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forum-topic-124803
124803
Factorio Story - The space "Milkmen"
Fan Art
https://forums.factorio.com/viewtopic.php?t=124803
OstinFCT
Hello everyone, my name is Andrei. The other day I decided to write a short story..... It's not finished yet, but maybe if you like it I will finish it. Initially I wrote it in another language, and translated it with the help of a translator, so there may be mistakes in the text... Chapter 1: Space truckers The stars slowly drifted past the old cargo shuttle, Old Luck. It was a name Scott had chosen not without irony - luck really wasn't on his side most of the time. The ship made creaks and light tapping noises - signs of age, but Scott had long since gotten used to those “lullabies”. - Hey, W43, what's our route? - he muttered, glancing at the dashboard. The robot assistant stood at the terminal, indifferently reviewing the task list. Its body was an angular box with a screen in place of its head. It was already quite old, so every now and then, its screen went blank and there was only one yellow inscription on its face, “Loading...”. - The route doesn't matter. It'll all be over soon anyway... - muttered W43 in his characteristic mechanical voice. - Oh, here we go again,” Scott chimed in. - Look, just try to find something good in life for once. - I did. Once. It was disappointing. Scot smirked and turned on the autopilot. His mission was to deliver a container of dangerous goods to Vulcanus, a planet that, despite its name, was known only for its abundance of dust and oceans of lava. - Vulcanus. Who came up with that name? - he muttered. - Zero volcanoes, but tons of lava. Genius. Wouldn't it have been easier to call this planet Lava then? W43 paused for a second, uttering his trademark squeak. - The planet is named after the ancient god of volcanoes. However, it was probably named that way because it sounds pathetic. - W43 calmly remarked. - Yeah, the god is probably laughing at us right now. - Scott brushed it off, checking the fuel gauge. Robert, Scot's partner, came out of his quarters clutching a mug of red drink. It was a newfangled drink, Yumako tea, drunk throughout the galaxy. The spice of our time. Robert glanced nervously around the radar screen. And settled into a chair on the captain's bridge. - Scot, I think we need to be more careful. There's a lot of debris in this sector. - Relax, Robbie. - replied Scot. - It's not the first time we've been here. Besides, who needs our old ship? We're not Starfleet, just a cargo transporter. Robert sighed and moved into the copilot's seat. Despite his constant sense of dread, he remained a loyal friend. His good-natured and cautious nature often saved the crew, though Scott regularly joked about his excessive panic. - What kind of cargo are we carrying this time? - Robert asked, sipping his drink cautiously. - I have no idea. - Scott shrugged. - As usual, the "Wuber Corporation" sent the container without instructions. All they said was, “Do not open.” - It could be anything from toxic waste to.... - Or a nuclear bomb! - Scott grinned. - Relax, Robbie, it's all under control. But, as was often the case in Scott's life, it was at that moment that things got out of hand. Chapter 2: Space Incident A strange object suddenly appeared on the radar, moving directly towards them. A small piece of iron ore, slowly spinning, flew towards the shuttle. - Cattle! - Robert shouted. - Something is flying at us! - Hell, it's just a piece of iron. What can it do to us? - Scott began, but at the same second, his tone changed. - Oh, shit. He abruptly shifted the control lever to manual, trying to dodge the collision. But the ship was too old and the reaction too slow. The metal mass slammed into the hull, tearing a hole in the hull plating and coming within a couple of centimeters of the W43's hull. -You should have been a little more to the right. But it's okay, the systems are damaged. - reported W43 with a look of relief in his voice. - We may all be dead soon. - You won't! - Scott snarled, frantically pushing every button he could reach. - Robbie, help me. - I'd love to, but we've just had a firmware upgrade, and there's so many settings I don't know where anything is,” Robert shouted frantically. - We have to get out of here as soon as possible. Robert, with trembling hands, activated the evacuation system, but immediately turned pale: - One capsule has failed. There's only enough room for one. Scott knew that the choice was not an easy one. He glanced at W43, who stood still, and at Robert, who was pale and ready to faint at any second. - Okay, guys, don't panic,” Scott said, trying to stay calm. - I'll make a decision. First, he tried to shove the W43 into the capsule. - 'You soulless piece of iron, just get in! - I refuse. I've dreamed of the end of my existence for too long to pass up a chance like this,” W43 replied, resisting. Then Scott thought about the fact that he himself might sacrifice himself for others. - Robbie, take the pod. And I'll... stay with W43. After all, someone would have to tell him a goodbye joke. But as he began to realize how much he loved life, panic took over. - Wait! That's my capsule! He started to climb into the escape pod, but W43, grudgingly muttering something about “human selfishness,” deliberately broke the capsule's mechanism. In the end, neither of them could use the rescue. - You're crazy, W43! - Scott shouted, grabbing the robot by the mechanical torso. - I appreciate the compliment,” he replied dryly. Their argument was suddenly interrupted by a sharp impact. The ship, which had lost control, began to plummet toward the nearest planet. - Vulcanus! We're falling right there! - Robert shouted, grabbing his chair. Scot tried his best to stabilize the fall, but to no avail. The shuttle rumbled into the planet's atmosphere, leaving a trail of fire behind it. Chapter 3: Welcome to Vulcanus When Scot woke up, the misty landscape of Vulcanus was slowly spinning before his eyes. The shuttle was lying on its side, sparkling with fuel residue. All around him were the remains of the ship, a desert covered in dust that was being chased by the hot wind. And a huge amount of lava. - Robbie! W43! - he called, climbing out of the cockpit. From the pile of rubble came Robert's quiet voice: - I'm here... but I think I've got a sprained leg. Scot crawled over to his friend and helped him out. Then turned around to find W43, who looked completely unharmed. - That was terrible, I'm still in one piece. Let's do it again,” the robot said, not hiding its sarcasm. - You better find us a way to get out of here,” Scott snapped at him. Now they were faced with a new task: to survive on this dangerous planet and to find out why the corporation had sent them here with this strange cargo. - Welcome to Vulcanus,” Scott muttered, looking around at the barren land. - Well, the fun begins.
