [smoke, mipmap, linear-minification, linear-magnification]\n 10.154 Created atlas bitmap 16384x456 [not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, no-crop, no-scale]\n 10.155 Created atlas bitmap 16384x748 [alpha-mask]\n 10.158 Created atlas bitmap 16384x12636 [shadow, linear-magnification, alpha-mask]\n 10.159 Created atlas bitmap 16384x1264 [shadow, mipmap, linear-magnification, alpha-mask]\n 10.211 Atlases were not loaded from disk cache.\n 74.625 Parallel Sprite Loader initialized (threads: 3)\n 88.297 Sprites loaded\n 93.203 Sprite atlas cached.\n 93.489 Generated mipmaps for atlas of size 16384x3808\n 93.543 Generated mipmaps for atlas of size 16384x1888\n 93.640 Generated mipmaps for atlas of size 16384x6592\n 93.662 Generated mipmaps for atlas of size 16384x480\n 93.683 Generated mipmaps for atlas of size 16384x456\n 93.694 Generated mipmaps for atlas of size 16384x1264\n 93.700 Custom inputs active: 0\n 93.825 Factorio initialised\n 109.933 Loading map C:\\Users\\Jan\\AppData\\Roaming\\Factorio\\saves\\s2.1-59.zip: 26716930 bytes.\n 110.408 Loading Level.dat: 37207324 bytes.\n 110.415 Info Scenario.cpp:147: Map version 0.17.2-4\n 111.671 Loading script.dat: 177 bytes.\n 111.765 Checksum for script C:/Users/Jan/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 750731385\n 143.738 Info AppManager.cpp:266: Saving to _autosave1 (blocking).\n 145.782 Info AppManagerStates.cpp:1764: Saving finished\n 445.906 Info AppManager.cpp:266: Saving to _autosave2 (blocking).\n 447.820 Info AppManagerStates.cpp:1764: Saving finished\n 753.189 Info AppManager.cpp:266: Saving to _autosave3 (blocking).\n 754.918 Info AppManagerStates.cpp:1764: Saving finished\n1055.148 Info AppManager.cpp:266: Saving to _autosave1 (blocking).\n1056.926 Info AppManagerStates.cpp:1764: Saving finished\n1361.389 Info AppManager.cpp:266: Saving to _autosave2 (blocking).\n1363.119 Info AppManagerStates.cpp:1764: Saving finished\n1984.257 Info AppManager.cpp:266: Saving to _autosave3 (blocking).\n1985.919 Info AppManagerStates.cpp:1764: Saving finished\n2285.940 Info AppManager.cpp:266: Saving to _autosave1 (blocking).\n2287.644 Info AppManagerStates.cpp:1764: Saving finished\n2797.489 Info AppManager.cpp:266: Saving to _autosave2 (blocking).\n2799.230 Info AppManagerStates.cpp:1764: Saving finished\n3104.577 Info AppManager.cpp:266: Saving to _autosave3 (blocking).\n3106.273 Info AppManagerStates.cpp:1764: Saving finished\n3406.338 Info AppManager.cpp:266: Saving to _autosave1 (blocking).\n3408.032 Info AppManagerStates.cpp:1764: Saving finished\n3708.195 Info AppManager.cpp:266: Saving to _autosave2 (blocking).\n3709.990 Info AppManagerStates.cpp:1764: Saving finished\n4010.086 Info AppManager.cpp:266: Saving to _autosave3 (blocking).\n4011.799 Info AppManagerStates.cpp:1764: Saving finished\n4350.177 Info AppManager.cpp:266: Saving to _autosave1 (blocking).\n4351.857 Info AppManagerStates.cpp:1764: Saving finished\n4654.152 Info AppManager.cpp:266: Saving to _autosave2 (blocking).\n4655.848 Info AppManagerStates.cpp:1764: Saving finished\n7053.141 Info AppManager.cpp:266: Saving to _autosave3 (blocking).\n7054.919 Info AppManagerStates.cpp:1764: Saving finished\n7354.923 Info AppManager.cpp:266: Saving to _autosave1 (blocking).\n7356.594 Info AppManagerStates.cpp:1764: Saving finished\n7724.956 Info AppManager.cpp:266: Saving to _autosave2 (blocking).\n7726.751 Info AppManagerStates.cpp:1764: Saving finished\n8029.589 Info AppManager.cpp:266: Saving to _autosave3 (blocking).\n8031.276 Info AppManagerStates.cpp:1764: Saving finished\n8331.423 Info AppManager.cpp:266: Saving to _autosave1 (blocking).\n8333.152 Info AppManagerStates.cpp:1764: Saving finished\n8634.955 Info AppManager.cpp:266: Saving to _autosave2 (blocking).\n8636.660 Info AppManagerStates.cpp:1764: Saving finished\n8936.641 Info AppManager.cpp:266: Saving to _autosave3 (blocking).\n8938.336 Info AppManagerStates.cpp:1764: Saving finished\n9238.389 Info AppManager.cpp:266: Saving to _autosave1 (blocking).\n9240.100 Info AppManagerStates.cpp:1764: Saving finished\n9540.158 Info AppManager.cpp:266: Saving to _autosave2 (blocking).\n9541.853 Info AppManagerStates.cpp:1764: Saving finished\n9841.884 Info AppManager.cpp:266: Saving to _autosave3 (blocking).\n9843.562 Info AppManagerStates.cpp:1764: Saving finished\n10143.593 Info AppManager.cpp:266: Saving to _autosave1 (blocking).\n10145.387 Info AppManagerStates.cpp:1764: Saving finished\n10445.373 Info AppManager.cpp:266: Saving to _autosave2 (blocking).\n10447.099 Info AppManagerStates.cpp:1764: Saving finished\n10747.141 Info AppManager.cpp:266: Saving to _autosave3 (blocking).\n10748.887 Info AppManagerStates.cpp:1764: Saving finished\n11048.889 Info AppManager.cpp:266: Saving to _autosave1 (blocking).\n11050.646 Info AppManagerStates.cpp:1764: Saving finished\n11354.209 Info AppManager.cpp:266: Saving to _autosave2 (blocking).\n11355.888 Info AppManagerStates.cpp:1764: Saving finished\n11655.871 Info AppManager.cpp:266: Saving to _autosave3 (blocking).\n11657.613 Info AppManagerStates.cpp:1764: Saving finished\n11957.594 Info AppManager.cpp:266: Saving to _autosave1 (blocking).\n11959.289 Info AppManagerStates.cpp:1764: Saving finished\n12259.273 Info AppManager.cpp:266: Saving to _autosave2 (blocking).\n12261.014 Info AppManagerStates.cpp:1764: Saving finished\n12561.678 Info AppManager.cpp:266: Saving to _autosave3 (blocking).\n12563.356 Info AppManagerStates.cpp:1764: Saving finished\n12863.404 Info AppManager.cpp:266: Saving to _autosave1 (blocking).\n12865.164 Info AppManagerStates.cpp:1764: Saving finished\n13165.162 Info AppManager.cpp:266: Saving to _autosave2 (blocking).\n13166.873 Info AppManagerStates.cpp:1764: Saving finished\n13466.856 Info AppManager.cpp:266: Saving to _autosave3 (blocking).\n13468.598 Info AppManagerStates.cpp:1764: Saving finished\n13768.596 Info AppManager.cpp:266: Saving to _autosave1 (blocking).\n13770.274 Info AppManagerStates.cpp:1764: Saving finished\n14070.271 Info AppManager.cpp:266: Saving to _autosave2 (blocking).\n14071.999 Info AppManagerStates.cpp:1764: Saving finished\n14113.072 Error CrashHandler.cpp:515: Received SIGSEGV\nFactorio crashed. Generating symbolized stacktrace, please wait ...\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\libraries\\stackwalker\\stackwalker.cpp (924): StackWalker::ShowCallstack\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\src\\util\\logger.cpp (405): Logger::writeStacktrace\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\src\\util\\logger.cpp (515): Logger::logStacktrace\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\src\\util\\crashhandler.cpp (169): CrashHandler::writeStackTrace\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\src\\util\\crashhandler.cpp (524): CrashHandler::SignalHandler\nminkernel\\crts\\ucrt\\src\\appcrt\\misc\\exception_filter.cpp (219): _seh_filter_exe\nf:\\dd\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (304): `__scrt_common_main_seh'::`1'::filt$0\nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF62770D808)\n00007FF62770D808 (Factorio): (filename not available): __C_specific_handler\nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF917FA468F)\n00007FF917FA468F (ntdll): (filename not available): _chkstk\nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF917F04BEF)\n00007FF917F04BEF (ntdll): (filename not available): RtlWalkFrameChain\nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF917FA33FE)\n00007FF917FA33FE (ntdll): (filename not available): KiUserExceptionDispatcher\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\libraries\\agui\\widget\\graph.cpp (315): agui::Graph::paintDataSeries\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\libraries\\agui\\widget\\graph.cpp (278): agui::Graph::paintComponent\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\libraries\\agui\\widget\\widget.cpp (1183): agui::Widget::recursivePaintChildren\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\libraries\\agui\\widget\\layout.cpp (80): agui::Layout::recursivePaintChildren\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\libraries\\agui\\widget\\layout.cpp (80): agui::Layout::recursivePaintChildren\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\libraries\\agui\\widget\\frame.cpp (87): agui::Frame::recursivePaintChildren\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\libraries\\agui\\widget\\widget.cpp (1189): agui::Widget::recursivePaintChildren\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\libraries\\agui\\gui.cpp (709): agui::Gui::render\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\src\\globalcontext.cpp (1301): GlobalContext::prepareRenderGui\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\src\\mainloop.cpp (868): MainLoop::prepare\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\src\\mainloop.cpp (562): MainLoop::mainLoopStep\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\src\\mainloop.cpp (356): MainLoop::run\nc:\\cygwin64\\tmp\\factorio-build-mvynrh\\src\\main.cpp (1244): wmain\nf:\\dd\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (288): __scrt_common_main_seh\nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF9154981F4)\n00007FF9154981F4 (KERNEL32): (filename not available): BaseThreadInitThunk\nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF917F6A251)\n00007FF917F6A251 (ntdll): (filename not available): RtlUserThreadStart\nStack trace logging done\n14117.918 Error CrashHandler.cpp:174: Map tick at moment of crash: 47990456\n14117.918 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.\nPlease also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.\n14127.430 Uploading log file\n14128.269 Error CrashHandler.cpp:221: Heap validation: success.\n14128.271 Creating crash dump.\n14129.004 CrashDump success", "date": "2019-03-03T01:02:07+00:00", "quotes": [] }, { "author": "", "content": "Even with the dmp file I'm not quite sure what's going on. \n \nDo you know what I need to do in that save to reproduce the crash? What network should I be looking at? \n \nEDIT: I did some changes that will probably fix the problem in Version: 0.17.5", "date": "2019-03-04T12:29:52+00:00", "quotes": [] } ]
2
2019-02-28T09:56:30-06:00
forum-topic-52712
52712
[MOD 0.16 - 1.1] New Game+
Mods
https://forums.factorio.com/viewtopic.php?t=52712
Description Allows you to start a new game plus once you launch a rocket. Generate a new world and leave your home world, but carry over an inventory full of items and your research. Enabled the mod option to be able to run the ngp-gui command. Then simply type /ngp-gui in chat (or the console, it's the same thing), and you will see the gui and be able to start the new game plus without launching the rocket. The above processes can be repeated an infinite amount of times. Please know that it is not possible to go back to your old world(s)! Pressing the start button might also freeze your game for up to a few minutes. That's fine. It'll unfreeze eventually. Works with mods that add ores or terrain etc. If you want to generate a new world with them, first enable them, then start the new game plus, not the other way around. Details Name: New Game+ Version: 5.0.1 Factorio-Version: 0.16 - 1.1 (0.15 on github) Description: Allows you to start a new game plus once you launch a rocket (or run a command). Generate a new world, but carry over an inventory full of items and your research. License: MIT First release: 2017-09-18 Download: Mod portal Dependencies: base Category: Helper Mods Tags: Helper Mods Author: Bilka Git repository: https://github.com/Bilka2/NewGamePlus Pictures
[ { "author": "ArchtypeOfEpic", "content": "Cool! I think a mod should be created to add new tiles to make a new \"planet\". And more tech. And more stuff... \n \nYeah, that would take a lot of effort, but could work really well with this mod!", "date": "2017-09-24T19:20:49+00:00", "quotes": [] }, { "author": "elkillo", "content": "i personally believe this should be a vanilla option. Since its not im glad you made it! its now a permanent addition to my mod lineup.", "date": "2017-09-25T16:12:47+00:00", "quotes": [] }, { "author": "", "content": "Version 1.1.0 is now out \n Added all advanced settings that can be found in the map generation GUI to the advanced settings \n Added option to reset enemy evolution \n Added \"Reset to default\" button that resets all settings back to the default \n The \"Set to current map settings\" button now also sets the advanced settings to the currently used settings", "date": "2017-09-25T19:37:16+00:00", "quotes": [] }, { "author": "", "content": "Version 1.1.1 is now out \n \n Added support for the building platform mod \n Minor code cleanup \n\nSadly the support for the building platform mod is currently limited to the \"default\" generation option .The grid and concentric-circle options cannot be used on another surface than nauvis, as configured in the code of the building platform mod.", "date": "2017-10-07T18:43:58+00:00", "quotes": [] }, { "author": "eradicator", "content": "Have you posted a feature request to delete/replace nauvis? Imho if allowing to straight out delete nauvis is not desirable it should cause far less problems if it was possible to create new surface -> swap new surface and nauvis (new surface becomes nauvis) and then delete the \"new\" surface that now contains what was formerly nauvis. That way nauvis always exists. Hm. Tho at the moment of swapping there would still be the need to fire an event for deletition+destruction of every entity on both surfaces :x. \n \nHave you tried asking Rseding to allow changing the currently-unaccessible map generator settings instead? I've personally despaired before about the inability of changing map width/height, so i would certainly second a request.", "date": "2017-10-07T22:56:10+00:00", "quotes": [] }, { "author": "", "content": "He said it's been on the to-do list for a while, so he'll work on it tomorrow", "date": "2017-10-08T12:18:45+00:00", "quotes": [ { "author": "eradicator wrote:", "content": "" } ] }, { "author": "eradicator", "content": "Looks like it's off the todo list now. \n \n Code: Select all Added support to change LuaSurface::map_gen_settings runtime. [/url]", "date": "2017-10-20T00:11:00+00:00", "quotes": [] }, { "author": "", "content": "Version 1.1.2 is now out \n Fixed building platform option appearing although the building platform mod was not installed \n Changed how on_entity_died is raised when deleting chunks, should prevent weirdness due to chunk borders when interacting with another mod's entities", "date": "2017-11-04T20:58:28+00:00", "quotes": [] }, { "author": "morcup", "content": "I'm getting the following error when a friend tries to join my game. I'm not sure which mod is causing it, but I suspect this mod might be trying to spawn him in one of the previous worlds. \nThe error is: Couldn't find suitable position to put th eplayer in the perimeter of 200 tiles from the point {0.00000,0.000000}", "date": "2017-12-31T00:07:40+00:00", "quotes": [] }, { "author": "", "content": "What other mods are you using? Are you using a custom scenario?", "date": "2017-12-31T07:50:22+00:00", "quotes": [ { "author": "morcup wrote:", "content": "" } ] }, { "author": "morcup", "content": "I've attached the mod-list.json , but basically it's Angel+Bob with some QOL mods. No custom scenario. \n \nEdit: I had another friend join successfully, he had been in the previous world, but the player who generated the error had not played before in the previous world. Hope this helps.", "date": "2017-12-31T13:11:44+00:00", "quotes": [] }, { "author": "", "content": "Thank you for your cooperation. Just like I thought the issue was actually partially with the base game: 56004 . I still have to teleport the joining player to the new world due to 56003 but that's not a big issue", "date": "2017-12-31T23:26:28+00:00", "quotes": [] }, { "author": "morcup", "content": "Awesome, thanks for your help.", "date": "2018-01-01T05:45:54+00:00", "quotes": [] }, { "author": "eradicator", "content": "@Bilka: \n \nNow that total control over all map-gen settings at runtime is possible (or are there still any missing?) is the extra surface hack even still needed? can't you just: \n \n teleport all players to temporary surface \n change map gen settings for nauvis \n delete all chunks on nauvis \n regenerate span chunks on nauvis \n teleport players back to new nauvis \n remove temporary surface \n\nThis would remove the memory/cpu burden of having another surface (minor) and make the mod better compatible with other mods, even those that don't properly handle other surfaces (major).", "date": "2018-01-02T02:26:41+00:00", "quotes": [] }, { "author": "", "content": "Cliff compability and the suggestion by eradicator will be implemented another time when I finally overhaul the gui again. \n \nVersion 2.0.1 is out: \n Fixed that new players in multiplayers games would spawn in the wrong world", "date": "2018-01-03T22:02:56+00:00", "quotes": [] }, { "author": "morcup", "content": "Well 16.13 fixed the crashing when another player tried to join my game, but now he spawned on a different surface and I can't figure out how to get him to the current one. We tried killing him and teleporting him but he keeps respawning on the empty surface.", "date": "2018-01-04T00:13:14+00:00", "quotes": [] }, { "author": "", "content": "Are you on the latest version of my mod? That should fix that for newly joining players. \n \nIf you friend joined the map before, that wont work though. You could run /c game.remove_offline_players(\"name of your friend\") while he is offline and then my script should move him to the right world when he rejoins, he also loses his items though. \n \nIf you just teleport him to the right surface without doing any killing it should work too. You can find out the name of the surface you are on using /c game.print(game.player.surface.name)", "date": "2018-01-04T07:36:35+00:00", "quotes": [] }, { "author": "eradicator", "content": "@Bilka: \n \nAlso you might even be able to get rid of the last temporary surface as well by: \n \n Change nauvis mapgen settings \n Teleport players to chunk 0,1 (i.e. anywhere safe, but not somewhere that doesn't exist yet (to ease the cpu burden)) \n Delete chunk 0,0 \n Teleport players to chunk 0,0 \n Disable player character movement with active=false \n Delete the rest of nauvis chunks \n\nThat way it also works if all surface indexes are already used up by other mods (unlikely, i know. but i like to consider stuff like that ), and you safe cpu/code for creation of temporary surfaces. Ofc the most optimal way would be to just store the entire player character in lua, but that would involve tons of extra code :/.", "date": "2018-01-04T08:52:30+00:00", "quotes": [] }, { "author": "morcup", "content": "Oh sorry, didn't see that you'd updated the mod already. I'll give those methods a try when my friend is available. Thanks for the quick help.", "date": "2018-01-04T13:58:10+00:00", "quotes": [] } ]
19
2017-09-18T09:25:43-05:00
forum-topic-101776
101776
[Genhis] [1.1.55] Crash with deconstruction order by backwards smart-dragging cross-force
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=101776
Honktown
smart dragging over an entity belonging to another force seems to cause an error, but only in the reverse direction. Applies to belts, and I am trying to reproduce with pipes. Visual example: crash_super_underground__2022-03-06_f1.1.53.mp4 (1.14 MiB) Downloaded 249 times error cut from log: error_snippet.txt (6.85 KiB) Downloaded 145 times Multiple steps required: 1. Place a single belt as player force facing north 2. /c game.player.force = "neutral" 3. clear cursor or not, doesn't matter 4. select belt, this time direction opposite to the existing belt 5. place and drag "backwards", over the first belt 6. crash as undergrounds are substituted Expectation: ...not crash. Pipe example, trying to reproduce: crash_super_underpipe__2022-03-06_f1.1.53.mp4 (884.95 KiB) Downloaded 134 times