[]
0
2024-12-20T03:00:58-06:00
forum-topic-110039
110039
Version 1.1.100
Releases
https://forums.factorio.com/viewtopic.php?t=110039
Bugfixes Fixed loader would not connect to belts in preview in some cases. ( 109999 ) Fixed bad pumpjack drain logic related to yield. ( 110005 ) Fixed recipes with ingredients craftable for free could not be crafted. ( 110012 ) Scripting Added LuaEntity::belt_shape read. Added LuaEntity::gps_tag read. 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": "Ludwig234", "content": "There we go! 1.1.100", "date": "2023-12-04T10:06:34+00:00", "quotes": [] }, { "author": "lasagna11", "content": "kinda expected version 1.2 but eh 1.1.100 will do aswell", "date": "2023-12-04T10:14:14+00:00", "quotes": [] }, { "author": "Fuuryuu", "content": "Check out semver sometime, but the short version is that 1.x->2.0 is for fully breaking changes, such as removals of parts of the underlying engine and the change in rail curve radius. 1.1.x->1.2 is for things like new content drops, or other minor additions that should have no problems being added to existing systems, but can't easily be reverted. 1.1.x->1.1.x+1 is for bug fixes and other minor changes that (*in theory*) should be interoperable with the previous version, and in fact sometimes can also be reverted to the previous release.", "date": "2023-12-04T11:46:13+00:00", "quotes": [ { "author": "lasagna11 wrote: Mon Dec 04, 2023 10:14 am", "content": "" } ] }, { "author": "EustaceCS", "content": "Didn't knew that oil spills rich enough can have more than 2/s yield minimum. \nGood to know! \n(might come handy for making dedicated Legendary fuel factories in the future...) \nThe minimum is being calculated using whole cluster's estimated yield, right? \nAnd the minimum is cluster-wide too (i. e. absolute minimum for a single spill is (2/s)/(total number of spills in cluster)), right? \nInfo in wiki is kinda unclear in this regard.", "date": "2023-12-04T13:19:22+00:00", "quotes": [ { "author": "FactorioBot wrote: Mon Dec 04, 2023 10:04 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "Yields are calculated per oil tile, I'm fairly sure. It's displayed as per cluster from the map as a way of being able to get an idea of overall size.", "date": "2023-12-04T13:24:53+00:00", "quotes": [ { "author": "EustaceCS wrote: Mon Dec 04, 2023 1:19 pm", "content": "" }, { "author": "FactorioBot wrote: Mon Dec 04, 2023 10:04 am", "content": "" } ] }, { "author": "quyxkh", "content": "I can't be the only one hoping Factorio 1's last patch is 1.1.111, \"I am eleventy-one today!\"", "date": "2023-12-04T21:18:10+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "While I get the reference, that would mean that after the next patch we essentially get no patches until 2.0 in about 8-10 months, maybe. No thanks.", "date": "2023-12-04T21:23:11+00:00", "quotes": [ { "author": "quyxkh wrote: Mon Dec 04, 2023 9:18 pm", "content": "" } ] }, { "author": "cackling.fiend", "content": "No. We are at 100. 111 is 11 more.", "date": "2023-12-05T16:45:51+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Mon Dec 04, 2023 9:23 pm", "content": "" }, { "author": "quyxkh wrote: Mon Dec 04, 2023 9:18 pm", "content": "" } ] }, { "author": "FuryoftheStars", "content": "*facepalm* Yup \n \nThe basis of my feelings are still the same, though. I have no hopes or desires on what version number is their last before releasing 2.0, just on what date they release 2.0.", "date": "2023-12-05T17:45:22+00:00", "quotes": [ { "author": "cackling.fiend wrote: Tue Dec 05, 2023 4:45 pm", "content": "" }, { "author": "FuryoftheStars wrote: Mon Dec 04, 2023 9:23 pm", "content": "" }, { "author": "quyxkh wrote: Mon Dec 04, 2023 9:18 pm", "content": "" } ] }, { "author": "pleegwat", "content": "Looking at recent trends, that's about three months.", "date": "2023-12-05T18:18:11+00:00", "quotes": [ { "author": "cackling.fiend wrote: Tue Dec 05, 2023 4:45 pm", "content": "" }, { "author": "FuryoftheStars wrote: Mon Dec 04, 2023 9:23 pm", "content": "" }, { "author": "quyxkh wrote: Mon Dec 04, 2023 9:18 pm", "content": "" } ] }, { "author": "DrButtons", "content": "https://www.factorio.com/download suggests that this is stable, but steam suggests 1.1.99 is stable. I assume steam needs to be updated?", "date": "2023-12-20T13:35:36+00:00", "quotes": [] }, { "author": "", "content": "It is stable on steam as well now.", "date": "2023-12-20T14:12:25+00:00", "quotes": [ { "author": "DrButtons wrote: Wed Dec 20, 2023 1:35 pm", "content": "" } ] } ]
12
2023-12-04T04:04:01-06:00
forum-topic-125684
125684
Tamed Wrigglers - A Nutrient Consuming Bio-Inserter
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=125684
adam_bise
A new burner type inserter that uses nutrients for fuel. Perhaps with multiple arms swinging at once. Or the ability to grab nutrients from the output side because of the extra arms.
[ { "author": "neoChaos12", "content": "Interesting idea. Might I suggest a departure from the \"inserter\" visual paradigm to instead \"grabbers\" to make this more in-line with Gleba? I am imagining a tentacle-like thing that seems to attach itself (visually) to the building on the output side and pull things into itself in lieu of swinging around to insert stuff. Of course, functionally, still just an inserter.", "date": "2025-01-14T13:12:30+00:00", "quotes": [] } ]
1
2025-01-06T22:56:13-06:00
forum-topic-111150
111150
[1.1.101] Crash saving (Inserter::save)
Pending
https://forums.factorio.com/viewtopic.php?t=111150
Gummiente27
I was going to report sudden power outage (solar panels suddenly providing much less power during day) when I had to leave the pc, forgot to pause and it turned into a crash after a couple autosaves (latest autosave also attached). The power outage has fixed itself after reopening the save. I hope this bug report helped. I am not using non-blocking-saving.
[ { "author": "", "content": "Thanks for the report however based off the crash log and the other error you describe that leads me to believe you have bad and or failing RAM. https://www.memtest.org/", "date": "2024-02-07T19:15:01+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "Oh, well that might be a possibility. Feel free to close this.", "date": "2024-02-07T23:51:48+00:00", "quotes": [] } ]
2
2024-02-07T12:17:54-06:00
forum-topic-110455
110455
About new things in shop :D
General discussion
https://forums.factorio.com/viewtopic.php?t=110455
LolyP0p
I dont care about reputation here and I will be straightforward = please get another dealer for your merch.... this idiot sells tshirt with middle green chip.... imagine how can I come to work to not look like idiot.. I am waitting(I dont buy from chinese fake ones) for you to make cotton hoodies and tshirts... u can even make sweatpants with small logo on side and it would be so amazing..if u make smaller logo on tshirts and sell em, then u can make 10x more than u make from these stupid tshirs, they are good only for kids 1-7 years, I would never ever wear anythin like that. I saw your yearly profits and I bet you would make way more if u sold proper clothing instead of selling cheap chineese shit Edit. I have over 1.5k hours(admins can confirm by email ) and I rly love this game and would love to buy smth, but not smth like these tshirt saying Im idiot
[ { "author": "jamiechi1", "content": "I agree about the overly cheap products. For me I found the shirt sizes don't match the sizes of shirts I would purchase in the US. \nThe definition of 3XL should be the same worldwide by now. \nI was not allowed a refund, so I had to get rid of the extremely small shirts that wouldn't fit me. \nEdit: I should have said 3XLT.", "date": "2024-01-01T21:31:20+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "You've certainly hit on the best way to get people to take your concerns seriously, which is of course to insult them until they do as you say.", "date": "2024-01-02T12:36:53+00:00", "quotes": [ { "author": "LolyP0p wrote: Sun Dec 31, 2023 6:27 am", "content": "" } ] }, { "author": "SirSmuggler", "content": "I'm the proud owner of a T-shirt with a \"middle green chip\" on it. Fits perfecly and I often wear it to work.", "date": "2024-01-10T11:06:30+00:00", "quotes": [] }, { "author": "", "content": "That's why there are measurements in a real length unit in addition to the \"XL\" terminology. It's common knowledge that whatever is considered large anywhere in the world, it's even larger in the US. \n \n\nThis terminology should never have existed, and we should solely rely on actual measurable dimensions, in a length unit. \nBut back to topic : I wouldn't say no to a little more merch either. Still very happy with my early Factorio loading screen tee shirt", "date": "2024-01-13T12:35:05+00:00", "quotes": [ { "author": "jamiechi1 wrote: Mon Jan 01, 2024 9:31 pm", "content": "" }, { "author": "jamiechi1 wrote: Mon Jan 01, 2024 9:31 pm", "content": "" } ] }, { "author": "fishycat", "content": "I looked around a little at factorio.com today and saw the shop is closed at the moment. I hope that means everything is sold out and you restock the shelves with new fancy stuff for us for Factorio 2.0", "date": "2024-02-20T22:30:23+00:00", "quotes": [] }, { "author": "jamiechi1", "content": "On second thought ... \nI think you are right about the measurement labels. Dimensions would work a lot better and would be more precise. Even if I have to convert from metric to imperial measurements.", "date": "2024-03-01T22:42:06+00:00", "quotes": [ { "author": "Koub wrote: Sat Jan 13, 2024 12:35 pm", "content": "" }, { "author": "jamiechi1 wrote: Mon Jan 01, 2024 9:31 pm", "content": "" }, { "author": "jamiechi1 wrote: Mon Jan 01, 2024 9:31 pm", "content": "" } ] }, { "author": "Mrmickey7", "content": "I get where you’re coming from on this. A lot of us want merch that feels a bit more refined something you could wear casually without feeling out of place. I actually found a great cotton hoodie from a deal I came across on Deals and Steals Today, ( https://www.dealsandstealstoday.com/ ) and it's held up well, both in style and comfort. If the shop offered something similar with a subtle logo, I’d definitely be interested. Having spent so much time in the game, it would be great to have quality merch that reflects the game without being over the top. Hopefully, they take the feedback to heart and bring us some options that align with what the community really wants!", "date": "2024-11-11T20:56:45+00:00", "quotes": [] } ]
7
2023-12-31T00:27:00-06:00
forum-topic-116838
116838
[raiguard] [2.0.9] Crash trying to delete .bak.zip save files on CephFS
Minor issues
https://forums.factorio.com/viewtopic.php?t=116838
sirscriptsalot
I recently started a new server for Space Age, and the game files are stored on a CephFS network file system. This is the first time I have tried to run Factorio on a CephFS file system, I used NFS when running Factorio before. When trying to overwrite an older autosave, the game fails to remove the .bak.zip that is created, giving either a non-fatal warning, or often, a fatal error, crashing the server. Code: Select all Warning WriteFileGuard.cpp:154: Removing /factorio/saves/_autosave47.bak.zip failed: Invalid argument Code: Select all Error AsyncScenarioSaver.cpp:197: Saving failed: Couldn't remove /factorio/saves/_autosave51.bak.zip: Invalid argument The game seems to be completely unable to delete these .bak.zip files, and the saves folder fills up with .bak.zip files. There seems to be an issue with deleting these files, which is causing this warning and error. It is also strange how the game crashes because it is unable to delete the files. I believe the underlying hardware, network, OS, and file permissions are healthy, as all the files have uid/gid 845/845 (same as server process), and I have no trouble deleting the files manually with rm, even while the game is running. I never run more than 1 factorio container at a time. Multiple other applications run on the same CephFS system without issues. By contrast, Factorio consistently fails to delete the files. Maybe related, CephFS is notable for having high latency for fsync calls, as it has to complete the fsync on multiple storage servers before returning. This maybe takes about 50ms on average on my system, though I imagine I could have spikes up to 1 second. The server is running on an AMD ryzen 5600X on linux 6.6.54 in the factoriotools 2.0.9 docker container on Kubernetes, with /factorio and /factorio/saves mounted as CephFS filesystems, and /factorio/config/server-settings.json and /factorio/config/rconpw mounted as read-only tmpfs filesystems. Logs below: server init example Code: Select all 0.000 2024-10-23 09:07:46; Factorio 2.0.9 (build 79509, linux64, headless, space-age) 0.008 Operating system: Linux 0.010 Program arguments: "/opt/factorio/bin/x64/factorio" "--port" "34197" "--server-settings" "/factorio/config/server-settings.json" "--server-banlist" "/factorio/config/server-banlist.json" "--rcon-port" "27015" "--server-whitelist" "/factorio/config/server-whitelist.json" "--use-server-whitelist" "--server-adminlist" "/factorio/config/server-adminlist.json" "--rcon-password" <private> "--server-id" "/factorio/config/server-id.json" "--mod-directory" "/factorio/mods" "--start-server-load-latest" 0.013 Config path: /opt/factorio/config/config.ini 0.017 Read data path: /opt/factorio/data 0.025 Write data path: /factorio [51200/51200MB] 0.028 Binaries path: /opt/factorio/bin 0.042 System info: [CPU: AMD Ryzen 5 5600X 6-Core Processor, 12 cores, RAM: 64196 MB] 0.045 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> 0.139 Running in headless mode 0.145 Audio is disabled 0.154 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true 0.159 Info ModManager.cpp:434: FeatureFlag freezing = true 0.164 Info ModManager.cpp:434: FeatureFlag quality = true 0.168 Info ModManager.cpp:434: FeatureFlag rail-bridges = true 0.174 Info ModManager.cpp:434: FeatureFlag segmented-units = true 0.177 Info ModManager.cpp:434: FeatureFlag space-travel = true 0.180 Info ModManager.cpp:434: FeatureFlag spoiling = true 0.188 Loading mod core 0.0.0 (data.lua) 0.208 Loading mod base 2.0.9 (data.lua) 0.387 Loading mod elevated-rails 2.0.9 (data.lua) 0.421 Loading mod quality 2.0.9 (data.lua) 0.444 Loading mod space-age 2.0.9 (data.lua) 0.792 Loading mod base 2.0.9 (data-updates.lua) 0.813 Loading mod quality 2.0.9 (data-updates.lua) 0.849 Loading mod space-age 2.0.9 (data-updates.lua) 0.959 Checksum for core: 2820763882 1.147 Checksum of base: 1355320214 1.154 Checksum of elevated-rails: 1891730324 1.170 Checksum of quality: 3715527832 1.201 Checksum of space-age: 440491908 1.691 Prototype list checksum: 984080119 1.844 Info PlayerData.cpp:66: Local player-data.json available, timestamp 1729674461 1.850 Info PlayerData.cpp:73: Cloud player-data.json unavailable 1.865 Factorio initialised Failing to delete file async Code: Select all 159.173 Info AppManager.cpp:290: Saving to _autosave47 (non-blocking). 159.413 Info AsyncScenarioSaver.cpp:162: Saving process PID: 247 160.379 [247] Warning WriteFileGuard.cpp:154: Removing /factorio/saves/_autosave47.bak.zip failed: Invalid argument 160.413 Info ChildProcessAgent.cpp:61: Child 247 exited with return value 0 160.413 Info AppManager.cpp:291: Saving finished 279.339 Info AppManager.cpp:290: Saving to _autosave48 (non-blocking). 279.422 Info AsyncScenarioSaver.cpp:162: Saving process PID: 288 280.356 [288] Warning WriteFileGuard.cpp:154: Removing /factorio/saves/_autosave48.bak.zip failed: Invalid argument 280.395 Info ChildProcessAgent.cpp:61: Child 288 exited with return value 0 280.395 Info AppManager.cpp:291: Saving finished 399.339 Info AppManager.cpp:290: Saving to _autosave49 (non-blocking). 399.385 Info AsyncScenarioSaver.cpp:162: Saving process PID: 329 400.093 [329] Warning WriteFileGuard.cpp:154: Removing /factorio/saves/_autosave49.bak.zip failed: Invalid argument 400.122 Info ChildProcessAgent.cpp:61: Child 329 exited with return value 0 400.122 Info AppManager.cpp:291: Saving finished 519.339 Info AppManager.cpp:290: Saving to _autosave50 (non-blocking). 519.382 Info AsyncScenarioSaver.cpp:162: Saving process PID: 370 523.203 [370] Warning WriteFileGuard.cpp:154: Removing /factorio/saves/_autosave50.bak.zip failed: Invalid argument 523.237 Info ChildProcessAgent.cpp:61: Child 370 exited with return value 0 523.240 Info AppManager.cpp:291: Saving finished 639.339 Info AppManager.cpp:290: Saving to _autosave51 (non-blocking). 639.393 Info AsyncScenarioSaver.cpp:162: Saving process PID: 411 654.040 [411] Warning WriteFileGuard.cpp:51: Writing /factorio/saves/_autosave51.zip failed; previous version (if any) should still be available 654.056 Error AsyncScenarioSaver.cpp:197: Saving failed: Couldn't remove /factorio/saves/_autosave51.bak.zip: Invalid argument 654.073 Error AsyncScenarioSaver.cpp:197: Saving failed: Couldn't remove /factorio/saves/_autosave51.bak.zip: Invalid argument 654.089 Error AsyncScenarioSaver.cpp:197: Saving failed: Couldn't remove /factorio/saves/_autosave51.bak.zip: Invalid argument 654.106 Error AsyncScenarioSaver.cpp:197: Saving failed: Couldn't remove /factorio/saves/_autosave51.bak.zip: Invalid argument 654.115 Info ChildProcessAgent.cpp:61: Child 411 exited with return value 1 654.118 Error Util.cpp:81: Attempting to create notice box in headless mode. Message: 'Couldn't remove /factorio/saves/_autosave51.bak.zip: Invalid argument' Failing to delete file sync Code: Select all 410.666 Info AppManager.cpp:310: Saving to _autosave52 (blocking). 413.017 Warning WriteFileGuard.cpp:154: Removing /factorio/saves/_autosave52.bak.zip failed: Invalid argument 413.033 Info AppManagerStates.cpp:2045: Saving finished 713.033 Info AppManager.cpp:310: Saving to _autosave53 (blocking). 714.739 Warning WriteFileGuard.cpp:51: Writing /factorio/saves/_autosave53.zip failed; previous version (if any) should still be available 714.740 Error ParallelScenarioSaver.cpp:156: Saving scenario failed: Couldn't remove /factorio/saves/_autosave53.bak.zip: Invalid argument 714.750 Error Util.cpp:81: Attempting to create notice box in headless mode. Message: 'Cannot save map: Couldn't remove /factorio/saves/_autosave53.bak.zip: Invalid argument' Thanks for any help you can offer. Let me know if there's anything I can help troubleshoot with. I will be moving the saves folder to ext4 on RADOS Block (Ceph equivalent of iSCSI) to see if this makes my server stop crashing. I will report back with results.