[ { "author": "Honktown", "content": "Pipe crash: reproduction. \n1) place pipes in a line, as one force \n2) change force \n3) place or ghost-place the first underground pipe on the long-end, on the nearest tile, facing away. If on the nearest tile, as the opposite underground is moving along the line, the pipes will have a reddish box instead of the normal yellowish selection box. \n4) The other end of the underground must be ghost placed. Confirm placing the pipe at the shortest distance i.e. in the tile immediately after the end of the length of pipes. If done right, the game will crash. \n \nNote: image does not show second pipe being ghost-placed. Normal entity placement succeeds at replacing the other pipes, which is an additional bug, as it is cross-force mining when the entities cannot be mined normally.\n \n \n \n pipe_crash.jpg (64.95 KiB) Viewed 3325 times", "date": "2022-03-05T22:28:45+00:00", "quotes": [] }, { "author": "KeepResearchinSpoons", "content": "edit: they are the same vids provided in the opening post; I just missed them there; \n small pocs vids \nthe underground \n \nthe underpipe", "date": "2022-03-05T22:35:06+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. It's now fixed for the next release.", "date": "2022-03-08T13:42:37+00:00", "quotes": [] } ]
3
2022-03-05T16:14:26-06:00
forum-topic-5336
5336
[Guide] Making spritesheets with Blender - Page 2
Modding discussion
https://forums.factorio.com/viewtopic.php?t=5336&start=20
darkfrei
Also, for spritify you can use this tool: Just insert yours sprites and start the .bat-file what you need or make the new one. Factorio_IMagick.7z (5.18 MiB) Downloaded 347 times Make this code, then it's not crop sprite at 128 pixels anymore. And it makes one sprite sheet with 8 columns. Code: Select all montage "Sprites/file*.png" -geometry +0+0 -tile 8x -background rgba(0,0,0,0) -quality 100% Sprite_x_8x.png With 8 raws: Code: Select all montage "Sprites/file*.png" -geometry +0+0 -tile x8 -background rgba(0,0,0,0) -quality 100% Sprite_x_x8.png
[ { "author": "darkfrei", "content": "If your sprites have too big alpha border, it can be cropped with this script:\n Code: Select all magick \"Input/*.png\" -background none ^\n ( -clone 0--1 -layers merge ^\n -set option:cropper \"%%[@]\" +delete ) ^\n -crop %%[cropper] +repage ^\n MIFF:- | magick montage MIFF:- -background none ^\n -tile 2x2 -geometry +0+0 Output\\best_spritesheet_2x2.png \n\nExamples, code from this forum , a lot of thanks to GeeMack. \n \nPros: You are cut all alpha from sprites, so your spritesheet will have much tiny dimensions. All sprites have same dimensions, no pixel with graphics will be deleted. \nHow to use: place your sprites to Input folder and start .bat-file.\n \n \n Factorio_IMagick_best_spritesheet.7z \n Example (5.03 MiB) Downloaded 325 times \n \n \n\nCode for rotating clockwise 90 degree.\n Code: Select all magick \"Input/*.png\" -background none ^\n -rotate 90 ^\n Input/rotated_90_%%04d.png \n\nMirroring \n Code: Select all magick \"Input/*.png\" -background none ^\n -flop ^\n Input/flop_%%04d.pnge", "date": "2018-01-17T21:45:30+00:00", "quotes": [] }, { "author": "JesseDGamer", "content": "For people having trouble when trying to generate the sprite sheet, specifically when blender can't find the \"montage.exe\" file, here's a fix I did. \nI replaced line 121 in the spritify.py file with the full path + file name of the montage.exe that ImageMagick installed : Code: Select all \"C:\\Program Files\\ImageMagick-7.0.8-Q16\\montage.exe\", where it used to be Code: Select all \"montage\", \nIdk for sure, but I think it has something to do with environment variables or something. \n \nMy problem now is that it's removing transparency from all the output images no matter what color I choose for the background... I've done a little research and found it might be a bug with montage.exe. Idk.", "date": "2018-07-26T02:42:27+00:00", "quotes": [] }, { "author": "darkfrei", "content": "Don't forget this part: Code: Select all -background none", "date": "2018-07-26T05:20:41+00:00", "quotes": [ { "author": "JesseDGamer wrote:", "content": "" } ] }, { "author": "Oceanel", "content": "Thanks, very helpful! \n \nAdd more: \nIf you want like this \n \n \n fi-basic-farmland_07_4x.jpg (209.37 KiB) Viewed 9962 times \n \n \n\nUse such code:\n Code: Select all magick \"Input/*.png\" -background none ^\n ( -clone 0--1 -layers merge ^\n -set option:cropper \"481x337+328+315\" +delete ) ^\n -crop %%[cropper] +repage ^\n MIFF:- | magick montage MIFF:- -background none ^\n -tile 2x2 -geometry +0+0 Output\\best_spritesheet_2x2.png\npause\n \n \nAnd, for making icon 128x128 use this:\n Code: Select all magick \"Input/*.png\" -background none ^\n ( -clone 0--1 -layers merge ^\n -set option:cropper \"%%[@]\" +delete ) ^\n -crop %%[cropper] +repage ^\n MIFF:- | magick convert MIFF:- -background none ^\n -adaptive-resize 128x128 -gravity center -extent 128x128 best_icon_128b.png\npause\n \ntransparent background supported.\n \n \n \n best_icon_128b.png (22.44 KiB) Viewed 9956 times", "date": "2018-10-22T10:59:17+00:00", "quotes": [ { "author": "darkfrei wrote: Wed Jan 17, 2018 9:45 pm", "content": "" } ] }, { "author": "Kalshion", "content": "I hate bumping up very old threads, but my search through the forums hasn't been very good. \n \nBlender recently had a major update to their UI, and I'm wondering if anything in this thread no longer applies (I noticed in the images it uses Blender Internal which doesn't exist anymore)", "date": "2019-10-22T19:24:44+00:00", "quotes": [] }, { "author": "gabberworld", "content": "seems way too complicated, and too much work \n \nbut i guess everyone sees this different as there different methods how todo this at blender", "date": "2019-10-23T06:46:32+00:00", "quotes": [] }, { "author": "gabberworld", "content": "there is one thing, even if blender have new update, it not meas you must use that new one \n \nim still using the 2.79 and not see why i should use the new one", "date": "2019-10-23T07:14:56+00:00", "quotes": [ { "author": "Kalshion wrote: Tue Oct 22, 2019 7:24 pm", "content": "" } ] }, { "author": "aerd2", "content": "Great! here goes my bookmark. I'm a newbie at 3d modelling, but I will try my best and maybe create something worthwhile.", "date": "2020-05-05T10:15:42+00:00", "quotes": [] }, { "author": "jmattspartacus", "content": "So, Blender has a number of things that are different/not working from this tutorial, but they're easy enough to get around. \nFirstly, changing background to transparent in 2.8 has to be done something like \n https://blender.stackexchange.com/quest ... d-in-eevee \n \nSecondly, the shadow receiver plane doesn't work with the new default render engine, and I haven't figured that out yet. \n \nLastly, the spritify tool wasn't working for 2.8, so I updated it \n https://github.com/jmattspartacus/blender_spritify \n \nI'll make a separate forum post about updating it.", "date": "2020-05-09T06:36:24+00:00", "quotes": [] }, { "author": "darkfrei", "content": "Can you adjust it to use this code? Here is a special cropping before the spritesheet.\n Code: Select all magick \"Input/*.png\" -background none ^\n ( -clone 0--1 -layers merge ^\n -set option:cropper \"%%[@]\" +delete ) ^\n -crop %%[cropper] +repage ^\n MIFF:- | magick montage MIFF:- -background none ^\n -tile 2x2 -geometry +0+0 Output\\best_spritesheet_2x2.png", "date": "2020-05-09T07:57:10+00:00", "quotes": [ { "author": "jmattspartacus wrote: Sat May 09, 2020 6:36 am", "content": "" } ] }, { "author": "jmattspartacus", "content": "I'll look into this in a bit, currently working on finishing up texturing some models to render.", "date": "2020-05-09T20:57:03+00:00", "quotes": [] }, { "author": "DeathApocalypse", "content": "Thank you so much, SkaceKachna! that was extremely useful guide. \nin blender 2.8 with Eevee renderer it was a bit different, but still easy. \nbtw I've updated the script to work with blender 2.8 \n \n Download the updated script here. \n Watch this video of how to make shadow-catcher", "date": "2020-06-21T03:54:38+00:00", "quotes": [ { "author": "SkaceKachna wrote: Tue Aug 12, 2014 9:21 pm", "content": "" } ] }, { "author": "darkfrei", "content": "Thanks, it was to easy to make the proper shadowcatcher. I've made very easy model for example. \nBlender 2.82a \n \n \n vehicle_eevee_01_02.blend.7z \n (139.43 KiB) Downloaded 198 times \n \n \n \n \n blender_2.82a.png (244.13 KiB) Viewed 8437 times \n \n \n pictures \n \n \n Rendered sprite vehicle_0037.png (152.11 KiB) Viewed 8437 times \n \n \n \n \n \n Rendered mask sprite vehicle_0101.png (142.51 KiB) Viewed 8437 times", "date": "2020-06-29T16:21:23+00:00", "quotes": [ { "author": "DeathApocalypse wrote: Sun Jun 21, 2020 3:54 am", "content": "" } ] }, { "author": "Phantom329", "content": "What is the scale in Blender compared to the game? I will be importing models from SolidWorks using mm scale.", "date": "2020-09-08T08:10:38+00:00", "quotes": [] }, { "author": "darkfrei", "content": "1 meter (or 1 unit) is 32 and 64 pixels for low and high resolutions. The tile size. \n \nSet the camera to orthogonal mode, set the output resolution to 512x512 pixels, it will be the area size of 8x8 tiles for hr graphics.", "date": "2020-09-08T10:17:55+00:00", "quotes": [ { "author": "Phantom329 wrote: Tue Sep 08, 2020 8:10 am", "content": "" } ] } ]
15
2014-08-12T16:21:46-05:00
forum-topic-127205
127205
Is there a way to delete remote view tags very fast?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127205
AnriMachishiro
We know there are many improvements about remote view tags since 2.0. Now we can copy & paste & move them very fast. And since the current experimental 2.0.37 version, there are more virtual signals looks like box drawing characters, which fit the remote view tag using too. We can use them to draw box in the remote view, to reserve some areas for further developments. But... After actually using the reserved area, how can I delete those tons of tags in my remote view? Is there a hotkey like copying/pasting/moving the tags too? Thanks for any reply in advance.
[]
0
2025-03-01T12:20:31-06:00
forum-topic-126195
126195
Pollution and my thoughts about it..
General discussion
https://forums.factorio.com/viewtopic.php?t=126195
Zplinter
Pollution.. Its not really a big deal as you progress but when you want to play the game and make the "mutation" of biters be more realistic its weird.. I started a playthrough with no Time factor in the evolution.. As we just now crashed.. why would they Evolve faster by time just because we arrived? Second.. killing them.. Why would killing the biters make them evolve.. we are totally destroying their little community when we attack, I don't understand this. but pollution. yes.. I see this as a mutation or evolution.. But even the nests don't get affected by our red smog.. they still evolve. even as the land absorb and trees gets destroyed they still evolve.. I'm playing with biggest starting area to test this out, 8h into the save still no nest has been caught with the pollution so I had to install a mod to see the level.. I was expecting to see 0 on the evolution, yet I see 13%.. This is for me very weird, how can they evolve if I have been on the planet for 68 days.. they have yet not seen me or smelled me.. And they have evolved 13% .. I don't get it.. What's your thoughts on this? I feel this setting should be changed to only start evolving the biters when they actually absorb the pollution.
[ { "author": "NineNine", "content": "Biter evolution is the only thing in the game that progresses with time, forcing the player to do something. I think it's not a bad idea to have something that pushes the player along. And, evolution is still pretty slow, so at least on Nauvis, you'll have tons and tons and tons of time before you have to start thinking about evolution. Evolution picks up significantly once you start killing biter nests, but even then, it's very, very slow.", "date": "2025-01-21T14:28:30+00:00", "quotes": [] }, { "author": "Panzerknacker", "content": "This is really the game, result of more than a decade of balancing.", "date": "2025-01-21T14:40:16+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Personally I typically disable time factor reduce pollution factor by 90% and destroy factor by 98%. But I also take forever to research new techs so. I would try different settings and see what you like based on your playstyle. But yea, I've been disabling time factor since day 1.", "date": "2025-01-21T18:12:14+00:00", "quotes": [] }, { "author": "Arupu", "content": "My idea about “ Why would killing the biters make them evolve” \n \nBasically natural selection. You killing them cause some mutations on their immune systems. And day by day they are getting stronger. Sorry by the way my English not enough to explain myself with the correct word and grammar but I hope I can explain myself.", "date": "2025-01-21T20:23:07+00:00", "quotes": [ { "author": "Zplinter wrote: Tue Jan 21, 2025 1:27 pm", "content": "" } ] }, { "author": "NineNine", "content": "That's a perfect explanation!", "date": "2025-01-21T22:15:18+00:00", "quotes": [ { "author": "Arupu wrote: Tue Jan 21, 2025 8:23 pm", "content": "" } ] }, { "author": "Arupu", "content": "ありがとう", "date": "2025-01-22T09:46:37+00:00", "quotes": [ { "author": "NineNine wrote: Tue Jan 21, 2025 10:15 pm", "content": "" }, { "author": "Arupu wrote: Tue Jan 21, 2025 8:23 pm", "content": "" } ] }, { "author": "Eketek", "content": "For natural selection to suffice, pollution would have to actually be harmful to biters (weak biters living in polluted areas would have to gradually die off), the stronger biters would have to come from spawners generated by expansion groups formed from the survivors of pollution-impacted areas, and the increased strength would have to actually improve biter surviveability. (if the increased strength only gives them the ability to scratch a few walls before getting overwhelmed by bullets lasers and fire while their bases are being systematically demolished by long-range weaponry, then it should take a very long time for strength to start getting selected for.) \n \nAlso, natural selection would much more plausibly be a selection for either aversion to pollution or increased tolerance, as those would be much more plausible physiological changes. \n \n \nThat said, increased aggression and growth in reaction to pollution (and possibly spread of danger-signalling pheromones beyond the affected areas) would be a realistic explanation for biter behavior as-is (could say the biters are becoming more \"alarmed\"). \n \n \nMy thoughts regarding biters and pollution are that biter attacks should be a gating/challenge mechanism to be worked through at player discretion and pacing (perhaps a scaleable late-game threat), and that pollution should be a direct hazard to the engineer and factory.", "date": "2025-01-23T23:43:31+00:00", "quotes": [] } ]
7
2025-01-21T07:27:11-06:00
forum-topic-109826
109826
Combinators: Allow more way to input numbers
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=109826
DarkShadow44
TL;DR Give the number box the ability to parse simple math equations and hex numbers. What ? When using combinators you often need to add some constant: It would be useful if we could set numbers like "80*8+4", press enter and have the game automatically convert it to 644. Same thing for hex numbers, would be nice to just write 0xFFFF and have it converted to 65535. Would be very useful for bit operations.
[ { "author": "BaggyK", "content": "Related suggestion threads: \n \n viewtopic.php?f=6&t=50305 Allow hexadecimal entry for constant values in combinators \n viewtopic.php?f=6&t=14686 Accept hexadecimal input for numbers \n viewtopic.php?f=6&t=53999 Suggetion: Binary combinator variables", "date": "2023-11-21T20:44:48+00:00", "quotes": [] }, { "author": "aka13", "content": "That would be very cool, especially the bit keyboard. \nI use helper excel tables for input otherwise, which is pretty cumbersome.", "date": "2023-11-22T07:15:20+00:00", "quotes": [] }, { "author": "Hares", "content": "+1 on that", "date": "2023-11-22T17:09:30+00:00", "quotes": [] }, { "author": "Roxor128", "content": "Adding onto this, an option to view as hexadecimal would be useful as well. Much easier to pick out your packed values from hexadecimal than decimal.", "date": "2023-12-02T05:55:13+00:00", "quotes": [] }, { "author": "Illiander42", "content": "Another +1. \n \nHelmod does this with it's \"how much do you want\" field.", "date": "2023-12-02T10:47:40+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "With FFF 388 this is confirmed part of the expansion. Anyone knows if Hex is a thing as well?", "date": "2023-12-08T19:32:08+00:00", "quotes": [] } ]
6
2023-11-21T14:22:03-06:00
forum-topic-127228
127228
[Genhis][2.0.37] Can't remotely insert portable fission reactor into spidertron equipment grid
Assigned
https://forums.factorio.com/viewtopic.php?t=127228
Nyax
Repro steps: - Open attached save file. - Select the pinned spidertron on Nauvis, it has a portable fission reactor in its trunk. - Remotely insert the portable fission reactor into its equipment grid. Expected result: - The portable fission should be added to the equipment grid by a construction bot. What happens: - An alert appears saying 1 entity (the spidertron) is missing materials for construction.
[ { "author": "Nyax", "content": "This also happens in stable 2.0.32.", "date": "2025-03-02T17:48:46+00:00", "quotes": [] }, { "author": "Muche", "content": "It seems a spidertron can't affect its own inventory/equipment grid. \n \nA solution is to have two spidertrons. \nThen you can do shenanigans like putting a ghost inventory order into spidertron 2's trunk for that reactor, this will be fulfilled by spidertron 1's bot, then spidertron 2' bot will put the reactor into spidertron 1' grid.", "date": "2025-03-02T18:29:35+00:00", "quotes": [] }, { "author": "Nyax", "content": "Adding other pieces of equipment remotely isn't a problem: the personal roboports, exoskeletons, etc in this spidertron were all added by construction bots from my base.", "date": "2025-03-02T18:57:52+00:00", "quotes": [ { "author": "Muche wrote: Sun Mar 02, 2025 6:29 pm", "content": "" } ] }, { "author": "", "content": "You're describing 2 different things: robots from a logistic network delivering equipment, and robots from the spiders own inventory delivering items to itself.", "date": "2025-03-03T15:13:49+00:00", "quotes": [ { "author": "Nyax wrote: Sun Mar 02, 2025 6:57 pm", "content": "" }, { "author": "Muche wrote: Sun Mar 02, 2025 6:29 pm", "content": "" } ] }, { "author": "Nyax", "content": "Thanks, you made me think again about what is happening. The problem has nothing to do with fission reactor. \n \nThis spiderton has a reactor in its trunk and I expected robots from my base to move the item from the trunk to the equipment grid, that doesn't work probably because the spiderton's trunk is not a logistic source (would be nice if that worked though!). I just happened to not have any extra reactor available in the logistic network at that time which triggered the entity missing materials alert. Sorry for this silly mistake! \n \nWhat is strange is as Muche said: a spidertron is not able to move items from its own trunk to its own grid. It can move items from its own trunk to another spidertron's grid. Is there a reason for it not being able to interact with itself? \n \nShould I create a new topic with new save for this question (spidertron interacting with itself) given the original title/post are not a bug?", "date": "2025-03-05T02:29:53+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Mar 03, 2025 3:13 pm", "content": "" } ] } ]
5
2025-03-02T11:45:38-06:00
forum-topic-29409
29409
[0.13.9] Random crash when doing nothing
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=29409
Danielv123
http://pastebin.com/CvBQquYz I cannot seem to reproduce the bug. Happened withing minutes of loading the game.