[ { "author": "eugenekay", "content": "Thoughts from a fellow Factorio-on-Linux enthusiast: Try attaching strace to the Factorio process, looking only at file I/O operations. You can then compare the arguments passed to the filesystem more directly:\n Code: Select all strace -e trace=read,write -p `pidof factorio`\nstrace rm _autosave.47.bak.zip \n\nMy best-educated-guess is that Factorio is not aware of the extended attributes used by this filesystem. You can examine these using `getfattr` as in https://docs.ceph.com/en/mimic/cephfs/f ... h-getfattr \n \nA second guess: Do you have Snapshots enabled on the CephFS volume? Their presence causes a dramatic slowdown in the removal time, though I don't think this would lead to the \"Invalid Argument\" code path, just a fsync hang....", "date": "2024-10-23T14:47:05+00:00", "quotes": [] }, { "author": "sirscriptsalot", "content": "Hi eugenekay, thanks for the tip about strace! \n \nI added a sidecar with CAP_SYS_PTRACE in a shared pid namespace to the factorio pod like so: \n Code: Select all spec:\n shareProcessNamespace: true\n containers:\n - name: factorio\n image: docker.io/factoriotools/factorio:2.0.10\n ...\n - name: debug\n image: debian\n command:\n - tail\n args:\n - -f\n - /dev/null\n securityContext:\n capabilities:\n add:\n - SYS_PTRACE\n volumeMounts:\n - name: factorio\n mountPath: /factorio/\n - name: saves\n mountPath: /factorio/saves/\n \n \nI then execed into the debug container and installed and ran strace to compare rm's behavior and factorio's behavior: \n Code: Select all root@factorio-0:/# apt update && apt install -y strace procps\n(lines omitted)\nroot@factorio-0:/# ps aux\nUSER PID %CPU %MEM VSZ RSS TTY STAT START TIME COMMAND\n65535 1 0.0 0.0 972 404 ? Ss 10:56 0:00 /pause\n845 7 6.0 1.5 1702148 1050556 ? Ssl 10:56 0:06 /opt/factorio/bin/x64/factorio --port 34197 --server-settings /factorio/config/server-settings.json --server-banlist /factorio/config/server-banlist.json --rcon-port 27015 --server-whitelist\nroot 212 0.0 0.0 2516 1172 ? Ss 10:56 0:00 tail -f /dev/null\nroot 223 0.0 0.0 4188 3012 pts/0 Ss 10:57 0:00 bash\nroot 434 0.0 0.0 8088 3884 pts/0 R+ 10:58 0:00 ps aux\nroot@factorio-0:/# ls /factorio/saves/ -l \ntotal 4790001\n(lines omitted)\n-rw-rw-r-- 1 845 845 13531395 Oct 23 16:11 _autosave44.bak.zip\nroot@factorio-0:/# useradd -u 845 factorio\nuseradd warning: factorio's uid 845 outside of the UID_MIN 1000 and UID_MAX 60000 range.\nroot@factorio-0:/# su -c 'strace rm /factorio/saves/_autosave44.bak.zip' factorio\nexecve(\"/usr/bin/rm\", [\"rm\", \"/factorio/saves/_autosave44.bak.\"...], 0x7ffe4bf48c58 /* 27 vars */) = 0\nbrk(NULL) = 0x5573f23ae000\nmmap(NULL, 8192, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0x7efe440db000\naccess(\"/etc/ld.so.preload\", R_OK) = -1 ENOENT (No such file or directory)\nopenat(AT_FDCWD, \"/etc/ld.so.cache\", O_RDONLY|O_CLOEXEC) = 3\nnewfstatat(3, \"\", {st_mode=S_IFREG|0644, st_size=5150, ...}, AT_EMPTY_PATH) = 0\nmmap(NULL, 5150, PROT_READ, MAP_PRIVATE, 3, 0) = 0x7efe440d9000\nclose(3) = 0\nopenat(AT_FDCWD, \"/lib/x86_64-linux-gnu/libc.so.6\", O_RDONLY|O_CLOEXEC) = 3\nread(3, \"\\177ELF\\2\\1\\1\\3\\0\\0\\0\\0\\0\\0\\0\\0\\3\\0>\\0\\1\\0\\0\\0\\20t\\2\\0\\0\\0\\0\\0\"..., 832) = 832\npread64(3, \"\\6\\0\\0\\0\\4\\0\\0\\0@\\0\\0\\0\\0\\0\\0\\0@\\0\\0\\0\\0\\0\\0\\0@\\0\\0\\0\\0\\0\\0\\0\"..., 784, 64) = 784\nnewfstatat(3, \"\", {st_mode=S_IFREG|0755, st_size=1922136, ...}, AT_EMPTY_PATH) = 0\npread64(3, \"\\6\\0\\0\\0\\4\\0\\0\\0@\\0\\0\\0\\0\\0\\0\\0@\\0\\0\\0\\0\\0\\0\\0@\\0\\0\\0\\0\\0\\0\\0\"..., 784, 64) = 784\nmmap(NULL, 1970000, PROT_READ, MAP_PRIVATE|MAP_DENYWRITE, 3, 0) = 0x7efe43ef8000\nmmap(0x7efe43f1e000, 1396736, PROT_READ|PROT_EXEC, MAP_PRIVATE|MAP_FIXED|MAP_DENYWRITE, 3, 0x26000) = 0x7efe43f1e000\nmmap(0x7efe44073000, 339968, PROT_READ, MAP_PRIVATE|MAP_FIXED|MAP_DENYWRITE, 3, 0x17b000) = 0x7efe44073000\nmmap(0x7efe440c6000, 24576, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_FIXED|MAP_DENYWRITE, 3, 0x1ce000) = 0x7efe440c6000\nmmap(0x7efe440cc000, 53072, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_FIXED|MAP_ANONYMOUS, -1, 0) = 0x7efe440cc000\nclose(3) = 0\nmmap(NULL, 12288, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0x7efe43ef5000\narch_prctl(ARCH_SET_FS, 0x7efe43ef5740) = 0\nset_tid_address(0x7efe43ef5a10) = 450\nset_robust_list(0x7efe43ef5a20, 24) = 0\nrseq(0x7efe43ef6060, 0x20, 0, 0x53053053) = 0\nmprotect(0x7efe440c6000, 16384, PROT_READ) = 0\nmprotect(0x5573d541f000, 4096, PROT_READ) = 0\nmprotect(0x7efe4410d000, 8192, PROT_READ) = 0\nprlimit64(0, RLIMIT_STACK, NULL, {rlim_cur=8192*1024, rlim_max=RLIM64_INFINITY}) = 0\nmunmap(0x7efe440d9000, 5150) = 0\ngetrandom(\"\\xe9\\xd4\\x4c\\xa5\\xdb\\xd9\\xd1\\xf4\", 8, GRND_NONBLOCK) = 8\nbrk(NULL) = 0x5573f23ae000\nbrk(0x5573f23cf000) = 0x5573f23cf000\nioctl(0, TCGETS, {c_iflag=ICRNL|IXON, c_oflag=NL0|CR0|TAB0|BS0|VT0|FF0|OPOST|ONLCR, c_cflag=B38400|CS8|CREAD, c_lflag=ISIG|ICANON|ECHO|ECHOE|ECHOK|IEXTEN|ECHOCTL|ECHOKE, ...}) = 0\nnewfstatat(AT_FDCWD, \"/factorio/saves/_autosave44.bak.zip\", {st_mode=S_IFREG|0664, st_size=13637043, ...}, AT_SYMLINK_NOFOLLOW) = 0\ngeteuid() = 845\nnewfstatat(AT_FDCWD, \"/factorio/saves/_autosave44.bak.zip\", {st_mode=S_IFREG|0664, st_size=13637043, ...}, AT_SYMLINK_NOFOLLOW) = 0\nfaccessat2(AT_FDCWD, \"/factorio/saves/_autosave44.bak.zip\", W_OK, AT_EACCESS) = 0\nunlinkat(AT_FDCWD, \"/factorio/saves/_autosave44.bak.zip\", 0) = 0\nlseek(0, 0, SEEK_CUR) = -1 ESPIPE (Illegal seek)\nclose(0) = 0\nclose(1) = 0\nclose(2) = 0\nexit_group(0) = ?\n+++ exited with 0 +++\nroot@factorio-0:/# \n \n\nI then started my game client, joined the server, and ran that strace against the factorio process, but I realized that it didn't capture anything due to the asnyc save child process, so I restarted the server with synchronous saving. \n \nAfter restarting, I reconnected to the server and then began the strace, writing the output to a file:\n Code: Select all root@factorio-0:/# strace -o /factorio/rmfilestrace.txt -e trace=read,write -p `pidof factorio`\nstrace: Process 7 attached\n \n\nAfter ~2 minutes, the server tried to delete /factorio/saves/_autosave66.bak.zip and had a non-fatal warning about failing to delete the file. The logs during the error were as follows:\n Code: Select all 358.404 Info AppManager.cpp:310: Saving to _autosave66 (blocking).\n359.621 Warning WriteFileGuard.cpp:154: Removing /factorio/saves/_autosave66.bak.zip failed: Invalid argument\n359.638 Info AppManagerStates.cpp:2050: Saving finished\n \n\nI then stopped the strace, and the strace file looked like this:\n Code: Select all write(4, \" 358.404 Info AppManager.cpp:310\"..., 68) = 68\nwrite(1, \" 358.404 Info AppManager.cpp:310\"..., 68) = 68\nwrite(17, \"\\n{\\n \\\"available-campaign-levels\\\"\"..., 8192) = 8192\nwrite(17, \" \\\"status\\\": \\\"locked\\\",\\n \\\"skip\"..., 8192) = 8192\nwrite(17, \"version\\\": 79578,\\n \\\"build_mode\"..., 142) = 142\nwrite(4, \" 359.638 Info AppManagerStates.c\"..., 57) = 57\nwrite(1, \" 359.638 Info AppManagerStates.c\"..., 57) = 57\n \n\nI do see those ceph extended attributes on the save files:\n Code: Select all root@factorio-0:/# getfattr -n ceph.file.layout /factorio/saves/_autosave45.bak.zip \ngetfattr: Removing leading '/' from absolute path names\n# file: factorio/saves/_autosave45.bak.zip\nceph.file.layout=\"stripe_unit=4194304 stripe_count=1 object_size=4194304 pool=ssdfs-replicated\"\n\nroot@factorio-0:/#\n \n\nI have some snapshots in this cephfs volume, but I don't have any snapshots for the subvolumes I'm using for Factorio. I'm using ceph-csi to create and manage snapshots for specific subvolumes through Kubernetes, so I don't really know that much about how they work. \n \n`rm`ing the files manually seems to be quite fast. \n Code: Select all root@factorio-0:/# time rm /factorio/saves/_autosave43.bak.zip\n\nreal\t0m0.019s\nuser\t0m0.000s\nsys\t0m0.001s\nroot@factorio-0:/#\n \n\nI hope that helps, let me know if you have any ideas.", "date": "2024-10-24T12:16:53+00:00", "quotes": [] }, { "author": "eugenekay", "content": "Awesome! I like this setup, it really appeals to my Nerdery. \n \nCan you attach the strace log from the Factorio process itself please? The most interesting lines to compare will be near the end, including calls to ioctl(), newfstatat(), faccessat(), unlinkat(). It is also possible that Factorio calls entirely different C functions than `rm`. \n \n \nFrom `ls -l`, \"total 4790001\". Do you really have that many Savefiles in this directory!? By itself this shouldn't break anything in a headless Server, but I would expect a GUI client to be..... very slow.... in enumerating this many savegames. I try to keep directories under 65,000, for sanity. Presumably, having auto-delete work would drop this number by quite a bit anyway.", "date": "2024-10-24T14:13:51+00:00", "quotes": [] }, { "author": "sirscriptsalot", "content": "Yeah, Kubernetes is really powerful for servers! \n \nRight, a full strace without the read/write filter might be more useful. \n \nI've switched the saves folder over to an ext4 fs backed by ceph rbd, and I am no longer getting the \"Invalid argument\" error while autosaving. I wrote a little backup script into a sidecar container so that the latest save is copied over to the more durable cephfs storage every 30 minutes. \n Code: Select all containers:\n - name: backup # Makes a backup of the latest save every 30 min\n image: debian:bookworm-slim\n command:\n # https://kubernetes.io/docs/concepts/workloads/pods/sidecar-containers/\n - \"bash\"\n - \"-c\"\n # https://unix.stackexchange.com/questions/195304/how-do-i-copy-the-latest-file-from-one-directory-to-another\n # https://unix.stackexchange.com/questions/278939/how-do-you-put-date-and-time-in-a-file-name\n - 'while true; do cp -p `ls -dtr1 /saves/*.zip | tail -1` \"/backups/$(date -u +\"%FT%T\").zip\"; sleep 1800; done'\n volumeMounts:\n - name: saves\n mountPath: /saves/\n - name: backups\n mountPath: /backups/\n \n\nI'll go look into spinning up a second server and getting that full strace for you tomorrow. \n \nI believe \"total 4790001\" is the total size of the save files, aka 4GB. I have autosave slots set to 180, and then there's the .bak.zip files that built up, so there's only a bit over 300 files.", "date": "2024-10-24T14:24:04+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. We just use std::filesystem::remove_all , so if it doesn't support CephFS then there isn't much I can easily do. This is an extremely exotic usecase. \n \nSide note: I really need to get a personal server up and running with some kind of containerization software so I can easily spin up VMs to test things like this...", "date": "2025-01-23T18:57:17+00:00", "quotes": [] } ]
5
2024-10-23T06:00:21-05:00
forum-topic-119237
119237
Steam login doesn't work on factorio.com
Technical Help
https://forums.factorio.com/viewtopic.php?t=119237
alehandro1337
Hi, i just bought the game this morning after playing demo for quite a while, but steam login doesn't work (it appears to not work for a few days now). What should i do? i wanna play with mods 11-02-2024, 09-35-59.png (197.59 KiB) Viewed 168 times 11-02-2024, 09-35-59.png (197.59 KiB) Viewed 168 times
[ { "author": "", "content": "The Steam login issue is fixed now.", "date": "2024-11-02T09:49:00+00:00", "quotes": [] } ]
1
2024-11-02T02:36:11-05:00
forum-topic-127258
127258
[2.0.38] Crash interacting with train schedule (AutomatedTrainController::checkArriving)
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127258
Osmo
I don't know which exact action causes the crash, but i was able to reproduce it multiple times and have recordings of it happening. Factorio - 2025-03-04 14-58-11.mp4 (12.73 MiB) Downloaded 18 times Log file: factorio-train-crash1.log (12.24 KiB) Downloaded 20 times A copy of an autosave just before the crash: crash-autosave-1.zip (223.74 KiB) Downloaded 12 times
[]
0
2025-03-04T07:21:45-06:00
forum-topic-101595
101595
No Deconstruction Timeout
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=101595
adam_bise
Would like a mod or a push in the right direction to make one. All it would do is remove the timeout period for deconstruction marks. All I can find is this from the API docs under Class LuaForce deconstruction_time_to_live :: uint [Read/Write] The time, in ticks, before a deconstruction order is removed. Unfortunately, my only experience in modding is changing things in the lua files. I have no idea what to do with or how to manipulate something under "LuaForce Class" Any assistance appreciated! Don't know if it is relevant, but it should (hopefully) also work in multiplayer.
[ { "author": "jodokus31", "content": "Console:\n Code: Select all /c game.player.force.deconstruction_time_to_live = 4294967295 \n\nthis should last more than 2 years of playtime \n \nAlternatively, you can call it from control.lua: \n Code: Select all script.on_init(function()\n for _, player in pairs(game.connected_players) do\n player.force.deconstruction_time_to_live = 4294967295\n end\nend)\n \n\nDid not test though...and not sure, if on_init is the best place.", "date": "2022-02-14T19:27:56+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Thank you but I tried that and I tried putting this in migrations, but neither worked. \n Code: Select all for _, player in pairs(game.connected_players) do\n player.force.deconstruction_time_to_live = 4294967295\n end\nend\n \n\nThe only way I tested was going to map editor and cranking up the speed and wait for about 44 days. The decon flags disappeared along with the ghosts underneath them. \n \nI think it has to be applied to forces? Not sure.", "date": "2022-02-15T01:23:49+00:00", "quotes": [] }, { "author": "Silari", "content": "Did you check it on new ones, or on ones you had already ordered deconstructed? It'd almost certainly only take effect on new orders - time to live is generally set when the order is created. \n \nIt's being applied to player.force - that's the force the player using the console is on, usually 'player'", "date": "2022-02-15T03:48:17+00:00", "quotes": [] }, { "author": "jodokus31", "content": "Maybe the mod was already up-to-date and the migration didn't run anymore? \n https://lua-api.factorio.com/latest/Dat ... ve-startup", "date": "2022-02-15T09:49:17+00:00", "quotes": [ { "author": "adam_bise wrote: Tue Feb 15, 2022 