[]
0
2016-07-19T02:12:28-05:00
forum-topic-110147
110147
Subscribe to Blog-Posts (Friday facts)
Spread the Word
https://forums.factorio.com/viewtopic.php?t=110147
XeToRoG
Hi english is not my native language, so i hope i didn't misunderstand things. I wanted to subscibe to the Blog to get E-Mails (Friday Facts) It's https://factorio.com/support/contact Buttom Page "Or you can >>subscribe<< to our blog." And it's this page: https://factorio.com/blog/rss I don't know ? Thats wrong ... do i need to activate Java or something. Love the game & Love to play the Expansion some day & You do awesome <3
[ { "author": "Deadlock989", "content": "https://rss.com/blog/how-do-rss-feeds-work/", "date": "2023-12-11T11:40:33+00:00", "quotes": [] }, { "author": "sorahn", "content": "There is an email subscription option. \n \nThe link you posted is for the RSS feed (poorly worded imo), but the one at the bottom of the FFFs leads to the newsletter subscription that you’re looking for.", "date": "2023-12-12T05:16:36+00:00", "quotes": [] } ]
2
2023-12-11T04:16:46-06:00
forum-topic-92477
92477
Plz add a way to stop map gen algo from generating stones.
Already exists
https://forums.factorio.com/viewtopic.php?t=92477
yagaodirac
stone = { frequency = 1, richness = 1, size = 0} I still see stones around. Could you plz add fields to stop the auto map gen from generating water and stones. It helps when making way different game mode. For now, I have to gen a new surface as empty, and remove stones and water. Or I have to copy tile information from a source while ignore all the others.
[ { "author": "eradicator", "content": "The code looks like it's for stone-ore, but what you're saying sounds like you're talking about those decorative stone-rock entities.", "date": "2020-12-03T14:10:27+00:00", "quotes": [] }, { "author": "yagaodirac", "content": "My code for now is something like \n \n--Removing water \nif event.x>-5 and event.x<5 and (-5<y<) \nthen surface.get_tile(...).name == \"water\" or \"deepwater\" \nsurface.set_tiles(set to grass-2 or something) \nend \n--Removing rocks. \nlocal results = surface.find_entities_filtered{area = event.area, type = \"simple-entity\"} \nfor k,v in pairs(results) \nif v.name == \"rock\" or big rock or any rock. \nv.destroy() \nend \nend \n \nI saw another way to stop rocks from being generated is in Singistics Mod. The method is inside data.lua. But water is still generated. And it affect the prototypes, so it's not very flexible. If people prefer to mix my mod with others, they would probably encounter some issue.", "date": "2020-12-04T03:21:25+00:00", "quotes": [ { "author": "eradicator wrote: Thu Dec 03, 2020 2:10 pm", "content": "" } ] }, { "author": "PFQNiet", "content": "Code: Select all for _,rock in pairs(data.raw['simple-entity']) do\n rock.autoplace = nil\nend \n\nShould remove all rocks, including those added by other mods, but when other mods are involved just be careful they don't actually use simple-entity with autoplace for stuff other than rocks.", "date": "2020-12-04T04:46:03+00:00", "quotes": [] }, { "author": "yagaodirac", "content": "Yeah, this is the reason I prefer a per-surface method. People are always inspired by tons of wired ideas and try combining different things from all corners of this planet. Any way, thank you for this idea. I'll look into it later.", "date": "2020-12-04T06:53:21+00:00", "quotes": [ { "author": "PFQNiet wrote: Fri Dec 04, 2020 4:46 am", "content": "" } ] }, { "author": "eradicator", "content": "You need to look into MapGenSettings . \n \nHere's some old code (not tested in 1.1) i once used to create a completely empty map preset. But if you don't need it selectable in the NewGame menu you should be able to just apply it in i.e. on_init. \n Code: Select all local autoplace_controls = {}\n for _,control in pairs(data.raw['autoplace-control']) do\n autoplace_controls[control.name] = {\n frequency=0.01,\n richness=50,\n size=0\n }\n end\n \n local autoplace_settings = {\n ['decorative'] = {\n treat_missing_as_default = false,\n },\n ['entity'] = {\n treat_missing_as_default = false,\n },\n ['tile'] = {\n treat_missing_as_default = true,\n },\n }\n \n data.raw['map-gen-presets'].default['er:empty-map'] = {\n order = 'zzz',\n basic_settings = {\n autoplace_controls = autoplace_controls,\n -- default_enable_all_autoplace_controls = false, --prevents desert\n autoplace_settings = autoplace_settings,\n cliff_settings={\n -- cliff_elevation_0=10,\n -- cliff_elevation_interval=40,\n -- name=\"cliff\",\n richness=0\n },\n property_expression_names={ --red desert\n [\"control-setting:aux:bias\"]=\"0.500000\",\n [\"control-setting:aux:frequency:multiplier\"]=\"0.166667\",\n [\"control-setting:moisture:bias\"]=\"-0.500000\",\n [\"control-setting:moisture:frequency:multiplier\"]=\"0.166667\"\n },\n terrain_segmentation=1,\n water=0,\n starting_area = 0,\n seed=553780354,\n }\n }", "date": "2020-12-04T09:51:54+00:00", "quotes": [] }, { "author": "yagaodirac", "content": "Thank you. I'll look into it tomorrow. \nBy the way, I planned to write a Factorio tool kit. Something like get_random_point(\"nauvis\"). And already a branch of simple prototypes like projectile prototype without graphics. Or assemblers which don't consume power. \nAny idea?", "date": "2020-12-04T13:19:38+00:00", "quotes": [ { "author": "eradicator wrote: Fri Dec 04, 2020 9:51 am", "content": "" } ] } ]
6
2020-12-03T08:02:24-06:00
forum-topic-123675
123675
2.0.23 God Controller Changes = Bad
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=123675
pattw555
2.0.23 "Improved the behavior of god controller" Politely, I strongly disagree whatever changed was an improvement. I used to be able to seamlessly zoom out to the "charting" ("map"?) view while in sandboxes, I can no longer do so. This has significantly reduced the usability of the god controller and sandboxes in general for me. I hope this change is reverted, I'll be sticking with 2.0.22 until it is.
[ { "author": "OmiCron", "content": "+1", "date": "2024-12-04T00:42:02+00:00", "quotes": [] }, { "author": "somethingtohide", "content": "I am here to agree as well. While I think the only Controller that did this was the God, and it's probably tied to some bad/old code with the old map/chart view (that has been and continues to be replaced with the new Remote View Controller), this further points to the fact that users want what they used to have with the simple map view. \n \nEspecially in a sandbox settings, we frequently plan large designs that cannot be easily viewed even at the widest zoom setting for Characters. Gods weren't much better, but seamlessly zooming out to the the alternative view for finding and selecting large areas was the ultimate experience. The Editor can zoom out even farther, but it lacked the seamless transition. \n \nSwapping to the Remote View for this purpose is clunky, and in some cases not ideal or possible. The Remote View is coupled to a lot of features/functionalities that are unnecessary and cannot be controlled, so it isn't a direct alternative or improvement to what came before it. \n \nI frequently use the God Controller, and I basically did not notice improvements after this update. I did recognize a few times where I zoomed out and was \"blocked,\" leaving me confused for a few seconds. My hunch is that the \"improvements\" were to clean up code, since there's no link to feedback or reports, and no details on what changed.", "date": "2024-12-04T01:25:03+00:00", "quotes": [] }, { "author": "enraged_tomato", "content": "+1 inability to seamlessly zoom out into a map view in a sandbox is a huge downgrade, please revert the changes", "date": "2024-12-04T06:13:58+00:00", "quotes": [] }, { "author": "Morgott", "content": "I completely agree; I am forced to revert to version 2.0.22 because it's impossible to enter map mode in the sandbox where my projects are placed at huge distances from each other; they are simply impossible to find. I hope this fix will be rolled back or changed to something acceptable.", "date": "2024-12-05T12:03:14+00:00", "quotes": [] }, { "author": "PureTilt", "content": "you still can press tab to get in to map view even in god mode and in sandbox", "date": "2024-12-05T13:24:06+00:00", "quotes": [ { "author": "Morgott wrote: Thu Dec 05, 2024 12:03 pm", "content": "" } ] }, { "author": "", "content": "I would like to point out that this is how god controller behaved in 1.1. The transition to map rendering was a bug introduced during the implementation of remote view. \nNonetheless, we are discussing the best behavior so please continue to leave feedback.", "date": "2024-12-05T13:38:52+00:00", "quotes": [] }, { "author": "enraged_tomato", "content": "I think there is a confusion between the sandbox scenario and sandbox mods, which allow players to have a sandbox environment in a normal game. In a sandbox provided by mods, the \"map view\" is disabled for whatever reason (the Tab or M key doesn't do anything), but there was a very nice option just to zoom out beyond the normal view limit and seamlessly transition into the \"map view\". With the latest God Controller changes, this is no longer possible. \n \n\nThank you for looking into it. It was a good bug and should be adopted", "date": "2024-12-05T13:42:51+00:00", "quotes": [ { "author": "PureTilt wrote: Thu Dec 05, 2024 1:24 pm", "content": "" }, { "author": "Twinsen wrote: Thu Dec 05, 2024 1:38 pm", "content": "" } ] }, { "author": "noxa", "content": "+1 on this - I use sandboxes to design large blueprints and lots of small blueprints that only being able to zoom to the map view made usable. I had just been telling a friend how perfect the implementation was and how it felt just like being on a planet surface while designing and then the update hit", "date": "2024-12-05T15:56:40+00:00", "quotes": [] }, { "author": "FightingPirate", "content": "Agreed with the request. Being unable to press Tab or M for a wider overview of the sandbox is a huge limitation to using this tool. It's really hard to work on multiple blueprints without being able to zoom out and see everything like in a typical game. \n \nEchoing the need to roll back to an earlier version for the time being.", "date": "2024-12-10T00:47:32+00:00", "quotes": [] }, { "author": "", "content": "Being able to zoom all the way out to map was an unintentional bug - you should be using remote view for that. Mods shouldn't be restricting your access to remote view.", "date": "2024-12-10T19:24:28+00:00", "quotes": [] }, { "author": "", "content": "Given the overwhelming feedback, I decided to revert this change. \nOther changes remain, such as the fact that the god controller will teleport to a new surface when exiting remote view on a different surface. \nI also removed the player circle icon that was always in the center when zooming out to map view.", "date": "2024-12-11T13:35:32+00:00", "quotes": [] }, { "author": "somethingtohide", "content": "These are nice features, and they make reasonable sense! We definitely appreciate the improvements to the God controller, especially in a \"sandbox-only\" style game like the revived scenario. \n \n\nThis is where I believe the overwhelming number of users would disagree, and this is a problem with perception. The intention of the designer/implementer, therefore whether they believed this was a bug, was not expressed or known by the users. From my understanding, I do not believe \"it should not be able to zoom out to the map\" to be a very reasonable take, but I understand a few perspectives on the matter. I would suggest that even the Editor should be able to zoom out to the map. The Remote View is a distinctly different concept than the map/chart view. \n \nI think I speak for most users when I say that zooming out to the map was considered a welcomed feature for 2.0. There is no clear reason why it should not do that. And there is no clear reason why we must alter the game state with a hotkey in order to be able to do that. Even if 1.1 did not behave that way, since 2.0 does, and 2.0 is designed to be better, and with many quality-of-life improvements, that is how this change was understood by users. \n \nSo, when this capability was removed, that is what felt like a bug to users. We have nice functionality that we frequently used, and then it was gone. And the reason for that was \"improvements.\" That is very clearly not an improvement from our perspective. \n \nI can now understand the intention behind the change. Whomever implemented it did not intend for that to be the way it worked. But, to call it a bug? It was an unintentional feature. \n \nI don't intend to harp on this matter. I appreciate that the change was reverted. I don't appreciate this response from developers.", "date": "2024-12-14T19:14:50+00:00", "quotes": [ { "author": "Twinsen wrote: Wed Dec 11, 2024 1:35 pm", "content": "" }, { "author": "raiguard wrote: Tue Dec 10, 2024 7:24 pm", "content": "" } ] } ]
12
2024-12-03T18:12:08-06:00
forum-topic-123590
123590
Factorio Forums • [boskid][2.0.23] Rocket silo contents not summing up in right-side quick overview pane
What did you do? Hover over a chest and a rocket silo with agricultural science packs in it. What happened? In the chest, the amount of agricultural science packs adds up. This is not the case for the rocket silo. See pictures: rocket-silo-overview-separated-spoilables-1.png (66.11 KiB) Viewed 953 times rocket-silo-overview-separated-spoilables-2.png (112.21 KiB) Viewed 953 times What did you expect to happen instead? It might be obvious to you, but do it anyway! This side panel is used to get quick information about the entities and contents, I expected the contents to be added up, since this happens for all other buildings in the game. Does it happen always, once, or sometimes? Always
[ { "author": "", "content": "This seems to be the case for all spoilables. \n \nI think this might be caused by the different spoil status of the different slots.", "date": "", "quotes": [] }, { "author": "", "content": "Ok i made rocket silo contents aggregate with other items for 2.0.33. The only downside will be that if the rocket inventory holds any of the items rocket silo also uses for crafting, they will also be aggregated, for now i will leave it that way.", "date": "", "quotes": [] }, { "author": "", "content": "Nice little QoL improvement. <switches to feature idea mode> separating out stuff used for crafting from the \"Rocket content\" would be a (small) further improvement but the only way I can think of to do that would be to basically add another UI element - maybe change the \"Content\" label to \"Crafting Content\" for the crafting stuff, and have a new additional label \"Rocket Cargo\" for what will go in the rocket. Ofc this costs some valuable vertical screen space and increases UI complexity (for devs&players) so not sure that's worth it.", "date": "", "quotes": [ { "author": "boskid wrote: Tue Jan 21, 2025 3:04 pm", "content": "" } ] } ]
3
forum-topic-109955
109955
[1.1.94] Crash on start with Radeon mobile graphics (Failed to get SDL_DXGIGetOutputInfo.) - Page 2
Technical Help
https://forums.factorio.com/viewtopic.php?t=109955&start=20
okayiguess
In the midst of dealing with this crash on the demo version. -Installed the steam demo AND the demo linked thru the factorio website (after the first launch of the steam demo failed) -Manually changed the "graphic preference" for the game in Settings and AMD's Armoury C (it was defaulting to "high performance" anyway) -Ran AMD's Windows 10/11 Drivers ( https://www.amd.com/en/support/download/drivers.html ), restarted again and attempted to launch both installations of the demo. Both spit out the same error. -Using DDU, uninstalled the AMD graphic drivers outside of safe mode and reinstalled using my OEM (ASUS)'s graphics driver installation -Uninstalled non-steam version. Latest attempt at launching using the non-steam installation: https://pastebin.com/60aCTPSa
[ { "author": "", "content": "I finally looked into SDL_DXGIGetOutputInfo to see why it might be returning error, and realized that it failing doesn't prevent us from continuing initializing Direct3D on adapter 0, so as of 2.0.10 we'll try to do that instead of aborting. That should help resolve the issue. \n \nThanks for the reports. And I apologize to forum moderators, especially Loewchen for not investigating this thoroughly for so long.", "date": "2024-10-22T21:30:15+00:00", "quotes": [] } ]
1
2023-11-29T09:23:52-06:00
forum-topic-24090
24090
Collection of End-Game-Ideas / Enhancing Endgame
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=24090
The number of ideas for "What will come after the rocket launch" can be expressed with this formula: Code: Select all Number Of Ideas = (Number of Players that bought Factorio ^ 2 ) * Hours Played Seriously: The devs plan to complete their idea about the space platform and constructing a big spaceship. See https://www.factorio.com/content (look down) Space Platform, Space Ship, What? Update from June 2017: The latest change of this plan can be seen here: viewtopic.php?f=3&t=678&start=420#p247440 This is/was the plan till then: Build rocket (This is, where the game currently ends) Build a space platform. See picture above! Build a space ship. This space ship must come trough some sort of "tasks", like asteroid belts, enemies... The ideas come from these games: http://mylostgames.com/play/into_space_2#game And another newer game, which I didn't found. It linked to a youtube video... Maybe someone knows what I mean The newest information to this ( https://www.factorio.com/blog/post/fff-151 The plans for 0.14): You might read these FFF-blog posts for more information https://www.factorio.com/blog/post/fff-72 Back to the cold https://www.factorio.com/blog/post/fff-73 Minds versus bytes https://www.factorio.com/blog/post/fff-74 The brainstorming (This is very important initial planning!) https://www.factorio.com/blog/post/fff-78 Focused on 0.12 (search about "space") https://www.factorio.com/blog/post/fff-79 Week flies by https://www.factorio.com/blog/post/fff-95 0.12 Release today (About "surfaces") http://www.factorio.com/blog/post/fff-111 Long term plans (Here they shifted this plan, read "Long term plans") https://www.factorio.com/blog/post/fff-129 The late game https://www.factorio.com/blog/post/fff-151 The plans for 0.14 And the following articles in the forum: viewtopic.php?f=68&t=2451&p=107460&hilit=endgame#p21210 endgame: rockets, space elevators, interplanetary logistics Some dreams of Kovarex. He links there directly to http://mylostgames.com/play/into_space_2#game (also in viewtopic.php?f=68&t=1114 Idea for the goal in the late game - supply ships on orbit) Which is a game, where you need to build a rocket from parts and then travel through the space. He said somewhere else, that this was the idea for the endgame. viewtopic.php?f=5&t=8751 Endgame concerns[POLL] viewtopic.php?f=5&t=19064 Does the game really need a story? (which is interesting, cause the endgame is of course linked the the story and vice versa) viewtopic.php?f=5&t=18764 About the endgame - kinda frustrating today Especially this: viewtopic.php?f=5&t=18764&p=124377#p125228 viewtopic.php?f=38&t=20070&p=127262&hilit=game#p127262 viewtopic.php?f=5&t=21923 End game theory and gameplay ideas Especially this: viewtopic.php?f=5&t=21923&hilit=endgame ... 10#p140044 But what about colonists? Big bosses? Outer Aliens? This thread should not stop you from posting more ideas. But it should show you the current direction. Related Suggestion Collections viewtopic.php?f=80&t=139&p=82957#p82957 Enemy Variations / Enemy Variety / New Enemies / Boss viewtopic.php?f=71&t=161 The day after viewtopic.php?f=80&t=175 being a rich guy (being "rich": more enjoyable) viewtopic.php?f=80&t=191 Throne room / Command center, camera and bots remote control viewtopic.php?f=80&t=183 Events (“Againts all odds”. Free-play, global task.) viewtopic.php?f=80&t=342 Events (Environmental Disasters and Weather) viewtopic.php?f=68&t=1114 Idea for the goal in the late game - supply ships on orbit [By Kovarex himself] viewtopic.php?f=80&t=13022 World Generation / Map Generator / Game Modes / Scenarios viewtopic.php?f=80&t=16592 Game Setup, Game Configuration, Init Screen viewtopic.php?f=80&t=19985 Expand Early Game (Buildings - Rebalance - Energy) Here is a collection of that ideas (far away from complete, there are for example a lot more discussions in general, which are not included with this search) viewtopic.php?f=6&t=2451 endgame: rockets, space elevators, interplanetary logistics viewtopic.php?f=6&t=4167 My Suggestion For Freeplay Endgame viewtopic.php?f=6&t=4326 Endgame Content Concept Discussion viewtopic.php?f=6&t=4649 Endgame Twist - Biter Blitz viewtopic.php?f=6&t=5313 The Colonists: An End Game Proposal viewtopic.php?f=6&t=5403 Goal of the game viewtopic.php?f=6&t=5447 Endless Game with Colonization - Ideas of a Fan in Love viewtopic.php?f=6&t=5480 End game spaceport, airport, space utiltiies. viewtopic.php?f=6&t=6123 late-game ideas viewtopic.php?f=6&t=7826 The Endgame Empire viewtopic.php?f=6&t=7986 Add a purpose to the game: Goals viewtopic.php?f=6&t=13118 Endgame/Artificial Intelligence viewtopic.php?f=6&t=17954 Endgame content filler - simple orbital station viewtopic.php?f=6&t=20546 An idea to significantly extend the endgame viewtopic.php?f=6&t=21668 A real endgame: Automatic defense viewtopic.php?f=6&t=21876 End game combat ideas about missiles and alien fortresses viewtopic.php?f=6&t=22734 Endgame idea: Ancient ruins viewtopic.php?f=6&t=23781 A long-tail endgame viewtopic.php?f=6&t=24050 After space rocket viewtopic.php?f=6&t=24175 Fleshing out the alien alliance ideas viewtopic.php?f=6&t=24529 Launch Rocket and Explore Space... viewtopic.php?f=6&t=25478 launching satellite benefit? satellite surveillance system viewtopic.php?f=6&t=25771 Aliens from other planets invade! viewtopic.php?f=6&t=26776 space viewtopic.php?f=6&t=27418 Game Goal: Exploration viewtopic.php?f=6&t=28658 Rust, Wear and Decay (game mode) viewtopic.php?f=6&t=29878 Future space viewtopic.php?f=6&t=30906 Gameplay enhancements viewtopic.php?f=6&t=30964 End Game Idea: Quest viewtopic.php?f=6&t=31269 My take on a 3X direction viewtopic.php?f=6&t=31810 We need a better end goal viewtopic.php?f=6&t=31836 Advanced victory condition viewtopic.php?f=6&t=32063 Extended endgame and MP viewtopic.php?f=6&t=32125 Endgame extened viewtopic.php?f=6&t=32549 Alien Imprisonment Idea viewtopic.php?f=6&t=32840 bigger goals then launch satellite. viewtopic.php?f=6&t=38534 Another end-game Idea viewtopic.php?f=6&t=39417 space-wide factorio: much more content viewtopic.php?f=6&t=40471 Real World viewtopic.php?f=6&t=40514 Extended goals post-rocket gameplay. viewtopic.php?f=6&t=41331 Idea for longer end game (for those that want to build) viewtopic.php?f=6&t=41580 End-Game-Idea: enlighten your endgame with Artifacts viewtopic.php?f=6&t=44812 Satelite can be used to set a new big goal viewtopic.php?f=6&t=45478 Lunar Outposts (Expanding on the Space Science concept) viewtopic.php?f=6&t=45978 Late Game Expansion viewtopic.php?f=6&t=50179 Factorio Endgame viewtopic.php?f=6&t=50106 Suggestion for Parallel World Again: This is far away from being complete. If you miss something, just reply. Some inspiration When researching this topic I found some nice pics, which inspired me much: viewtopic.php?f=80&t=24090 Collection of End-Game-Ideas / Enhancing Endgame