1:23 am", "content": "" } ] }, { "author": "adam_bise", "content": "Thanks. In both cases I loaded the mod, created a new scenario in map editor, placed blueprint over trees, turn time to x64 and wait about 44 day cycles and the trees were unmarked and ghosts under them poofed. \n \nI also tried saving the scenario and reloading. It looked like migrations was maybe tied to saving. \n \nI will try it again in a bit. \n \nAlso, the mod doesn't have data.lua, is that OK? I didnt know what to put in there. Just info.json and migrations/migrations.lua \n \nAlso, just pointing out this is multiplayer. Not the map editor, but I would use it on a headless server.", "date": "2022-02-15T14:55:30+00:00", "quotes": [] }, { "author": "Silari", "content": "If you're in the map editor, you can go to the Forces tab, and click 'Edit Other Properties' and see what the value for 'deconstruction_time_to_live' is - that'll let you know if the migration took effect. \n \nNote in multiplayer with a headless server that migration is probably going to do nothing - when the game loads there are no connected players, so it doesn't find anything to load. Iterating over forces directly is probably better - setting them all to max is fine since biters aren't deconstructing things, and that way you also get any forces made by mods. \n \n \nAlso from testing, it seems there's a bug in the game. deconstruction_time_to_live near the max value of a uint seems to go away almost immediately. Lowering it a little doesn't seem to stop it. So, gonna report that. Until then you might want to change your value to 4294957295 instead.", "date": "2022-02-15T18:20:38+00:00", "quotes": [] }, { "author": "jodokus31", "content": "Maybe something is adding a tiny bit to the number and then the uint overflows back to 0 again. \n \nI think, thats fine. \nHowever:\n \nMaybe the change to game state doesn't stick without a control.lua? I'm not sure.", "date": "2022-02-15T19:18:20+00:00", "quotes": [ { "author": "Silari wrote: Tue Feb 15, 2022 6:20 pm", "content": "" }, { "author": "adam_bise wrote: Tue Feb 15, 2022 2:55 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "adam_bise", "content": "Thank you very much for all the help. \n \nThis is what I tried, in migrations \n Code: Select all for _, force in pairs(game.forces) do\n force.deconstruction_time_to_live = 4000000000\n end\nend \n\nWould that count as iterating through forces? \n \nBut when I check in map editor, forces > edit properties, deconstruction-time-to-live shows 1080000", "date": "2022-02-15T20:52:47+00:00", "quotes": [] }, { "author": "Silari", "content": "Code: Select all for _, force in pairs(game.forces) do\n force.deconstruction_time_to_live = 4000000000\nend \n\nThere's an extra end in your version, which the game should be complaining about. I can confirm this one works as expected when I put it in a mod. \n \nDouble check your log file to make sure the mod is being loaded and that the migration is being called. There should be a line in there that it's running a migration right after loading the scenario, map, and running checksums on scripts. \n Code: Select all 34.450 Applying migration: Asteroid Mining: test.lua \nIn this case it says it's running the migration test.lua from the mod Asteroid Mining. \n \nIf there's no line saying it's applying a migration, something is wrong, most likely the mod isn't being loaded at all or the file isn't in the right spot/not named correctly (should be in a subfolder called migrations and the file must end with .lua). \n \nIf you're still having issues with it, upload the mod zip here and I'll take a look at it.", "date": "2022-02-15T21:51:37+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Log doesn't say loading mod, but does load the others, then goes on to say \"1.793 Checksum of no-decon-timeout: 0\" \n \nI must be missing something stupid simple. \n \nHere is the mod. \n \n no-decon-timeout_1.1.0.zip \n (2.55 KiB) Downloaded 206 times", "date": "2022-02-15T23:02:44+00:00", "quotes": [] }, { "author": "Silari", "content": "Oh right migrations AREN'T run on new games - you need to have it in the on_init event in control.lua for that. \n Code: Select all script.on_init(function()\n for _, force in pairs(game.forces) do\n force.deconstruction_time_to_live = 4000000000\n end\nend) \n\nPut that in control.lua and that should let it work fine. At least one of the two should run any time the mod is in a game so the timeout should be set properly.", "date": "2022-02-16T02:35:52+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Thanks! It is working now. \n \n https://mods.factorio.com/mod/no-decon-timeout", "date": "2022-02-16T04:23:22+00:00", "quotes": [] }, { "author": "", "content": "Mind if I ask: why? The default is 2 hours but if you've marked something for deconstruction and over 2 hours later you still haven't gotten around to letting a robot work on it why is it important? Obviously it wasn't important since 2 hours has passed and it still wasn't handled.", "date": "2022-02-23T21:38:49+00:00", "quotes": [] }, { "author": "robot256", "content": "It's confusing when the tree/rock deconstruction times out, but the ghost placed on top of it does not. Then you have to re-apply a filtered deconstruction planner or the original blueprint. Worst case, you don't notice until all your bots are hovering waiting to place things, and none are available to deconstruct until you cancel your original blueprint. \n \nTime delays like this can happen for example in Space Exploration planning a planetary outpost before you have the resources for enough rockets to get there and build it.", "date": "2022-02-23T21:46:16+00:00", "quotes": [] }, { "author": "", "content": "That's not how it works. The ghost is removed when the deconstruction order times out.", "date": "2022-02-23T22:24:40+00:00", "quotes": [ { "author": "robot256 wrote: Wed Feb 23, 2022 9:46 pm", "content": "" } ] }, { "author": "Silari", "content": "You can see the thread OP made asking if timing out was a bug - it says what happened to them that they wanted the timeout longer: viewtopic.php?f=18&t=101590", "date": "2022-02-23T22:51:41+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Feb 23, 2022 9:38 pm", "content": "" } ] }, { "author": "robot256", "content": "Sorry, I misread that other post. So you're left with a partial blueprint with trees and holes in it. Still seems like a confusing and seemingly arbitrary difference in behavior from normal ghosts.", "date": "2022-02-23T22:54:22+00:00", "quotes": [] }, { "author": "Silari", "content": "Deconstruction is fundamentally different from construction though. Construction relies on having a specific material available to the network (cliff deconstruction included). Deconstruction doesn't - all you need is a free bot in range and the job can be done, nothing else needed. It doesn't even need space for storage as it doesn't seem to check that until after it grabs the item(s). \n \nThat said I'm not sure what advantage there is to having them expire. Possibly there's some overhead involved with having a bunch of orders around even if they can't be done/aren't in range of anything.", "date": "2022-02-24T00:14:49+00:00", "quotes": [] }, { "author": "jodokus31", "content": "I mark something for deconstruction, because I want it to be deconstructed. I think, it adds to confusion, if the game decides, that the order was not important after 2 hours and removes it (probably without notice). If you work on a big project like solar, 2 hours might be short. Importance is not necessarily the same as urgency. \n \nI get, if there are technical limitations or performance issues or simply a game design decision, other that I see no big benefit for the expiration.", "date": "2022-02-24T09:42:15+00:00", "quotes": [] } ]