[ { "author": "Khaylain", "content": "Wow. Great collection you've made. Now I'll need to spend 50 hours reading all of this... \n \nMuad'Dib shelter you, Shai-Hulud give us nourishment.", "date": "2016-04-22T18:33:15+00:00", "quotes": [] }, { "author": "bobucles", "content": "A space game could very well be an entire expansion pack all by itself. You have to rethink resources, objectives and new tech to deal with the challenges in space. \n \nThe space platform presents a whole new logistic puzzle in of itself. It may cost resources to build a platform, and it may take special equipment to expand zones like life support or cargo storage or space defenses or asteroid mining or stuff like that. Lots of things to worry about.", "date": "2016-05-19T12:23:47+00:00", "quotes": [] }, { "author": "Wakaba-chan", "content": "Getting in space is just what I'm dreaming of! \nActually, there is 3 my favorite games: Factorio, Kerbal Space Program and Starbound. My dream is to unite them all in one game so first, you need to manage factory that build various parts for rocket. Then you build specific rocket for certain mission - for example, you need small rocket with cheap engines to deliver small satellite to the orbit, but you need bigger ones to travel yourself over current solar system and you need tremendous amount of resources (maybe even some rare ones that you may need to search by the whole solar system) to build interstellar ship with FTL drive: to build its parts on various planets, to deliver them to corresponding orbits and then to move them all to the orbit of single planet and to build them all together. So... after all this being done, you can travel through various worlds, explore them, build there bases and mining outposts, automating interplanetar or even interstellar resource exchange and so on. To make it having sense, you can make world map of each planet (including starting one) to be finite. Big one, but finite in the end, like real ones, so you will be pushed forward to expand yourself to another worlds as you will consume all the resources everywhere after all. Good news is that the universe is still infinite! So you can build your own galaxy-wide automatic empire with some giant factory at its heart and lot of resource outposts on worlds around. \nAlso, that would be great to make worlds be different, like in Starbound! So each planet would have its own face and it would be just fun to travel and explore them. This bring us to various enemies as well so you would have to find unique means to defeat them. \n \nThe only thing I can't still imagine is how to bring the feel of distances in space... When you play Kerbal Space Program, sometimes you need a years to travel just between planets in your own solar system - this make you feel very well how big is the distance you do travel. You feel that \"Yeah, I'm traveling the REAL space!\", not just to the neighbor district for shopping like it is in other space-related games. It would be great to save this feeling in Factorio as well, but as I mentioned above, I just don't know how. Factorio plays in real-time and obviously player can't wait for years to travel. Time-warp is not an option as well, since while you warping time, who knows what would happen with abandoned factories on the planets? They will run out of fuel, biters will chew them up and so on. It may be even fun to bring abandoned factory to life back again, like in campaign train mission, but this gives no chance for interstellar automated interaction. \n \nUPD: But this may be the point! No factory activities background. The only operating world is that where you are. So when you leave the planet, you need to shut down it's factory to prevent it from undesirable consequences. It will fade in term of long time anyway, say, for few years, but not as fast as if it would be left operating, since it will continue to attract biters that will ruin it in hours. So, for example, if you go there and back from the moon of your home planet, you will find your factory in the same state like it was after shutting down. But if you make interplanetary or interstellar travel, when you get back with collected loot, you may find some buildings damaged or even completely destroyed by time and some biters expanded there. So you may need to make some efforts to bring it back in action. Though, player may not be desiring to go home at all... so he will make new colony on every planet he visit, exhaust it, upgrade his ship, take new high-tech and expensive facility with himself and go on with his travel. \n \n(Oh... I hope I choose right topic to bring my ideas to. Would appreciate if somebody point me where I could discuss them. Or should I make a new topic for this?)", "date": "2017-12-05T07:58:12+00:00", "quotes": [] } ]
3
2016-04-22T09:53:31-05:00
forum-topic-121050
121050
Speed-Beaconed Recipe-Quality-Parametric Gacha Blueprints
Show your Creations
https://forums.factorio.com/viewtopic.php?t=121050
xluke
Abstract This paper (read: shitpost) proposes a novel solution to the early game quality farming boostraping problem. Through the use of speed beacon black magic and circuits so complicated that the author already forgot how it works, it is possible to use one building and one recycler to farm a recipe at all quality levels with a decent speed. It can constantly run the quality module 3 recipe at a speed of approximately 0.18/s, or achieving the equivalent of 6 machines (running the normal quality) plus 3 machines (running the green, blue, and purple quality level recipe). In other words, the proposed blueprint reduced the required number of quality modules from 49 down to 11 . Introduction At the time of this paper is written, there is generally two approaches to farm for legendary quality products. The maybe better approach is to insert quality modules throughout the product line, and hope that by the time of final product, there will be enough legendary components to craft the legendary end product. There are some obvious problems for this approach. To name a few: the hassle of managing belts with all different qualities, the lost opportunity cost when you could have used productivity module instead, and the hassle of setting up buildings for all different quality levels, for every product you have. The definitely easier approach is to use quality module for the end product only, and recycle it until you get the legendary version. The problem for this approach (and to a less degree for the first approach as well), is that quality modules reduce crafting speed while speed beacons reduce quality. To compensate, usually one needs multiple buildings for farming. Furthermore, a single building can usually only accept ingredients of a single quality. If one want to use the higher quality recycled components, one often needs to install additional buildings. While in general crafting buildings are not expensive, the quailty modules they require definitely are. Especially considering the fact that legendary quality modules are exponentially better in this craft-recycle loop. All these observations convinced the author to invent a way that 1. allow the use of speed beacons[*1] for quality farming without sacrificing the probability, 2. use a single machine to handle all different recipes. The result is the Speed-Beaconed Recipe-Quality-Parametric Gacha Blueprints: 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 Copy blueprint also a link to factoriobin: https://factoriobin.com/post/bygme2/1 Blueprint Description This blueprint book contains two pairs of blueprints: the Gacha machine using EM plant and its design baseboard, and that using assembler and its design baseboard. For the rest of this paper, we will focus on the EM plant model. example.png (1.05 MiB) Viewed 3319 times The blueprint takes two parameter: - batch size: how many crafts will the machine finishes before considering switching recipe, default to 2 for EM plant. This prevents the machine from reset recipe when there are still some productivity progress leftover. If you use a combination of productivity modules and quality modules, adjust accordingly. - product: the product you want to farm for legendary quality. After pasting the blueprint, one needs to manually change two things: - change the machine to "set recipe" mode. I cannot enable it in blueprint because otherwise the parameter system cannot read the ingredient information, - change the constant "5" to the number of different solid ingredients in the decider combinator between the EM plant and the recycler. Mechanism: The constant assemblers to the bottom left stores the ingredient information for all quality levels. the author wishes that there is a way to transform all signals to a specific quality level, but alas. The content in the requester chest, divided by the batch size, is checked against the constant combinator. It will pick the highest quality recipe with enough ingredients[*2] and store in the latch[*3] on the top-right area. The input green inserter[*4] will then insert the exact amount of ingredient for one recipe. Once the machine finishes, it emits a "F" signal which increments the counter to the right. If the counter reaches configured batch size, it will reset to 0, clearing the latch and reevaluate the available quality recipes. By default, only epic and legendary products are preserved, and lower quality items are recycled. The speed beacons (an independent functionality from the quality-parametric circuits) operates in the following way: when the machine is not crafting (indicated by the missing "W" signal), the blue inserters will remove the modules from the beacon. The input green inserter is also disabled until all speed modules are placed in the steel chests. Once the machines starts, the speed modules are placed back into the beacon, accelerating the EM plant. Since the quality level is determined at the start of the craft, it speeds up the recipe without reducing quality. The assembler blueprint operates in much the same way. I haven't found the need to roll for legendary items using other buildings yet, well I actually want to have some legendary tokamaks, but I have no where near enough ingredients for that I don't have blueprints for those buildings. But they should work much in the same way. Caveats [*1] I don't know when Wube will fix that, so enjoy while it lasts, [*2] there are two potential problems for the ingredient requesting/selection process: - by default, the requester chest will only request one stack for each item. Thus, if "recipe amount * batch size > stack size" for any ingredient, it will not work. - I abused one undocumented behavior of the selector combinator: if all inputs have the same value (1 in this case) and the same icon, the one with the highest quality will be chosen in the ascending selection mode. It might break with any update. [*3] There was one time the latch and assembler content was out of sync out of 2 hours I was using this blueprint. I suspect it's due to the multi-cycle nature of the circuit network and some robot delivered something during the update cycles. I have no idea how to reproduce it or fix it. [*4] This is one of the bottleneck (in addition to the recycler for some recipe). Upgrading inserter with higher quality helps a lot, but for some reason legendary inserter will break the ingredient counting/limiting mechanism. I suspect it's rotating faster than my combinators can compute. Maybe the machine content->stack size latency can be improved, but I have swore years ago to never touch latency optimization when I finished the computer architecture course. Disclaimer The author is not responsible for any wasted resources due to bugs in this blueprint or Factorio updates changing its dependent mechanisms. Citations: The speed beacon part of this blueprint design is largely inspired by this reddit post: https://www.reddit.com/r/factorio/comme ... lity_farm/
[ { "author": "", "content": "Interesting setup. For 2.0.17 i made it so when received effect on a crafter is changed, the rolled quality resets to the base quality of recipe.", "date": "2024-11-12T00:48:04+00:00", "quotes": [] }, { "author": "xluke", "content": "well, that's Caveat 1 for you. Too bad it doesn't last. \n \nStill, it will be useful to condense multiple buildings into one for different quality recipes.", "date": "2024-11-12T01:21:24+00:00", "quotes": [] }, { "author": "coffee-factorio", "content": "I noticed that you made the game more fun.", "date": "2024-12-16T05:18:20+00:00", "quotes": [ { "author": "boskid wrote: Tue Nov 12, 2024 12:48 am", "content": "" } ] }, { "author": "apriori", "content": "Oh, wanted to post my solution and found here's one already... \n \nDifferences are: \n1. No beacons. Not covered with electricity. \n2. Less recipe-specific settings for combinators, so here are... \n3. ...more combinators and takes more space. \n4. Only one BP for any assembling machine. An AM can be replaced with any other one — just connect it to a pole with G+R wires. \n5. Easier to use with liquid-containing recipes (?): just remove liquid icon from one constant combinator. \n6. Needs no bots to operate (I see purple chest on ya pic). Still needs bots to get recyclable products OR ingredients. \n PoC stage \n 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Copy blueprint \n \n \n \n 2024-12-19_13-40-13.png (1.52 MiB) Viewed 1432 times \n \n \n TLDR \nX — unneeded elements (absent in the blueprint) \n \nS1 — chest with ingredients \nS2 — chest to drop excess ingredients when recipe changes \nS3 — chest for the end-product \n \nM1 — loads end-products of unwanted quality grades into Recycler \nM2 — extracts finished end-product; has a white-list-filter \nM3 — drops excess ingredients; has a black-list-filter \n \nC1 — target recipe, quality-independent (manually parametrized when plopped) \nC2 — ingredients of the target recipe (autoset according to C1 when plopped) \nC3 — ingredients of the target recipe for each quality grade \nC4 — reads from S1, returns ingredients that suffice the recipe \nC5 — \"each / each = 1\" (needed for C6) \nC6 — filters out all signals which are not ingredients for the target recipe \nC7 — groups sufficient ingredients by quality grade \nC8 — counts the quantity of types of sufficient ingredients for each quality \nC9 — counts the quantity of types of ingredients needed for the target recipe \nC10 — filters out quality grades for which there's not enough types of ingredients \nC11 — combines the target recipe and the quality grade having enough types of ingredients; this recipe will be set for the next production cycle, when the current production cycle ends \nC12 — blocks the current recipe change \nC13 — conditions for C12-blocker \nC14 — S/R-latch with the current recipe (for the current production cycle) \nC15 — the target recipe in all quality grades (oops, found a bug...) \n \nR — manual resetter \n Prod stage \n 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Copy blueprint \n \n \n \n 2024-12-19_14-24-07.png (275.15 KiB) Viewed 1432 times \n \n \n \n \n \n 2024-12-19_17-20-39.png (1.26 MiB) Viewed 1431 times", "date": "2024-12-19T14:17:36+00:00", "quotes": [] }, { "author": "coffee-factorio", "content": "Ah, OP that exploit was nice by the way And I think apriori's one is cool, it says it has no speed but ah! My first round on Fulgora I decided to just do something completely funny and roll quality on the scrap collectors. Running scrap. \n \nBecause it would be a great learning experience! \n \nUnless you love learning too, you shouldn't do this! \n \nBut what I learned was that you lose production progress when you change recipes. And that will probably stay that way, because other wise someone could try to have a foundry that switches between yellow belts and holmium plates on a schedule to get double holmium plates. And thus double fusion cells. \n \nSo if you pop open a EM Plant, make some wires of any kind, and switch recipes? The purple bar resets and that happens with circuits too. \n \nDon't despair OP, there's plenty of items where an on demand system makes sense because the low rate of return! A lot of things can only be made in an assembler and that doesn't have productivity. Just, don't try and use it on EM plants as pictured. \n \n\nQuality's evil. So what it does is: give it more power to make it go faster, smiles, and then every time those buildings make say 100 normals, it looks at what you could make and plucks out a few to keep for itself. And then looks innocent because it's inflicting an effective productivity penalty on a line because you have a building that's moving faster. What's even more evil about that is that it replaces the good building with lower quality ones, which manifests as increased demand on a recycler. But a recycler is so good at it's job you won't notice that you need to build more till you have to start building more than you thought you'd need. \n \nAnd quality offers the fair rate of 1 quality in 100, up to 6.2 in 100 per module. But it steals 1 to 2.5 items per speed module you put on it. And because of that you can end 50% effective productivity penalties applied on each entry of the table with practical examples and 100% penalties in the worst cases. \n \nAnd it does this for every entry of the quality table. You just multiply the 100 I started out with by 10 every time. \n \nAnd if you're like \"ah I won't play that game\" it still wins because you have to put find away to turn your components into items so you'll need to spend on more machines.", "date": "2024-12-19T16:36:51+00:00", "quotes": [ { "author": "xluke wrote: Tue Nov 12, 2024 1:21 am", "content": "" } ] }, { "author": "apriori", "content": "Huh, the reason i read coffee-factorio's last post is a finding I wanted to share: switching recipes makes productivity bonus lost. \n \nSo our setups seem irrelevant for non-Nauvis machines. Except Aquilo's Cryo-assembler. \n \nOr we should add some logics to take the need to use the bonus into account: start the recipe only if it can be run at least twice (for 50% bonus) and execute even number of times. \n \nBtw you maybe can still use speed-beaconed quality if you insert modules after the production starts and eject them before the production ends. For example, the first run is used to measure the number of ticks the production lasts, and the other runs get speeded-up: \n• read the machine's start of work (W signal) \n• start modules insertion AND start countdown that ends before the speeded production ends \n• when the countdown ends, eject modules", "date": "2024-12-19T19:23:08+00:00", "quotes": [] }, { "author": "coffee-factorio", "content": "Quality is a rough mechanic. I won't wager you wrong on the speed part but I won't rely on it; and once it hits a product line it's effect is nasty. Test/ect. \n \nWhen it you said that last part though, you reminded me about the modulo operation % on arithmetic combinators. \n \nAn even number is 2k. An odd is 2k+1. Modulo returns the remainder of division by 2. \n \n2k+0 = 2k. \n2k+1+1= 2k+2. \nSo try adding input + input % 2 = product_target.", "date": "2024-12-21T21:22:10+00:00", "quotes": [ { "author": "apriori wrote: Thu Dec 19, 2024 7:23 pm", "content": "" } ] }, { "author": "xluke", "content": "This might be a late reply (I don't hang around factorio forum actively and only come here for bug searches), but one of the feature of my design is that it keeps the productivity bonus (purple bar). \n \nSpecifically, \n \n\ntakes care of it. If you configure the \"batch size\" to 2, which is one of the parameter to the blueprint, it will wait for at least enough ingredient for 2 complete crafts, and finish them together. This preserves the productivity bonus for EM plant, for example. If you are using a mix of prod modules and quality modules, you can also adjust this number to something better.", "date": "2025-03-12T20:46:14+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
8
2024-11-11T17:02:18-06:00
forum-topic-125137
125137
What's your interplanetary logistics and Space Platform strategy?
General discussion
https://forums.factorio.com/viewtopic.php?t=125137
Lighthouse
Train stations seem to me a little more straight forward - one-lane vs. two-lane, push vs pull stations, wagon count, locomotive count, etc... but with Space Platforms I struggle to come up with my own solution, so I would like to hear about your general strategy. I am reaching a stage in the game which renders my previous manual platform imports/exports too much of a hassle. What is your general approach to setting your interplanetary logistics? About Space Platforms : What logistic tasks are your platforms dedicated for? highest granularity: one platform per item per quality per planetary (e.g. "Station XY is for 'Rare Quality(3) Modules from Fulgora to Nauvis'") connection specific: one platform per connection (e.g. "Station XY is for import/export between Nauvis and Fulgora") round-trips: platforms doing round-trips, stopping at several planet. (e.g. "Station XY is for import/export of Nauvis, Fulgora, Gleba and Vulcanus") What other approaches do you have or can you think of? What is your general design approach? All (should) look generally the same? Special designs for each planet/connecting - considering the difference in chunk frequency? As fast as possible with as many Thrusters as possible? Or more like "3 Thrusters should suffice for about anything"? What other Space Stations do you have setup for what orbit? Space Science in orbit of your research planet - for sure Carbon for some planets? Other stuff you generally drop from space to planets? Quality grinding in asteroid processing? What do your Schedule Conditions look like? Do you usually wait for satisfaction of requests? Do you wait for a certain time or for a duration of inactivity? Do you do some circuit evaluation of your inventory, having some fancy condition setup not available in the standard list? How about your Cargo Landing Pad ? Does it only have static requests? Or is there anything dynamic about it? Would you rather opt to 'set requests' or to 'read contents'? Do you connect it (more or less) directly to your research labs or do you have considerable logistics between Cargo Landing Pad and labs? How about your Rocket Silos ? How do you fill them? Via "Automatic requests from space platforms"? Or via Requestor Chests, micro-managing what is sent? (I had a setup where I switched via Constant Combinator what shall be loaded in the array) - or else? How many Silos do you think are required for easy playthrough (i.e. not talking about mega-factories... more like 60 SPM)? Do you have one extra Silo dedicated for launching yourself into space or do you use the other silos inbetween? Do you try to have optimal Rocket launches or do you also regularly do rocket launches with only part of capacity used? Do you wire your rocket silos, "reading contents" or "reading orbital requests"? I'm so curious about what y'all are doing out there.
[ { "author": "jaylawl", "content": "Hey, i think this a great topic idea. And merry christmas. \n \nMost of my space logistics are in a state of \"it just works for now\", a.k.a. spaghetti. \n \nWhat i have figured out for myself though is that i really like to use dedicated, manually loaded rocket silos. (for example: viewtopic.php?f=8&t=124541 ) I do this to ensure a certain throughput for a certain item type and so that i never have to worry about bots loading the rockets. And there are so many ways this can be done. You can even make somewhat cursed designs where rocket silos are directly loaded by trains. \n \nWhat i do use automated rocket silos for is manual request, which i make way too often. But never did i need to build a rocket silo just for transporting the engineer. There was always an idle rocket somewhere. \n \nFor a 60 SPM base you need just 1 rocket silo per science type. Even the slowest space platforms only take a couple minutes for a trip between planets, whilst a rocket has a capacity of 2.000 science. I use 4 dedicated rocket silos for 1.000 SPM from Gleba.", "date": "2024-12-26T11:03:08+00:00", "quotes": [] }, { "author": "ichVII", "content": "No. I am using a ship travelling between nauvis and vulcanis for that purpose, as it gets way mor chunks per time then a very large space station.", "date": "2024-12-26T13:45:55+00:00", "quotes": [ { "author": "Lighthouse wrote: Thu Dec 26, 2024 7:00 am", "content": "" } ] }, { "author": "Shulmeister", "content": "I like the idea of using 1 platform per planet, static most of the time to complement with ressources from space, and using interrupts to have them fetch what be missing from a planet, like when tungsten plate or calcite is 0, go to Vulcanus and come back.", "date": "2024-12-26T14:18:19+00:00", "quotes": [] }, { "author": "Lighthouse", "content": "Travelling for additional chunks is surely one way to increase input - I didn't have that much SPM now and managed by just making a wide station. Didn't even require that much space. As soon as the footprint of the extended arms is bigger than the footprint of thrusters + fuel, travelling seems worth it. \n \n\nI was wondering what I would use interrupts for. This I will try. \n \n \nAnd an idea for quality Gleba Science Packs: \nI put Quality modules in my biochambers of Agricultural SP. But the rocket autolaunch does not work with mixed qualities, so I connected my Rocket Silo to an Alarm ('read contents') with an intermediate setup to add all different quality SPs together. When the rocket has 1k in total the alarm sounds. \nTo launch I just have to \"klick Alarm symbol, klick silo, klick 'launch rocket', hit Tab\". Usually works within under a second and I can do it mid-combat. \nThe Space Platform waits for circuit condition, which also adds up all different qualities of the Agri SP on the Space Station and is satisfied when 1k of any Q are present on the platform. \nI have to admit this is growing more and more tedious and I seriously consider removing the quality modules...", "date": "2024-12-26T15:01:31+00:00", "quotes": [ { "author": "ichVII wrote: Thu Dec 26, 2024 1:45 pm", "content": "" }, { "author": "Lighthouse wrote: Thu Dec 26, 2024 7:00 am", "content": "" }, { "author": "Shulmeister wrote: Thu Dec 26, 2024 2:18 pm", "content": "" } ] }, { "author": "Tertius", "content": "For interplanetary logistics, I'm treating the travelling platforms as travelling warehouses. Similar to travelling traders as in ancient times. They have fixed routes, and they have a fixed request list for every planet they visit to fill their stock. If some planet they visit happens to have a request that can be satisfied, the corresponding items are sent down. The next time they visit the planet where this item is provided, they restock that item. \n \nThe inventory is kind of fixed and dedicated, since if there is no planet requesting anything, the platform gets full and there needs to be space for every item in the platform request list. The requests of the platform are tailored to multiples of rocket capacity for the corresponding item. One rocket transports a batch of 1000 science packs, so a platform will always carry a multiple of 1000 of some science pack, for example. \n \nOn the ground, I'm still exploring 2 different request concepts. One concept is to keep a fixed request list in the landing pads. Since it is working like a passive provider chest, logistic robots will simply pull items out of it if there is local demand. I need to add cargo bays, if the landing pad gets full and I still need more items. \n \nThe other concept is to immediately empty the landing pad with inserters and move all items onto belts and into active provider chests, from where it is eventually carried away and is integrated into the local logistics storage heap. Some circuit logic computes the difference between logistics network content and some request list defined in a constant combinator. If there is some item below some lower threshold, and I defined this as item to request from space, one or more batches of these items (see rocket inventory size) of this stuff is dynamically requested within the landing pad. It's some combinators that compute these requests, and the landing pad is wired and set to \"set requests\". \nThis has more control over how many items are requested in one batch from some platform that happens to visit: it's usually either nothing at all or the whole stock of one item of the platform at once.", "date": "2024-12-26T16:10:36+00:00", "quotes": [] }, { "author": "GTG3000", "content": "I just have a bunch of cyclers and requests like \"nauvis -> gleba\" that are also requested in the landing pad. \nNeed something, just throw it into the request. Eventualy it will arrive. \n \nOne exception is Gleba express, which delivers biter eggs, bioflux and gleba science as fast as possible directly to nauvis and back.", "date": "2024-12-26T16:22:25+00:00", "quotes": [] }, { "author": "Lighthouse", "content": "And how about importing Bioflux for Nauvis' captured biter nests or biochambers (fish breeding, wood processing, ...): Is that a thing? Are you doing that? \nDo you do it with on a regular schedule or manually on demand? Did you setup your biochambers or biter nests very close to the cargo landing pad or do you dare to use trains to distribute in in your base?", "date": "2024-12-29T02:33:53+00:00", "quotes": [] }, { "author": "coffee-factorio", "content": "Currently trying to get a series of colonial support vessels online. Basic strategy is \"get it up to ~800 hull. That's a got kite. Fly a kite and get it up to 2.4K foundation. Okay, that's great, have it make it's own space platform now. ? quantity space platform = profit.\" Once it's past about 6K the platforms seem to hit a critical mass where they are just perfect. Before that it's like... you won't make red belts, so you're sad \n \nSomewhere between 20-60 silos seems good. I have Vulcanus set up to use belts, then just auto-request. There just isn't an interface on the rockets to justify putting thought into them; imo.", "date": "2024-12-29T04:53:27+00:00", "quotes": [] }, { "author": "Daid", "content": "I designed a special ship for this called the \"Biofluxer\", it uses legendary thrusters and is small and narrow. So it flies at 480km/s. It never stops for more then 30 seconds at Nauvis or Gleba. On Gleba I have inserters that just always off biter burn eggs. So the stock is always empty when the biofluxer arrives with a fresh set of eggs to burn or use. \n \nThis causes things to arrive very fresh and train transport wouldn't be any issue. It's currently extremely wasteful as I'm only using a fraction of the bioflux and eggs I transport, but as it is always moving the eggs never hatch and I never run out of bioflux (even if I burn off most of it as spoilage)", "date": "2024-12-29T09:23:30+00:00", "quotes": [ { "author": "Lighthouse wrote: Sun Dec 29, 2024 2:33 am", "content": "" } ] }, { "author": "waterBear", "content": "What I've learned is that it really depends on how deep into your playthrough you are. \n \nOur space science travels back and forth so it can gather enough resources to make science fast enough to keep up with Nauvis. We have bidirectional delivery platforms for each planet, with relatively simple requests and conditions. The only exception is the Aquilo platform, since it has to visit every planet to do it's job. Items are usually loaded via logistic bots, but for high volume items like calcite, it's done by inserter. On some of the highly trafficked planets we unload from the cargo pad to prevent overflow. On others, we just leave things in there. (Legendary cargo bays for the win). \n \nAt first we supplemented one planet's deficiencies with another planet's surpluses, but in late game you can brute force through most problems. For example on Fulgora we are at 2.7k science packs per minute (and need to double that at least) just because of legendary modules, legendary beacons, and high level productivity research. That is without deliveries of batteries or stone, etc. At some point your production capability changes dramatically and so too do your space logistics (and needs). The simple platforms you started with no longer have enough storage space or speed.", "date": "2024-12-29T12:17:02+00:00", "quotes": [] }, { "author": "Jay_Raynor", "content": "So far, I'm only at four platforms established and a fifth testing in creative mode. \n \nThe first is the space science station over Nauvis (Laconia Orbital). I'm not really at the big infinite sciences with space science yet, so an orbiting station is fine. I'll convert it into a proper ship when I ramp up the other sciences. \n \nThe second and third, Conestoga and Hephestus, were basically my starter ships. The Conestoga is \"my\" transport and Hephestus moves uniques/sciences. They still run red belts, electric furnaces, and standard quality. The only real upgrade was advanced oxide processing to use calcite in fuel/oxidizer. They fly with thruster pumps cutoff last 200V. \n \nThe fourth is a massive dedicated harvester, The Blackbird. It's got a nuke reactor, turbo belts, rare collectors, and ton of reprocessors. She does the Nauvis<>Gleba run to keep the foundries stocked with calcite. I might upgrade her with rare cargo bays. She flies slow at 50V cutoff to facilitate as much collection as possible. \n \nThe latest ship in shakedown testing, the Akkan, goes back to solar-only but is a five-thruster wide needle that incorporates foundries, AP ammo, and more rare components. Goal for her is the Gleba<>Vulcanus run, trading a massive cargo hold of plastic and rocket fuel on one end for blue circuits and low density structures on the other to support lots of parallel rocket launches on Gleba to support fresher ag science and bioflux to Nauvis. She's not speed capped and can make 398 at full speed with rare thrusters, though rare gun turrets in the nose are also recommended. I could see a class of these running the inner planets sciences.", "date": "2025-01-06T04:04:30+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Bruh, I don't have a strategy. Much of what I've done up to this point has resulted in changes to interstellar logistics. \n \nThat being said, I do have a few tricks. \n \nI use a parameterized BP for platform requests by bot and by belt. The parameter BP is glitchy, sometimes it puts the wrong values in there, but not usually. Sometimes I enter 1000 in the multiplier parameter, but wind up with a 1 in the * decider. I just check them. Not sure why it happens, it might be, (likely) that I just don't understand how it works. \n \nHere I have 50 green belts requests at a time for bots, until 800 belts, and start requesting again at < 100 belts. \n \nAnd 4K tungsten plate starting at 0 until 4K, with cleanup requestor. \n \n(There is supposed to be a red wire going to the landing pad with set requests) \n \n \n \n pad.png (1.58 MiB) Viewed 3357 times \n \n \n\nLanding pad requests by bot \n \n 0eNrFlc1u2zAMx1+l4HGQB3+miYHtsNuADRjaYxAYsq2kBGzJk+RsQeAH2IPsxfYkoxzXcZouaAMUSw6RKPJP8kfZ2UNetaLRKC2ke8BCSQPpcg8GN5JXzmZ3jYAUTMML4VWq4BaVBAaS184uebtFAx0DlKX4CWnQsWn44FapDRqLhadVruzEPexWDIS0aFEcUvebXSbbOhea9MZUXKN9qIVTKVSdo+RWaaqkUQb7oigdKXqzecJgB2k0u32fUKYStSgODkHIgHq0WlVZLh74FkmBwo7SGR2XvZxxB2vUxmZnNLaobUuWsbaDh3fvOjPCaTghY7kDm/gMVCP0AV0K7yhOtbZpp8qDUMM1LazQng8dfdgZkHBMWooCS/J8IY35S2kMuk9QTHfLczLP1d/LjxDcpA9t/+OOXaRaqGZHFbXSZmut6gwlCUG65pUR3epZUtG1pBb/lVTo+25bOwdXaQp/fv2Gq+ndXUkvvpLerf+m9F7xBL4W0YT4R3jj20rqP4iQ014GLGAxi1ZsGbKQRSzsV5H70sr9xiygVUynMYtXFDtenkNxQ0nD6NjjIoXEP9b3ta0sNhX2Hlt65fG8cvYA3PQHCSyPAZ+tqGlHptPbyuA7NU53xRtn5bgMRleH0nVP5oTpB+gmiS7Xei/saZEhXIylZ+YYfCfM0/Conye6htLJfx6DiueCpgpfOHUiNzffeHnzSfXRBLfvLJmFi3ixSOJFOJ/Fftf9Be2Wb4Y= Copy blueprint \n \nLanding pad requests by belt \n \n 0eNrFV0tu2zAQvYrBZUEV1s+xBbRAm1WBLooEWRmGQEt0QlQiFYpyYwQ6QA/Si/UknZFkSbFlO06bFFlkRA3fzLwZPtGPZJkUPNNCGhI8EhEpmZNg/khycStZgmtmk3ESkDxjEbcSFTEjlCSUSJbiumTFWuSkpETImD+QwC5pf3vjxh8yzfPcMprJPFPaWEuemN42p1xQwqURRvA6hephE8oiXXINuG3IZbFacW1Fdzw3kEimclHlBNEAyJo43nufkg0J3ClYEAKqMlol4ZLfsbVQGj0joaNCmBDexdX2kEu2THhMghVLcg7bNL8vIES4EonhOsddOY/Qt06wLXhRYs07+Tq9fJPvlpA51wAzmLC/k3AsdB0I0AGnTaAXtEXPmAYD3ltjwL4vWAJZYGOUTqEFWH2KPgbrJh8I8lzkvKvK6IIP5O+2ERoenkm5f5LyVMU8VKtQZVyzpkr6+g3x2oJSHositXgCm7WIrEwl/ERfsKoBTL/FzA2LTnTZPdblAfAJPXF6hoI4h4N4AzEuXlaA/6wCpn9XwAHOZ3uoBfRd32oF/w/j2keIoVuVEzIrUJX21WfcRmVamDs4cTA4cLSWQlZHayjkuCvlwJHosLq5r+Z6JTQM+p4Kr4U2RXWqt12rPKxrVFI4C4CBQNBLFHRvPIa0e8eMvIOdqjBQZLgn0X0hKcsh5m37/CNkn2qn3QllzCMRo8wcpdWenqS1AdrhtP8036d4iIYK/gmbT9T0989flZ7WlB74ch7q2VUNn20gzUKCqmmVhvUANoq3GO6Cey5hs9ch7IyZPJeUHscfX87w9UsZ9s5l+OL/jKT99tT45+ugPXkzHbwa1sHpP9bBydk6aO9cJaBvP+ADhF2b2xT+PGov6NxF06cumB6adrXqUR9NH0z4DsGaW3mA7W5d8DWFvCofpwME20X/zvbqvZXt1+suddDHW0BWbfX1QG2/i3FH9RfDU3iCpQOXT6ttIZb/jBspUtwEaiimWyMgKLtd8Kv6Cji6gY4g1BomB2+J8OqGHMeZ9nEu8SY7+pTi8D+Fuaz0RmCRQe/XESUJg7sFrH1lUJ28HX1j8ehzfdtYA11Vuf7EmXmzme/NnOnEG5flH8oSeBg= Copy blueprint \n \nI use them both alot, like here on Aquilo: \n \n \n \n aquilo.png (1.61 MiB) Viewed 3357 times", "date": "2025-01-06T20:56:13+00:00", "quotes": [] }, { "author": "Muche", "content": "Most likely it's due to two parameters having the same default value 50, see 117000 Blueprint parameters with same value are collapsed to one .", "date": "2025-01-06T22:07:59+00:00", "quotes": [ { "author": "adam_bise wrote: Mon Jan 06, 2025 8:56 pm", "content": "" } ] }, { "author": "adam_bise", "content": "Yup that was it, thanks! \n \n \n \n p.png (106.35 KiB) Viewed 3326 times", "date": "2025-01-06T22:13:31+00:00", "quotes": [] }, { "author": "J-H", "content": "I'm on my second playthrough of Space Age. I'm currently doing one ship dedicated to each planet, with Nauvis serving as a logistics hub. For Aquilo, Holmium plate, superconductors, carbon fiber, and Tungsten will all route through Nauvis to keep the Aquillo run on pace. \n \nThere's probably something fancier out there that works better, but so far this seems like a mostly reliable set-up, as long as a ship doesn't get held up waiting. \n \nI'm planning on using buffer chests next to the rocket silos for fast loading of commodities.", "date": "2025-01-06T22:20:40+00:00", "quotes": [] }, { "author": "adam_bise", "content": "I've developed a defined strategy after more playtime. Now I choose to have an import platform for each planet, and a science export platform for each planet. \n \nThis way the import platforms can remain in orbit until an item reaches zero, and the science platform can remain over Nauvis until the science reaches zero. \n \nFor the import platforms I use a constant combinator with each desired import item -1 to a decider and send to platform wire that says each = -1 out leftarrow 1, then a wait condition that says leftarrow > 0 and inactivity 30 seconds. \n \n \n \n pflogi.png (213.54 KiB) Viewed 2232 times", "date": "2025-01-29T20:10:15+00:00", "quotes": [] }, { "author": "NineNine", "content": "I'm still working on a good promethian ship, but right now I have: \nOne ship that goes between all of the main planets and grabs all of the planet specific stuff and drops it wherever it's requested. This ship just does a continuous loop. \nI have another ship for each science, that grabs it from it's respective planet, and delivers it to Nauvis. \nI have one ship that goes between Nauvis and Gleeba for biter eggs and bioflux. \nI have a white and black science platform sitting in orbit at Nauvis. \n \nI think that as I progress, I'll probably end up making a ship for each individual item. Right now, that's overkill.", "date": "2025-01-29T21:16:41+00:00", "quotes": [] }, { "author": "pmc666", "content": "At the moment I have a series of point to point ships moving science to Gleba (just a stop gap until I get round to unlocking biolabs and then revert back). Sometimes also do planet specific stuff too (tungsten) \n \nAlso a milk run ship that visits everywhere \n \nI did try a \"hub and spoke\" design (ship everything to Nauvis or possibly Gleba as that is the only planet with one step to all other planets) and distribute from there but the annoying \"What planet?