19
2022-02-14T12:31:29-06:00
forum-topic-125384
125384
Move Epic Quality Research Unlock to Fulgora
Balancing
https://forums.factorio.com/viewtopic.php?t=125384
Dr. Dog PhD
Currently Epic Quality is researched from Gleba's science pack, I suggest moving it to be researched with Fulgora's science pack. Below are some pros, cons, and considerations. Why it should be moved: For me, Gleba was the planet I used quality least on and Fulgora the planet I used quality most on (until Volcanus in the late-game). On Gleba, since most items (fruits, mash, carbon fiber) recycle into themselves, it is not worth it to try for quality since upcycling is impossible. While on Fulgora, since you are encouraged to sushi belt everything anyways, adding quality modules to miners and scrap recyclers can produce good quantities of worthwhile rare resources in the mid-game. Also, Fulgora unlocks many of the personal equipment items which benefit greatly from quality. On Gleba, the name of the game is maintaining a high throughput of disposable items. This is well served thematically with the stack inserter as it quadruples the throughput of belts. On Fulgora, you are taking fancy garbage and recycling it into advanced resources - a perfect fit for the quality mechanic. I imagine that most players will start engaging and experimenting more thoroughly in the quality mechanic on Fulgora once they unlock the recycler and the T3 quality module. This could include making blueprints for upcycling or rolling for higher quality armor and personal equipment. By making epic quality unlocked on Fulgora, it helps ensure that players anticipate epic quality items and eventually legendary quality items in their builds. Also, epic and legendary unlocks are basically the only researches that could actively harm production when researched. That happened to me my first playthrough and what I imagine is a risk for similar players who visit Fulgora before Gleba. Since I was only getting at max rare items from scrap and upcycling, I didn't anticipate how the future quality unlocks would affect my builds. So later when I was on Gleba, I accidentally researched epic quality too soon and it bricked some of my Fulgora builds since epic quality items were jamming the belts. This could have been prevented with foresight, something new players will not have and should not be overly punished for lacking. Why it should stay: Counterpoint: Gleba is already highly rewarding (stack inserters, spidertrons, biolabs, and T3 efficiency and productivity modules). Also, how much of a reward is epic quality before the recycler or T3 quality modules? Getting epic quality items would be too much of a resource sink. As of now, even with the research, epic quality is still effectively unlocked on Fulgora because only with the recycler and/or T3 quality modules does it become practical to aim for epic items. Honestly, no idea how this could or should be solved. Maybe if it's already been unlocked it stays unlocked, but if not it moves to Fulgora science packs? But again, any good solution to that problem wouldn't come from me. Cheers
[ { "author": "Green Cat", "content": "I add: remove the Epic and Legendary quality \n \nNo one enjoys rebuilding a factory just to now add the epic, then later the legendary belts. \n \nWhy are they behind research anywhats? \n \neven with 4 module 1, you only have 4% to get a higer quality. Then repeat and repeat and repeat until you finall have some legendary \n \nFor anyone who dosen't get what I mean \n \nUse a mode that unlockes epic and legendary from the start. No other non space age mod \n \nStart a Sandbox mode, use the console /cheat so you can use everything \n \nnow, place minners for max amount of resources. \n \nUse the cheats to give yourself power and more so energy is not an issue \n \nNow, from thoes miners \n \nwait until you have everything needed to craft the modul 1 quality \n \nnow stat adding them to building \n \nand keep repeating and repeating \n \nthe resoult? you will waste a lot of time. A LOT \n \nAka they don't need to be behind any research, because getting legendary is already a massive grind. \n \nWe paid for the DLC, and we can't even have access to them until we are end game???? How exactly are they supposed to repleace mods in this case? \n \nWe should have a better experience, however, because someone decided to add a gacha element in factorio, now we need to either do massive amount of resource managment to hopefully get a rare one..... while in that time we could have had already unlock the epic one... so we could spend the same time to build a farming for epic... but copy paste for legendary. So in the end, it's actually a waste of time to create a factory for any quality before unlocking legendary.... unless you enjoy GAMBLING. Then yeah, so much yep if you get a Rare before epic is unlocked. And of course, once the epic is unlocked, let's start the gacha gambling once again for the new tier. \n \nThere is 0 fun in gambling in factorio. \n \nThe epic and legendary should have not be behing a research, what should have been behind research would be to increase the misarable % the moduls give. People want legendary and such, not to gamble. We want to build factorie to create them, not gambling halls where we recycle stuff that are below. \n \nThe gambling element in space age is not wanted. \n \nThe gambling element being removed is NOT canceling quality. \n \nQuality can exist without the need to add gambling in factorio. \n \nAs an exemple, all gambling issues could be solved if, in fulgora, legendary seeds would create legendary plants. Like this, we can farm legendary bacterias, plastic, sulf, without the need to do upcycling or other recycling until we get \"lucky\". \n \nAnd what I wrote is just 1 exemple out of hundrends how the quality could have ben a 100% product and not a % chance", "date": "2025-01-01T22:19:22+00:00", "quotes": [] }, { "author": "jaylawl", "content": "You are heavily focused on the word \"gambling\" as if it were something unpredictable. If you create higher quality items by gambling, then you're doing it wrong. Yes, quality is based on chance (as it should be), but the chances/odds are predictable and you should use the odds to your advantage if you have knowledge of them.", "date": "2025-01-02T00:12:19+00:00", "quotes": [ { "author": "Green Cat wrote: Wed Jan 01, 2025 10:19 pm", "content": "" } ] }, { "author": "NOiZE", "content": "I agree with OP, seems like a solid suggestion to me.", "date": "2025-01-02T15:14:40+00:00", "quotes": [] }, { "author": "evanrinehart", "content": "By