\" mandatory selection on Space Logistics is annoying (well, the absence of an \"Any\" option is the actual problem) \n \nGenerally the logistics is a bit clunky so simple brute force seems the best way to keep the annoyance overhead down, even at a cost of efficiency (which will only really bite once I have to ship argi science G --> N). \n \nOh - ships are (effectively) free (or actually a resouce provider) so no hesitation of spamming them - top tip: have a ship core blueprint that creates space for cargo and power (solar or nuke at the moment) and build that, and then place the real blue print over the top save utter annoyance over the \"import belts first\" logic that seems to plague a straight blueprint.", "date": "2025-01-31T11:34:40+00:00", "quotes": [] }, { "author": "J-H", "content": "I have a ship for each planet that cycles back to Nauvis, which is my central hub. Nauvis then supplies resources the centralized resources (Holmium, Superconductors, Tungsten, etc.) to Aquilo. Nauvis is also importing 1500-2000 calcite from Vulcanus, as orbital calcite manufacturing is only good for a very small volume of calcite due to low resource density in Nauvis orbit. \n \nAll of my planets except Aquilo have two rocket silos, so they can launch up to 4 rockets to a platform very quickly. Nauvis has 4 silos, letting it volley up to 8 rockets in about 30 seconds. \n \nScience distribution to my biolabs is entirely by requester chest; each chest fills only 2 biolabs, as they were otherwise having too much downtime from handing science packs down a chain of labs. \n \nThis has been working pretty well. My only major hiccups have come from Vulcanus going power down (calcite miners for fuel ran out, resolved easily with a couple of belts), and from Fulgora getting backed up with too much Holmium ore. \n \nThe one thing I haven't really solved for is moving Quality interplanetary, simply because there's so little production of it.", "date": "2025-01-31T13:55:32+00:00", "quotes": [] } ]
19
2024-12-26T01:00:11-06:00
forum-topic-127529
127529
Tains: planet from/to platform (similar to Space exploration mod)
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=127529
Green Cat
Aside from the masochistic need of constantly feed resources, I really loved the ideea of having trains go from planet to the space station in the Space exploration mod I don't know if anyone did already such a mod (mind you, I'm talking about using TRAINS and not storage or rockets or whatever). What is the main things of the ideea: Not an end game stuff. Sorry, I never understood why we need to play all the way to the end game just to have access to stuff we will use (for anyone who don't get what I mean, imagen playing Space Age and both bots need Promethium, but hey, after you can create all the bots you want....) Mid game is perfect. Trains on platform: no. Not really. Train that are staying (not moved) on the platform, yes, this is more. If it helps, imagen we are seeing an island and a ship (aka the platform), the train, can move from land onto the ship. The train can't move on the ship, and ship can't get access to train's storage. But once the ship has traveled the sea (aka space), the train can get off the ship onto the land (aka it reached a new planet). And if you do want to create an end game stuff that used Promethium, how about using a gate that train uses? Like how linked belt works but for trains <- and please, if you want the game to need Promethium or whatever else to function, at least add a tickbox. Like in my case, I would love if the game, uses JUST electricity (even if massive, aka to use uranium and plotonium for something), but no need to top them on with anything else. That is the bare bone ideea. Also, no, sending the stuff via rockets is not the same as what I wrote. You are talking about loading and unloading the trains contend on SMALL, slow, and take ages, little boats, while in my case, I am talking about the train, as a whole, regadless how much it has, to be transported. Heck, you might even add a research on how many wagons the train can have.
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0
2025-03-15T13:51:24-05:00
forum-topic-125282
125282
[Space Age] Inserters - Spoiled Priority
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=125282
hgschmie
In Space Age, all inserters have a checkbox called "Spoiled Priority" and a radio selection between "Spoiled first" and "Fresh first". I was trying to understand what attribute on LuaEntity reflects those settings but it is unclear to me. Anyone can help me out? Thanks in advance.
[ { "author": "", "content": "Added for the next release.", "date": "2025-01-06T17:04:51+00:00", "quotes": [] } ]
1
2024-12-28T19:49:29-06:00
forum-topic-98764
98764
very nice factorio birthday present from my daughter
Fan Art
https://forums.factorio.com/viewtopic.php?t=98764
YourConscience
My daughter (16) wanted to give me a nice birthday present and knew that my favorite game is factorio. So she designed a mug mugs.png (781.55 KiB) Viewed 6190 times for me based on a very cool factorio drawing 2.4s.png (1.93 MiB) Viewed 6190 times Thought I'd share it here among like-minded people Comments welcome!
[ { "author": "Impatient", "content": "Hey, that is exactly how my refineries look like, just with wires for the perfect chaos! \n \nOk, seriously, that is a very nice, creative and artistic birthday present. You did something right.", "date": "2021-06-09T14:57:48+00:00", "quotes": [] }, { "author": "veronis", "content": "It's so cute! Your daughter has made a wonderful gift with a lot of tenderness and attention. I think you're a good father if your 16 year old girl remembers what your favorite game.", "date": "2021-09-24T08:08:47+00:00", "quotes": [] } ]
2
2021-06-09T08:37:34-05:00
forum-topic-89666
89666
[1.0] - Artisanal Reskins: Angel's Mods
Angels Mods
https://forums.factorio.com/viewtopic.php?t=89666
kirazy
Version 1.0.0 Artisanal Reskins: Bob's Mods A work-in-progress complete visual overhaul of Arch666Angel's suite of mods This mod reskins the items, structures, equipment, and technologies added to Factorio by Angel's Mods, adding tier coloring and labels. As part of this, structures have been re-rendered in high resolution with Angel's permission (which will eventually be ported into the base Angel's mods). Mod page: https://mods.factorio.com/mod/reskins-angels This is a very early WIP release, and as such this mod is designed to work alongside ShinyAngelGFX. Currently Angel's Smelting's structures are fully supported. Localization You are welcome to help with localization, please use this Crowdin project . You can find more details here .
[]
0
2020-09-21T06:33:33-05:00
forum-topic-116147
116147
[boskid][2.0.6] factoriopedia shows furnaces without slots under "made in"
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=116147
Quezler
small bug, resolved on my end by just creating a recipe category with nothing in it (as you arguably should), but factoriopedia should not show a "made in" if a furnace has no input and/or output slots and thus cannot handle the recipe. furnace.source_inventory_size = 0 furnace.result_inventory_size = 0
[ { "author": "", "content": "Thanks for the report. Issue should be now fixed for 2.0.35. \n \n-- edit: \n \nTo be more precise i made the furnace to not report recipes as craftable if they need item ingredients while furnace has no item ingredient slots. As for the output, that seems to be a grey area that will need an internal discussion because there is this... feature, that when a furnace crafts a recipe with too many product items, some of them are given while others can be silently skipped. From the furnace point of view that is acceptable but that means given item should not show in the \"made in\" as you would not get that item from a furnace if product is beyond the output slots. I am afraid of introducing mod breaking changes here, i would just like to make furnaces simply unable to craft recipes if a recipe gives more items than furnace product slot count in which case fixing the factoriopedia/tooltips would be trivial thing while right now it is tricky (it would need to check if recipe can be crafted and if crafter is furnace and if its a furnace if the product is within range of furnace output slots).", "date": "2025-02-11T10:23:36+00:00", "quotes": [] } ]
1
2024-10-20T11:16:54-05:00
forum-topic-32272
32272
pY Coal Processing - Discussion - Page 90
PyMods
https://forums.factorio.com/viewtopic.php?t=32272&start=1780
gavrielba
Hi! So I updated to the newest version today (thanks!) and I think I found a game breaking bug, sorry. Advanced Foundry mk01 is now in two different research techs (Smelters1 and Steel Processing). Why is it a problem? Because after that last update steel can only be made in advanced foundry -> steel is needed to get to science pack1 -> and science pack is needed to get to Smelters1. I guess if a recipe is found in 2 research nodes the game automatically requires both to be researched before it becomes available. Overall I think it's an awesome idea to make steel from iron ore and carbon (if I'm not mistaken that's how it's made irl)! Hope to be able to get to keep playing the game soon! It's really fun! Patreon support coming soon! Can provide picures if need and I hope I posted this at the right place. Thanks!
[ { "author": "lexx1191", "content": "good afternoon, automation science pack and advanced foundry, does not require steel", "date": "2022-11-29T17:32:36+00:00", "quotes": [ { "author": "gavrielba wrote: Tue Nov 29, 2022 3:29 pm", "content": "" } ] }, { "author": "gavrielba", "content": "Above you can see that I can't build foundry \n \n \n \nAnd here you can see that the Foundry is under two research items. The first one I have researched. The second one is behind Science Pack 1. Which definitely requires steel to achieve. \n \nHmm, now that I think of it, maybe the bug is that I needed to actually unlock Steel Processing before updating the mod. Oh, well, it's a shame I can't re-research it, can I? \n \nBut, still why does the same item appear in two different research achievements? Maybe I'll help to at least fix that Thanks! \n \nEdit: Oh, just realised something! We might be confusing science pack nomenclature. The first ever science pack is called automation science pack, yes. I don't mean that one. I mean py science pack 1 which is required before researching Smelters1 and steel is needed to build, at minimum, Microorganism Mine which is required to build incubated petri dish which is required for Basic Subtrate, etc.", "date": "2022-11-30T16:37:36+00:00", "quotes": [] }, { "author": "Wisey", "content": "Have you updated to the latest version of PY ores? as there were 2 versions a day apart. \n \nChangelog: \nVersion: 2.4.4 \nDate: 2022-11-28 \n Changes: \n - fixed double unlock for advanced foundry mk01.", "date": "2022-11-30T21:27:38+00:00", "quotes": [] }, { "author": "gavrielba", "content": "Yep, it's fixed now - thank you, Py, for such a quick fix!", "date": "2022-12-01T02:07:28+00:00", "quotes": [] }, { "author": "Anon2k", "content": "When the backwards compatibility checkbox is enabled, collisions are created for beacons with AM-FM configurations: 1-1 + 1-2 + 2-1 + 2-2", "date": "2024-01-24T22:57:30+00:00", "quotes": [] }, { "author": "Anon2k", "content": "I looked at your code in https://github.com/pyanodon/pycoalproce ... eacons.lua \nThis line is incorrect: \n----\n Code: Select all if effected_am[am] and effected_fm[fm] then \n---- \nIn the case of backward compatibility, you need to group by both ranges together. For example like this:\n Code: Select all local function has_beacon_collision(reciver)\n\tlocal beacons = reciver.get_beacons()\n\tif not beacons or not next(beacons) then return end\n\n\tlocal effected_am = {}\n\tlocal effected_fm = {}\n\n\tlocal effected_am_fm = {}\n\n\tfor _, beacon in pairs(beacons) do\n\t\tif our_beacons[beacon.name] then\n\t\t\tlocal am = beacon.name:match('%d+')\n\t\t\tlocal fm = beacon.name:match('%d+$')\n\n\t\t\tif settings.startup['future-beacons'].value then\n\t\t\t\tif effected_am[am] or effected_fm[fm] then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tif effected_am_fm[am .. fm] then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif settings.startup['future-beacons'].value then\n\t\t\t\teffected_am[am] = true\n\t\t\t\teffected_fm[fm] = true\n\t\t\telse \n\t\t\t\teffected_am_fm[am .. fm] = true\n\t\t\tend\n\t\tend\n\tend\n\n\treturn false\nend\n\nlocal function beacon_check(reciver)\n\tif has_beacon_collision(reciver) then\n\t\tdisable_entity(reciver)\n\telse\n\t\tenable_entity(reciver)\n\tend\nend", "date": "2024-01-27T13:49:22+00:00", "quotes": [] }, { "author": "WiggleWackOne", "content": "I've just started a run in the 2.0 update, and to make it simpler I only have high tech, fusion energy, industry, and coal processing enabled. After unlocking the automation technology, I noticed that there is no way to unlock the inserter, and it is used in a lot of different products. \nany suggestions for how to fix would be great. Thanks!", "date": "2024-10-27T12:23:50+00:00", "quotes": [] } ]
7
2016-09-06T22:03:04-05:00
forum-topic-113737
113737
LuaPlayer.clear_recipe_notification()
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=113737
micromario
We already have LuaPlayer.clear_recipe_notifications() and LuaPlayer.add_recipe_notification() for managing those yellow boxes when you research a new technology. However it is impossible to clear a notification for a specific recipe. I propose adding LuaPlayer.clear_recipe_notification() to solve this issue. This API feature would help us at pY solve the following bug report: https://github.com/pyanodon/pybugreports/issues/510 For certain recipes, we use a scripted recipe system that is separate from the research tree. However every time on_configuration_changed is ran we have to re-unlock the recipes which causes the boxes to appear. We are running LuaForce.reset_technology_effects() on every configuration change event. So the custom recipes have to be re-unlocked on top. I believe this would be a helpful feature to anyone wanting to make a script-unlocked recipe system.
[ { "author": "protocol_1903", "content": "+1, would be nice for when mods replace recipes like mentioned", "date": "2024-12-04T21:48:00+00:00", "quotes": [] }, { "author": "", "content": "Added for the next release.", "date": "2024-12-30T21:35:17+00:00", "quotes": [] } ]
2
2024-06-03T22:08:59-05:00
forum-topic-115246
115246
Resources disappeared after the update.
Technical Help
https://forums.factorio.com/viewtopic.php?t=115246
Sinkha
I've been playing with the SpaceExploration and Krastorio2 mods for quite a while. Yesterday, I decided to update the mods, and after loading my save, all the resources on the map and on the planets disappeared. I've been playing on this save for around 400 hours, and I don't want to start over. Is there a way to restore the resources? Perhaps there's a command to generate the resources somehow?
[ { "author": "DarkShadow44", "content": "Probably best to load a previous file, do you have autosaves?", "date": "2024-09-10T21:17:36+00:00", "quotes": [] }, { "author": "Sinkha", "content": "I have many saves, but no matter which one I load, the resources are still missing. They appear on the map, but when I approach them, they disappear.", "date": "2024-09-10T23:50:47+00:00", "quotes": [] }, { "author": "Xorimuth", "content": "You can control-click on the sync mods button, which will install the exact mod versions you had. I'd recommend staying there if updating is causing problems.", "date": "2024-09-11T00:01:27+00:00", "quotes": [] }, { "author": "Sinkha", "content": "In the save menu, this button is gray. It says that the mods are up-to-date. The version is different, but the mods themselves are present. Is there a way to install mods for specific versions?", "date": "2024-09-11T18:13:27+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "If you disable all mods, then the control-click trick for synchronizing mods should work.", "date": "2024-09-11T18:18:19+00:00", "quotes": [] }, { "author": "Sinkha", "content": "I tried disabling the mods and then enabling them using the \"Sync\" button, but it didn’t help. \nI tried removing the mods and pressing the \"Sync\" button, but it didn’t help. \nIt seems like the update somehow broke the map. Does anyone know how to restore or regenerate resources using commands?", "date": "2024-09-11T22:38:03+00:00", "quotes": [] }, { "author": "", "content": "Updating mods or game does nothing to your save files. If you follow the instructions exactly as given and it does not work, post a public link to a save file you did not overwrite since the last time it worked.", "date": "2024-09-11T22:45:37+00:00", "quotes": [ { "author": "Sinkha wrote: Wed Sep 11, 2024 10:38 pm", "content": "" } ] }, { "author": "Sinkha", "content": "Here is the link to my save file. \nThis save was definitely working before the update. \nYou can verify this by looking at the stone moving along the belt. \n \n https://drive.google.com/file/d/1QsiW4A ... lxRZc/view", "date": "2024-09-11T23:02:29+00:00", "quotes": [] }, { "author": "Xorimuth", "content": "You have to Control -click on the sync button to get it to match mod versions.", "date": "2024-09-12T14:54:35+00:00", "quotes": [ { "author": "Sinkha wrote: Wed Sep 11, 2024 10:38 pm", "content": "" } ] } ]
9
2024-09-10T14:16:36-05:00
forum-topic-121824
121824
[Idea/Request] Required Items for Ghosts in Roboport
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=121824
EdheL_evair
I'll just leave it here. From 121786 There are already alerts in the interface about the absence of items for construction drones. May somebody add it like a new batch of signals in roboport?
[]
0
2024-11-17T06:16:55-06:00
forum-topic-15011
15011
ARM Build
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=15011
selbie
Dear developers, I enjoy playing factorio, and I actually own a CubieTruck also known as (cubieboard 3). (DualCore 1GHz, 2GB ram) This board is running linux debian based on ARM. I use this board for a small homeserver and I would like to run a small factorio server on it. But since there is no executable for ARM I would need to do some visualization which isn't the best option. I know more people have asked about it, but they came with the idea to run it on the Pi which isn't that strong to multitask also the limitation of 512MB of ram (on the model B/B+) isn't enough. I am not asking for a working GUI, just the server part is fine. If you could honor this request you would make me and probably more players happy to use their ARM hardware for factorio. Thank you in advance
[ { "author": "quinor", "content": "I seriously doubt whether ARM is powerful enough to run Factorio. Still, preparing (and testing) build for a different platform is non-trivial task...", "date": "2015-08-21T22:02:10+00:00", "quotes": [] }, { "author": "Arakasi", "content": "Hello, devs, \n \nare there any plans for ARM support for factorio? I have RasbPi 2 at home and would be nice to run server on that device. \n \nThanks", "date": "2015-11-06T13:30:15+00:00", "quotes": [] }, { "author": "Gouada", "content": "Look at this article: https://forums.factorio.com/forum/vie ... =53&t=7329 \nI've been waiting for the support for a while too! Unfortunately it's not a priority with the current schedule...", "date": "2015-11-13T00:08:24+00:00", "quotes": [] }, { "author": "hoho", "content": "Factorio is rather CPU-heavy game, even when ran in headless-mode. Running a server on RPi would be a slow-mo nightmare for the players involved", "date": "2015-11-17T09:35:20+00:00", "quotes": [] }, { "author": "Arakasi", "content": "I don't think that it is so CPU-heavy that RasbPi2 should not handle this. It is 4-core 900MHz processor. My computer is 4-core 1.5GHz and I play it with less than half load. But there are also more powerfull ARM machines which may handle this if RasbPi2 wouldn't be capable. \nIt is definitely worth to try. \n \nRISC architecture will outrun CISC one soon so ARM support should be there too.", "date": "2015-11-20T08:16:16+00:00", "quotes": [] }, { "author": "Alekthefirst", "content": "All this about cores and hertz makes my head hurt! \n \nIf you read up a bit, you would see that the performance of any ARM architecture cpus is stupid low when you compare it to a modern x86 cpu. \n \nExample: Say i take a 6700k and let it keep its stock speed of 4GHz, in geekbench2 (cross platform benchmark) it achieves a single-core score of just about 19k, http://browser.primatelabs.com/geekbench2/2572897 . \nsingle core because factorio likes single core.... \n \nNow compare that to the Raspberry pi. Single core score: 1000, http://browser.primatelabs.com/geekbench2/2536325", "date": "2015-11-23T11:43:55+00:00", "quotes": [] }, { "author": "Arakasi", "content": "Not everybody has new generation of intel processors in black edition. I have 3 years old low-end mobile processor in my laptop (Comal architecture from AMD) and have no performance issues in factorio. And even older CPUs with lower power worked fine. \n \nBenchmarks are usually just marketing stuff. When AMD pays some money to the 3Dmark or another benchmark company their results will be better than from concurrent cpu producer. For a while, until Intel do the same while they introduce another super new cpu generation. \n \nFactorio definetely does not need highe-end computer like your 6700k@4GHz. The CPU sleeps almost all the time while playing the game. I don't care whether RaspPi2 will go 100% all the time, if the game will run fluently, it will be fine. \n \nAnd I doubt about single core processing of factorio. Devs reworked the engine to be multithreaded long time ago so there is no reason to say \"because factorio likes single core\". \n \nI still believe that RaspPi2 and a lot of another ARM platforms has more than enough power to run factorio. \n \nAnd can you please post some articles (not benchmarks) where are compared performace results of ARM and x86 architectures which confirms you theory about \"performance of any ARM architecture cpus is stupid low when you compare it to a modern x86 cpu\". I read a bit and have opposite opinion. \n \nThanks", "date": "2015-11-26T23:01:48+00:00", "quotes": [ { "author": "Alekthefirst wrote:", "content": "" } ] }, { "author": "kinnom", "content": "I have a dual core 1666 Mhz cpu, and I can only get ~20 ups out of it", "date": "2015-11-27T16:46:09+00:00", "quotes": [] }, { "author": "Kevin94", "content": "Wrong. They put everything as far as possible in different threads: rendering, saving, game update, etc. But the whole game loop, which takes the most calculation cost, is still single threaded. And this probably won't change in the future. \nAnd therefore it totaly makes sense, that you have with less than half load on a 4-core as factorio runs one core at 100% and the others with only a view percents. On my quadcore factorio runs at around 27% and can't keep up the UPS on bigger maps. \n \nDespite the missing CPU speed of ARM I do not think that a RasPi or Tablet has enough RAM to run bigger factorio maps. For normal playing the VRAM may also be a limiting factor.", "date": "2015-12-04T14:37:16+00:00", "quotes": [ { "author": "Arakasi wrote:", "content": "" } ] }, { "author": "bobucles", "content": "You can code up as many threads as you want. As long as they have causal dependencies they can't run independently. Parallel coding is so insanely difficult because it's ultimately up to the coder to design an engine where threads aren't waiting on each other for instructions or can reasonably function with out of sync data. Otherwise it's just wasted overhead. \n \nThere are some aspects of the sim that can run reasonably independently. The pathing AI for example doesn't REALLY need an exacting game state, because the world doesn't change that much. The actors can happily yield their motion until they get a proper result, and the result of a very complex algorithm is a very simple set of instructions. This makes the process easy to branch off into a \"work unit\" thread that can truly run parallel. The display process similarly is a kind of black hole where you dump sprites and instructions and never hear from again. Once it has its required info it can perform the display calculations entirely of its own accord, making it an ideal process for threading. Unfortunately a sprite based display is insanely simple vs. a 3d output to process, so it wouldn't be very meaningful for the effort involved. \n \nGame saving is pretty simple to handle as its own process, though it depends on an exact game state which means pausing the game while it completes. Compression algorithms have been parallel for a long time now, but once the save data is complete it can easily process on the side and even allow the game to resume. \n \nKudos to the devs for working in multi threading where they can, it's certainly no easy task.", "date": "2015-12-04T16:56:16+00:00", "quotes": [] }, { "author": "", "content": "Yes it does because it needs to be deterministic. If the pathfinding algorithm were to finish a tick later on one peer than on another, then one peer's biters would start moving one tick earlier and the game would desync. Also the algorithm needs to see the exact same map on all peers in order to return the exact same results on all peers. \n \nIt could of course be run in parallel with some things other than map update (parallel with the rendering thread, perhaps), but it would still have to be tied to game ticks, so that every tick the exact same amount of pathfinding is done on all clients. Nevertheless, it's currently not run in parallel. \n \nThe problem in Factorio is that we need to guarantee determinism across different hardware and software configurations. It's not enough for us that A and B happen one after another, we also need a guarantee that A and B will happen in the same order on all computers. If it weren't for this requirement, our map update could perhaps be made parallel, but as things are it's certainly not an easy proposition.", "date": "2015-12-04T17:11:00+00:00", "quotes": [ { "author": "bobucles wrote:", "content": "" } ] }, { "author": "Arakasi", "content": "In original post I mentioned running server factorio where I presume the GPU and VRAM is not a bottleneck.", "date": "2015-12-07T10:05:06+00:00", "quotes": [ { "author": "Kevin94 wrote:", "content": "" } ] }, { "author": "Gouada", "content": "Have any of you heard of the Banana Pi or Banana Pi Pro? It is essentially a more powerful raspberry pi and could probably run Factorio quite well...", "date": "2015-12-10T00:13:52+00:00", "quotes": [] }, { "author": "Arakasi", "content": "I've heard about Banana Pi and that's why I mentioned \"another ARM platforms\". There is some comparison benchmark among RaspPi 1 + 2 and Banana Pi Pro http://www.htpcguides.com/raspberry-pi- ... enchmarks/ . But there are concerns about graphics performance on Banana Pi versions due to low support of Mali GPU chip. Which is not necessary the problem for headless factorio instance. If someday will come of course.", "date": "2015-12-10T09:32:03+00:00", "quotes": [ { "author": "Gouada wrote:", "content": "" } ] }, { "author": "Arakasi", "content": "Raspberry PI 3 is out and its performance become even more interesting. \n \nAre there any changes of plans for ARM version?", "date": "2016-03-17T10:26:14+00:00", "quotes": [] }, { "author": "Hexicube", "content": "Make it so that the biter movement starting is handled by the host, which signals for a biter to move (which will jump ahead according to lag compensation) a set time after the path is worked out (or after all clients signal they've worked out a path), and only allow a certain amount of work to go into the pathfinding each tick (such as 2500 tiles checked) so that there's no desync with paths calculated using different tile data.", "date": "2016-03-17T16:34:54+00:00", "quotes": [ { "author": "Oxyd wrote:", "content": "" }, { "author": "bobucles wrote:", "content": "" } ] }, { "author": "", "content": "Why would we do that?", "date": "2016-03-17T16:38:03+00:00", "quotes": [ { "author": "Hexicube wrote:", "content": "" }, { "author": "Oxyd wrote:", "content": "" }, { "author": "bobucles wrote:", "content": "" } ] }, { "author": "ratchetfreak", "content": "I think the idea is that pathing can be delegated to only a single client that can then forward the resulting path to the others. \n \nThis can be a boost if one client can't keep up or there is a client with computation resources to space.", "date": "2016-03-18T11:46:02+00:00", "quotes": [ { "author": "Oxyd wrote:", "content": "" }, { "author": "Hexicube wrote:", "content": "" } ] }, { "author": "", "content": "That would probably have no noticeable effect in vast majority of cases. If you want to go down the parallel computing way, doing this to entity update would make much more sense. \n \nIn any case, this would be a huge architectural change, so not happening.", "date": "2016-03-18T13:13:50+00:00", "quotes": [ { "author": "ratchetfreak wrote:", "content": "" }, { "author": "Oxyd wrote:", "content": "" }, { "author": "Hexicube wrote:", "content": "" } ] } ]
19
2015-08-18T07:51:58-05:00
forum-topic-25229
25229
Use of Monitors (Dualscreen..., more than 60 FPS ...) - Page 2
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=25229&start=20
Omnix
Sorry for resurrecting a dead thread, but there could be even easier solution to do the dual-screen (or more) setup. With the ability to move UI windows nowadays, the only necessary thing to simply stretch the game over 2 monitors, would be the ability to move the "center" of the screen. EVE Online has solved that issue by simply adding a slider in the game menu, which lets you off-set your "screen center" to either left or right, so that your ship and the center of camera rotation is off-set to either of the monitors. Then, you can simply cover the rest of the area with draggable UI windows. Maybe that could be possible here as well. Cheers,
[ { "author": "Tertius", "content": "This is quite a cool idea. Very simple, also valuable for ultra widescreen monitor users. You move the actual game map display to one side and get space on the other side, then reserve this space for UI windows. The auto-closing UI windows of Factorio are a huge downside and usability issue, because most of them lost their context and position on reopening. Reserving a space for them to one side of an ultra widescreen monitor and allowing them to stay open would be very convenient.", "date": "2024-06-22T13:57:56+00:00", "quotes": [ { "author": "Omnix wrote: Sat Jun 22, 2024 1:32 pm", "content": "" } ] }, { "author": "tolomea", "content": "With Space Age it'd be great if you could have each screen a separate view so you could look at multiple surfaces at once.", "date": "2024-10-20T23:05:37+00:00", "quotes": [] }, { "author": "Hiekie", "content": "Multi monitor support +1 \nI would suggest the \" normal gameplay\" on screen 1, Screen 2 a view of your space platform or mapview or stats or .. (you call it )", "date": "2024-10-28T20:41:10+00:00", "quotes": [] } ]
3
2016-05-12T05:30:17-05:00
forum-topic-127181
127181
Factorio Forums • Wrong math in Physical projectile damage page
The numbers do not add up. Either they were also nerfed in vanilla, or the text is wrong. Gun turrets: Vanilla: +70% per level Space age: +20% per level Text: "half the effect" Cannon shells: Vanilla: +100% per level Space age: +50% per level Text: "unchanged" 02-28-2025, 13-17-39.png (105.15 KiB) Viewed 612 times
[]
0
forum-topic-113858
113858
Quality of items in Factorio 2.0
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=113858
Astron1304
I'd want to make quality function optional. What : I'd want that players can turn on and off quality function in walkthrough settings (when you're creating the world) Why : Factorio is not a game about randomness, but about technical calculations and optimization. It's a little strange to see completely random things in such a game that cannot be counted.
[ { "author": "", "content": "It's already optional. The only way you can get non-default quality items is by using quality modules in machines crafting items to get a chance crafting an item of improved quality.", "date": "2024-06-13T17:50:56+00:00", "quotes": [] }, { "author": "Nidan", "content": "In addition to what Koub said, Quality will be its own mod, so you won't even be able to have quality modules if you disable it.", "date": "2024-06-13T17:57:37+00:00", "quotes": [] }, { "author": "Illiander42", "content": "Factorio is a game about scale, and randomness applied to scale stopps being random and starts being statistics.", "date": "2024-06-13T20:10:53+00:00", "quotes": [ { "author": "Astron1304 wrote: Thu Jun 13, 2024 4:29 pm", "content": "" } ] }, { "author": "Nemoricus", "content": "I believe it's a required dependency of Space Age.", "date": "2024-06-13T20:11:41+00:00", "quotes": [ { "author": "Nidan wrote: Thu Jun 13, 2024 5:57 pm", "content": "" } ] }, { "author": "", "content": "Indeed. But Space Age is not mandatory either, Factorio 2.0 can be played without it.", "date": "2024-06-13T20:54:09+00:00", "quotes": [ { "author": "Nemoricus wrote: Thu Jun 13, 2024 8:11 pm", "content": "" } ] }, { "author": "Nidan", "content": "All three expansion mods can be toggled independent of each other, best source I can find is this, but I believe there was an even more explicit statement by the devs", "date": "2024-06-13T21:00:13+00:00", "quotes": [ { "author": "Nemoricus wrote: Thu Jun 13, 2024 8:11 pm", "content": "" }, { "author": "Nidan wrote: Thu Jun 13, 2024 5:57 pm", "content": "" }, { "author": "FFF-378 wrote:", "content": "" } ] }, { "author": "", "content": "Maybe I misinterpreted the https://factorio.com/blog/post/fff-399 , in which a screenshot gave me the impression recycling scraps had quality as a prerequisite.", "date": "2024-06-13T21:11:11+00:00", "quotes": [ { "author": "Nidan wrote: Thu Jun 13, 2024 9:00 pm", "content": "" }, { "author": "FFF-378 wrote:", "content": "" } ] }, { "author": "GrumpyJoe", "content": "Could just be a mod loading order thingie? Recyclers could recycle more when they are better quality? \n \n \n \n fff-399-scrap-recycling-recipe.png (86.03 KiB) Viewed 8255 times", "date": "2024-06-14T11:02:40+00:00", "quotes": [] }, { "author": "Xorimuth", "content": "Quality is a required dependency for Space Age. But if you never research it, you will never see it in your game. Even if you do research it, you will never see quality items unless you use quality modules. Additionally I'd expect a mod to come out which removes all the quality researches anyway.", "date": "2024-06-14T12:23:09+00:00", "quotes": [ { "author": "Nidan wrote: Thu Jun 13, 2024 5:57 pm", "content": "" } ] }, { "author": "", "content": "Who said that?", "date": "2024-06-14T12:40:56+00:00", "quotes": [ { "author": "Xorimuth wrote: Fri Jun 14, 2024 12:23 pm", "content": "" } ] }, { "author": "Nemoricus", "content": "boskid on the Factorio Discord, in #space-age. \n \n \n \n Required Dependency.png (18.1 KiB) Viewed 8171 times", "date": "2024-06-15T10:45:26+00:00", "quotes": [ { "author": "Loewchen wrote: Fri Jun 14, 2024 12:40 pm", "content": "" }, { "author": "Xorimuth wrote: Fri Jun 14, 2024 12:23 pm", "content": "" } ] }, { "author": "", "content": "So SA requires Quality and Quality requires SA, what is the point of making them separate mods then? Or is just a logical necessity and not an info.json dependency, so you can use other mods to bridge the gap.", "date": "2024-06-15T17:01:14+00:00", "quotes": [ { "author": "Nemoricus wrote: Sat Jun 15, 2024 10:45 am", "content": "" } ] }, { "author": "BrainGamer_", "content": "Where did you get that last part from? Afaik you can have a vanilla + quality game, no SA.", "date": "2024-06-15T18:22:35+00:00", "quotes": [ { "author": "Loewchen wrote: Sat Jun 15, 2024 5:01 pm", "content": "" } ] }, { "author": "", "content": "The recycler is unlocked by mining scrap, scrap only exists on fulgora, fulgora requires SA.", "date": "2024-06-15T18:34:56+00:00", "quotes": [ { "author": "BrainGamer_ wrote: Sat Jun 15, 2024 6:22 pm", "content": "" } ] }, { "author": "pleegwat", "content": "Vanilla and SA have different tech trees.", "date": "2024-06-15T19:22:52+00:00", "quotes": [ { "author": "Loewchen wrote: Sat Jun 15, 2024 6:34 pm", "content": "" }, { "author": "BrainGamer_ wrote: Sat Jun 15, 2024 6:22 pm", "content": "" } ] } ]
15
2024-06-13T11:29:13-05:00
forum-topic-123723
123723
Bag of trains tutorial - Page 2
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=123723&start=20
groggynrat
Ahh, I see. Also it doesn't really matter that the first supplier is preferred, now that I think about it. Round robin made me think that after servicing the first train, a supplier would be disabled until all other suppliers had been visited. Thanks for clearing this up!
[ { "author": "waterBear", "content": "I see what you mean now. Sounds like you got it figured out. The suppliers and consumers are totally decoupled, but that does mean there will be additional challenges the more you push this system (challenges that wouldn't appear in a system like you described, where you take more control of which consumer gets fed). \n \nA common issue is when you don't have enough supply stations. If there's a nearby consumer and a distant one and the nearby one can consume trains faster than a slow loading station can fill them, this will lead to starvation for the distant station. The solution is just...more supply stations (and preferably they load as fast as you can make them with legendary inserters, pumps, or direct insertion if your mining productivity is high enough). If the trains are acting like bots then the supply stations act like passive provider chests loaded by a factory. If the factory's too slow, you won't satisfy all your requests. \n \nThis was an intentional design decision that I made, motivated by a desire to *not* do any complex scheduling. Someone else will surely cook up a different system with other tradeoffs. Keeps things interesting", "date": "2025-01-19T18:42:24+00:00", "quotes": [ { "author": "groggynrat wrote: Sun Jan 19, 2025 4:01 pm", "content": "" }, { "author": "waterBear wrote: Sun Jan 19, 2025 1:16 pm", "content": "" }, { "author": "groggynrat wrote: Sat Jan 18, 2025 3:19 pm", "content": "" } ] }, { "author": "merkaderkderk", "content": "Can get it to work but it still is having issues. \n \nHave two load stations for oil spread far away from each other, so not connected. \nHave two unload stations. \n \nUnload stations have enough tanks to hold x2 trains worth of oil. If I empty the tanks it should send a total of 4 trains to fill everything up. \nIssue is that it has a tendency to send 5 trains and the last train ends up sitting at load station until tank levels can hold another trains worth of oil and the train starts moving. \n \nAnother thing to note is the problem with it always choosing the closest station first: if you have two fluid stations, one close and one far away and system only needs one trainload of fluid it will send a train to the closest one. If that station is not yet full enough to fill a whole train, the train will just sit there and wait. Would be better if the train went to the full station, even if its further away.", "date": "2025-01-23T19:19:21+00:00", "quotes": [] }, { "author": "waterBear", "content": "It sounds like something is misconfigured in your setup somewhere. Under normal circumstances the system will not over-provide. That can happen if you rewire some combinators while the whole system is running, but shouldn't be a recurring problem. \n \nMy guess is that one of the requester stops is not reading signal C from the stop correctly (that's the number of trains on the way or waiting at the station). Either that or your need signal is perhaps calculated incorrectly at one of the stops. \n \nIt is certainly a weakness of the system that closer requesters get visited first, but I've always been able to overcome that with brute force (more and faster loading stations, faster dispatch from wait stations, etc). No system is perfect. \n \nIf you want to share a save file, I can take a look.", "date": "2025-01-23T23:44:10+00:00", "quotes": [ { "author": "merkaderkderk wrote: Thu Jan 23, 2025 7:19 pm", "content": "" } ] }, { "author": "groggynrat", "content": "I actually had a similar issue until I changed item + 1 = item to item * 1. Now that I think of it, this might be because I've only got one station (C = 1).", "date": "2025-01-26T02:24:20+00:00", "quotes": [] }, { "author": "waterBear", "content": "I really need to cook up a more comprehensive set of (parametrized) blueprints. If I did this right, it shouldn't be so fiddly to set up.", "date": "2025-01-28T01:17:20+00:00", "quotes": [] } ]
5
2024-12-04T12:23:08-06:00
forum-topic-95097
95097
Help me understand why my recipe names are wrong.
Modding help
https://forums.factorio.com/viewtopic.php?t=95097
adamwong246
This is heavily based on the modding tutorial on the wiki. The problem is described here https://github.com/adamwong246/chernobyl/issues/1 and the code is up to date. I'm not sure if this is confusion with Factorio or with Lua, because this is my first time using Lua. Sorry if this is a dumb question!
[ { "author": "PFQNiet", "content": "Since you have not provided a localised_name for the item, it defaults to its place_result - in this case its placed_as_equipment_result. Since it is placed as an Exoskeleton, that is the name it gets. \n \nYou would need to set: \n Code: Select all localised_name = \"item-name.foot-generator\" \n\nThen your locale file can specify the name for the item, which will override the default behaviour.", "date": "2021-01-27T17:27:50+00:00", "quotes": [] }, { "author": "fishycat", "content": "Looks like you missed [recipe-name] for it in the locales.", "date": "2021-01-27T17:38:30+00:00", "quotes": [] }, { "author": "adamwong246", "content": "Should this be set upon the item or the recipe?", "date": "2021-01-27T17:57:25+00:00", "quotes": [ { "author": "PFQNiet wrote: Wed Jan 27, 2021 5:27 pm", "content": "" } ] }, { "author": "adamwong246", "content": "Making this change causes the game to crash with \"Equipment with name 'foot-generator' does not exist\"", "date": "2021-01-27T18:00:26+00:00", "quotes": [ { "author": "fishycat wrote: Wed Jan 27, 2021 5:38 pm", "content": "" } ] }, { "author": "PFQNiet", "content": "It should be set on the item. The recipe will default to the name of its main product.", "date": "2021-01-27T18:05:04+00:00", "quotes": [] }, { "author": "adamwong246", "content": "Again, making that change causes a crash with \"\"Equipment with name 'foot-generator' does not exist\"\"", "date": "2021-01-27T18:08:28+00:00", "quotes": [] }, { "author": "adamwong246", "content": "Ok guys, thanks for the help. I have a half-solution which I can live with for now... I don't want to wrestle with localization right now but I'll fix it later. https://github.com/adamwong246/chernoby ... 5f8f36bf9d", "date": "2021-01-27T18:22:33+00:00", "quotes": [] } ]
7
2021-01-27T11:12:40-06:00
forum-topic-107638
107638
extend /admins [online|o] [count|c] <-- akin to /players
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=107638
KeepResearchinSpoons
extend /admins command with optional [online|o] [count|c] modifiers, much like /players works. ((I am against /a shortcut (players -> p) however, /admin is a better candidate for /a if anything, let alone other third party tools)) Why functionally, /admins outputs players-in-the-map-data filtered for .admin == true; This is a Biter Battles community server, as per example of how it looks today with [1.1.80]. f-forums_2023-07_admins_list.png (103.22 KiB) Viewed 1301 times Reloading a server after each team-X-won is implausible. "soft reload" for map resets means "old" player-data is still present. ((`/p c` is about 1000 rn I guess)) Yet, see, how tall is it? And there is no "spoiler" in the chat window! But what is arguably often needed is more of "any admins over there RIGHT NOW??". Vertical space on chat is quite of value. And even more so when you only want to find "(online)" ones! (see, these aren't even color-coded, ewe) Would be neat to have player lists for both "/players" and "/admins" work-and-feel the same way, right? A small fix-step for a man is a huge fix-leap for the community! I know, MP direction might not be the top priority; and chat might need quite some LOVE in general; but this one seems like getting fair value for a fair price/effort. And I hope it would be quite as easy as porting the "/players" logic over. Keep up the good work! (and blessed be all the community admins here and there)
[ { "author": "", "content": "I will move this to modding interface requests as it feels more appropriate", "date": "2023-07-04T22:25:03+00:00", "quotes": [] }, { "author": "curiosity", "content": "How is that? This is not modding, but built-in commands for players. \n \nUnless you want to expose these things in the API?", "date": "2023-07-05T20:04:12+00:00", "quotes": [ { "author": "Klonan wrote: Tue Jul 04, 2023 10:25 pm", "content": "" } ] }, { "author": "", "content": "Ok, I added this for 1.2.", "date": "2023-08-02T19:42:25+00:00", "quotes": [] } ]
3
2023-07-04T16:51:37-05:00
forum-topic-117418
117418
Version 2.0.11
Releases
https://forums.factorio.com/viewtopic.php?t=117418
Features [space-age] Asteroid collector filters can be modified by blueprint parametrisation. Programmable speaker can be modified by blueprint parametrisation. When imported blueprint is placed, assembling machines will be configured with the recipe even when recipe is not yet researched. Changes [space-age] Fulgora ruins now also drop iron sticks when mined so electric poles could be crafted without recyclers at the start. [space-age] The "Custom minimum payload" slider for orbital logistics now offers more sensible values. [space-age] Orbital logistics "Custom minimum payload" is now checked against largest possible payload before setting the filter. [space-age] Cargo bays will show a warning icon when they are not connected to a Hub or Landing Pad. Optimizations Improved performance of technology GUI when viewing only essential technologies. ( 117044 ) Bugfixes Fixed a crash when construction robots attempt to deliver modules in the same tick the target entity is destroyed. ( 116791 ) Fixed that biter base menu simulation had more decoratives over the Wube logo than desired. ( 116882 ) Tips simulation fixed with minor changes to texts ( 116394 116854 116442 ) Fixed that the map editor couldn't change the spawn point of a force after it was set. ( 116966 ) Fixed that the game would hang when closing the load game menu if the number of mods in the mods directory was too large on Linux. ( 116561 ) Fixed incorrect pump speed reporting when pumping into a fluid wagon. ( 116492 ) Fixed that pumps could not pump into a fluid wagon at full speed. ( 116492 ) Fixed that inserters could get stuck if the crafting machine they're interacting with dies and is rebuilt. ( 116972 ) Fixed a performance issue with ghost building. ( 117023 ) Fixed achievement nucear-power to require building nuclear reactor. ( 116730 ) Fixed a possible exploit of using parametrised blueprint to set unlocked recipes in assemblers. ( 117063 ) Fixed that players in remote view were unable to open menu when the game was paused. ( 116472 ) Fixed turrets sometimes being marked for deconstruction and rebuild if trying to upgrade through overbuilding. Fixed position of car driven by local player would be delayed on minimap in multiplayer. Fixed a crash related to rocket silos when adding and removing mods. ( 117067 ) Fixed that zooming with buttons(keyboard or controller) would not zoom to pixel-perfect values. Fixed a crash when reading cursor record of a character not assigned to a player. ( 116926 ) Fixed that building with modded items did not work correctly in all cases. ( 116862 ) Fixed a crash when merging forces related to chart tags. ( 116931 ) Fixed that blueprinted containers would loose their settings when overbuilt over container without those settings ( 116130 ) Fixed a crash when setting roboport requests to a negative value. ( 116996 ) Fixed RecipePrototype::maximum_productivity was allowed to be negative. ( 117026 ) Fixed rail description would suggest toggle rail layer binding when elevated-rails mod was disabled. ( 116885 ) Fixed blueprints being able to produce two overlaying ghosts of tiles with the same placing item (like hazard-concrete-left/right) Fixed technology GUI not updating technology cost label if the technology didn't have any science packs. ( 117237 ) Fixed reading LuaTechnologyPrototype::research_trigger could throw an error. ( 117279 ) Fixed modules technology icon when quality mod is disabled. ( 117284 ) Fixed MapGeneratorGui would not enable reset to defaults button when changing technology price multiplier. ( 116864 ) Fixed PVP scenario not having starting area protection enabled when the last player of that force logged out. ( 117028 ) Fixed use-item-groups had no effects. ( 117367 ) Fixed a crash when trying to render a surface which doesn't exist in a simulation. ( 117359 ) Fixed crashes caused by calling missing library symbols on older macOS versions. ( 116227 ) Modding Added AssemblingMachinePrototype::disabled_when_recipe_not_researched. Scripting Added LuaEntity::insert_plan and LuaEntity::removal_plan read/write. Added removal_plan parameter to LuaSurface::create_entity for item request proxies. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
[ { "author": "StoneLegion", "content": "Ahh Interesting. Is this the first Experimental Public Release now since SA released? \n \nThanks for all the hard work", "date": "2024-10-25T19:00:34+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Probably because it's a Friday release. \nP.S.: Nope, it's stable too, what made you think it wasn't ?", "date": "2024-10-26T10:25:08+00:00", "quotes": [] }, { "author": "thuejk", "content": "The release message above does say \"check experimental updates in other settings\", so it was a reasonable assumption.", "date": "2024-10-26T10:45:11+00:00", "quotes": [ { "author": "BlueTemplar wrote: Sat Oct 26, 2024 10:25 am", "content": "" } ] }, { "author": "", "content": "These days, we keep things experimental just for a very short time, to see if nothing critical is broken.", "date": "2024-10-26T11:08:17+00:00", "quotes": [] }, { "author": "ener156", "content": "Since the update, I have the logistics menu even though I haven't activated it yet and a new blue symbol on the right (see picture 1), when I click on it a new window comes up, which is not displayed correctly due to the UI size (see picture 2). and I noticed that I now speak German and English (see logistics window)", "date": "2024-10-26T11:53:47+00:00", "quotes": [] }, { "author": "factoriouzr", "content": "I'm glad this is finally in the game . I asked for this years ago and it was denied by the developers. \n \nIt was always a needed feature. \n \nThanks", "date": "2024-10-26T11:56:16+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "ghengiskhan", "content": "cant launch game since this update. \n\"cant launch version 2.11 with basemod 2.10\" \n \nnothing modded, fresh re-install or file-verification didnt help", "date": "2024-10-26T13:15:35+00:00", "quotes": [] }, { "author": "StoneLegion", "content": "Please exit the game and verify the files via steam or if you use another method maybe re-install again. \n \nYour basemod should = your version.", "date": "2024-10-26T13:33:15+00:00", "quotes": [ { "author": "ghengiskhan wrote: Sat Oct 26, 2024 1:15 pm", "content": "" } ] }, { "author": "ghengiskhan", "content": "the game wouldnt even start up. steam pops up quickly and then i get the error message. and neither a full re-install or file verification fixed the propblem", "date": "2024-10-26T13:36:55+00:00", "quotes": [] }, { "author": "StoneLegion", "content": "That is a odd one, I would if you did not already do a full reboot of the PC also just in case something in the memory or file system is locking parts of it down. As far as I know this is not normal and I have not seen others with the issue yet.", "date": "2024-10-26T14:25:33+00:00", "quotes": [ { "author": "ghengiskhan wrote: Sat Oct 26, 2024 1:36 pm", "content": "" } ] }, { "author": "The Beaver", "content": "Thank you so much for such a great game and such quick updates, really having a great time bonding with my young adult children, last time we all played together was back in 2014!", "date": "2024-10-26T22:15:03+00:00", "quotes": [] }, { "author": "ghengiskhan", "content": "i tried to manually delete all the files, do a fresh installation and still nothing", "date": "2024-10-26T23:41:50+00:00", "quotes": [] }, { "author": "GrumpyJoe", "content": "Tried switching from stable to experimental and back on steam? \nIt usually handles that pretty well.", "date": "2024-10-27T06:47:40+00:00", "quotes": [] }, { "author": "ghengiskhan", "content": "is there a way to manually download the 2.0.11 base mod?", "date": "2024-10-27T11:40:27+00:00", "quotes": [] }, { "author": "StoneLegion", "content": "If your steam account linked to your Factorio site account it should let you download it from here the entire client: \n https://factorio.com/download", "date": "2024-10-27T13:59:34+00:00", "quotes": [ { "author": "ghengiskhan wrote: Sun Oct 27, 2024 11:40 am", "content": "" } ] }, { "author": "ghengiskhan", "content": "okay, that version runs. do i have to buy space age again then? i linked the steam account, but it seems like i only can download the main game", "date": "2024-10-27T15:00:46+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Did you just do it ? \nWhat do you see when you go to your Profile => Memberships ? \n(I doubt it, but does inputting the Steam key for Space Age as an upgrade code work ??)", "date": "2024-10-27T18:52:34+00:00", "quotes": [] }, { "author": "StoneLegion", "content": "I can download both, I had Factorio Originally on here, but I bought SA on Steam. I assume I was linked from a long time ago. If you are linked might take a bit for it to sync.", "date": "2024-10-27T21:05:23+00:00", "quotes": [ { "author": "ghengiskhan wrote: Sun Oct 27, 2024 3:00 pm", "content": "" } ] }, { "author": "", "content": "The blue button is not from vanilla/space-age, it is probably some mod.", "date": "2024-10-27T22:44:27+00:00", "quotes": [ { "author": "ener156 wrote: Sat Oct 26, 2024 11:53 am", "content": "" } ] } ]
19
2024-10-25T09:34:40-05:00
forum-topic-121324
121324
[Request] Asset for a mod I'm building
Texture Packs
https://forums.factorio.com/viewtopic.php?t=121324
Violet_Scarelli
I'm trying to build a "Science Plant" that can make all the Nauvis sciences with the new 50% bonus productivity that some buildings get in Space Age, and with a faster overall crafting speed (2 or 4, probably). It'd be a 6x6 tile building, with fluid inputs (for coolant) and fluid outputs (for hot coolant). These would need to be able to be hidden, as some recipes would take no coolant. It would probably look similar to the lab but with more of an assembler/foundry feel to it, with more exposed moving parts, a glowing dome (possibly with Disco Science support so you can tell what it's assembling at a glance), and generally a more mechanical/busy feel. Ideally it'd match as closely as possible to Factorio's vanilla art, as I want it to fit in pretty well.
[]
0
2024-11-13T15:15:07-06:00
forum-topic-94330
94330
[1.1.8] [Modded] Desync when opening blueprint library while editing requester chest (reproducible)
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=94330
SharkCK
While in a requester chest, if you choose an item and while you're editing the request #, without checking the box, bring up the blueprint GUI ('b' by default) and right click or select any blueprint. This causes a multiplayer desync on a dedicated server and if you reconnect and bring the blueprint GUI back up, it will desync again. The way to fix it is to load the save locally, load the blueprint book and close it and then save it and then load it back up on the dedicated. Not sure if this is a dedicated server only problem or if it is reproducible when hosting from your client. I can confirm that with no mods loaded, this does not happen. Forgot to check before posting.
[ { "author": "Brilliand", "content": "I might've just had this happen to me. Not sure; I don't remember opening a requester chest but there were some requester chests around, so I might have. \n \nSummary of what happened: I brought a blueprint into a multiplayer game (that I had just made in single player with the same mods), and the game desynced when I picked up the blueprint to place it. Tried again, got the game to load the blueprint this time, and it desynced right after I placed the blueprint and closed the blueprint GUI. Connected a third time, saw the blueprint was already placed and mostly built; I placed the blueprint again to fix anything that might've gotten left out due to wrong tiles (specifically offshore pumps that needed holes made with waterfill), and it didn't desync that time. \n \n I've attached the two desync reports from the two desyncs during that process. \nI tried to attach the desync reports but the message board discarded them. Apparently there was a vague error when uploading them.", "date": "2023-10-17T23:22:00+00:00", "quotes": [] }, { "author": "", "content": "Follow 53851 instead.", "date": "2023-10-17T23:52:09+00:00", "quotes": [ { "author": "Brilliand wrote: Tue Oct 17, 2023 11:22 pm", "content": "" } ] }, { "author": "Brilliand", "content": "Ah, thank you! \n https://drive.google.com/file/d/1o3yQnh ... sp=sharing \n https://drive.google.com/file/d/1nQ96y7 ... sp=sharing", "date": "2023-10-18T02:27:40+00:00", "quotes": [ { "author": "Loewchen wrote: Tue Oct 17, 2023 11:52 pm", "content": "" } ] } ]
3
2021-01-13T15:01:04-06:00