moving rewards to a planet where it would be most useful you make that planet better and the other planet worse. Last month everyone found many reasons to avoid gleba at all costs. This would be another one \n \nAnd this would seem to make fulgora really really good and an even more obvious place to go first. I like how there's some semblance of a choice right now: Go to vulcanus first if your brain can't handle new mechanics. Go to fulgora first for all the goodies. Go to gleba first if you want a challenge, but your rewards are greater.", "date": "2025-01-02T16:13:31+00:00", "quotes": [] }, { "author": "Dr. Dog PhD", "content": "I get this post is 100% sarcasm and full of straw man arguments, but I'll still try to respond to some of the satirical points. \n \n* I've got no issue with the \"gambling\" aspect of quality, never said anything about modifying the quality mechanic itself. Not sure why you made a big deal of it. \n* You act as if my suggestion is intended to make the game much easier. I don't believe it would (see my first counterargument that you ignored). \n* The note about having to rebuild bases is probably your only point that actually engages in anything I said. But I never say that players should never have to rebuild their bases or upgrade things or redo builds or whatever. All other reasons to rebuild your bases (getting better belts, stack inserters, Foundries, Electromagnetic Plants, Cryogenic Plant, etc.) are Positive Feedback, i.e. you are rewarded for doing a certain behavior. Not updating Fulgora bases for Epic and \nLegendary qualities is both Positive Feedback (you get higher quality items) but also Negative Feedback (if you don't update, your belts will get clogged with items your base can't handle). Not to say that Negative Feedback is bad or shouldn't exist, but it is a mode of player incentive much different than most others in the game and should be examined carefully.", "date": "2025-01-09T03:27:52+00:00", "quotes": [ { "author": "Green Cat wrote: Wed Jan 01, 2025 10:19 pm", "content": "" } ] }, { "author": "Dr. Dog PhD", "content": "I don't think unlocking Epic quality is a good reward at all until you have the recycler and/or T3 quality modules. \nIf you go to gleba first hoping to get Epic quality stuff, you are stuck with (at max) Epic T2 quality modules that give 3.8% quality. Not the worst, but without the recycler, your only option is producing tons of stuff and wasting tons of resources on hundreds of crafts. I don't think that's a good use of resources and overall not a great reward. So I don't think that taking the Epic Research from Gleba will make the planet less rewarding, because the Epic unlock wasn't all that rewarding to begin with. \n \nNow the unlock becomes hugely valuable once you hit Fulgora and unlock the recycler, but then it's not much different if you just had Epic unlocked on Fulgora. \n \nIf instead, it should stay on Gleba because it would make Fulgora too good, then that seems more an issue with Gleba (not surprising). \nAnd if the problem is that Gleba is too unrewarding, then making other planets less rewarding is not a fun solution.", "date": "2025-01-09T03:44:33+00:00", "quotes": [ { "author": "evanrinehart wrote: Thu Jan 02, 2025 4:13 pm", "content": "" } ] }, { "author": "angramania", "content": "Alternative is rare T3 that give you 4% which is 0.2% more. Huge boost!!! \nYou should talk about electromagnetic plants instead. They really make big difference. Without them it is not worth to concentrate on quality quality modules at all. \nI do not think that T3 quality is good at this stage of game. Too little increase for its price. It is quite opposite to productivity and speed modules where T3 is obviously better than T2. \n \nLol. Quite opposite. Recycler is what make resource wasting possible. Without recycler you just can't waste them. Even with spoilage mechanic cause it affects mostly intermediate not final products. Also resources are renewable on Gleba, so it is hard to waste them anyway. \n \nGleba is the most rewarding of three planets even without epic quality. And it should be most rewarding to motivate rigid players to learn something new. \n \nIt is not about lesser rewards but about synergy between rewards from different planets. Of course you will get most by combining all three. But before you get to this point you should peek one planet as start point. And after that you should peek second one. That is where synergy plays its role. You need to choose what rewards combination suits you best. And this choice should not be obvious.", "date": "2025-01-09T04:52:41+00:00", "quotes": [ { "author": "Dr. Dog PhD wrote: Thu Jan 09, 2025 3:44 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Dr. Dog PhD", "content": "Good points. Overall I agree that going for quality without Fulgora's rewards is really not worth it at all. \n \n\nBy \"wasting resources\" I'm not talking about voiding ingredients like what happens with the recycler, but rather the mass of unwanted crafts from getting quality stuff. Like if you want rare exoskeletons without the recycler, @ 10% quality, you'd need to make on average 100 normal crafts to get 1 rare exoskeleton. So if you aim only for rare stuff, that's 99 crafts worth of ingredients that are \"wasted\" because you get unwanted products. Though, these ingredients aren't actually wasted because they can always be recycled later. \n \n\nI would agree that Gleba can be the most rewarding especially if you can make good use of the spidertrons and stack inserters. I wasn't claiming that Gleba was too unrewarding but rather responding to the previous post. \n \nThe point about synergy I like a lot. As I was considering this change I considered the different orders that players could take. \n \nCase 1: First Fulgora, then Gleba (Ignoring Volcanus for the moment) \n- This was the route I took for my first playthrough and what I imagine is one of the most popular order. \n- Fulgora rewards Recycler, EM Plants and T3 Quality Modules. This makes quality quality modules realistic, as well as many other quality items. \n- For me, I think the best use of quality at this point in the game is small upcycling builds for production buildings and personal equipment. \n- Unlocking Epic on Gleba is a nice reward but can involve issues for new players (see point 3 on my original post) \n \nCase 2: First Gleba, then Fulgora \n- Unlocking Epic quality here is basically worthless for the moment, but becomes valuable on Fulgora. \n- The Epic unlock is a delayed reward more than anything else, since going for Epic quality at this stage in the game is not worth it for reasons we've both mentioned. There are basically no other technologies that work like this, where they only become valuable later instead of being useful immediately. \n \nI think I would also be in favor of a change in which Epic research requires both Fulgora and Gleba packs. As it plays into the same synergy while resolving some of the issues. \n \nOverall, I really enjoyed reading your response, you brought up several good points.", "date": "2025-01-10T18:43:42+00:00", "quotes": [ { "author": "angramania wrote: Thu Jan 09, 2025 4:52 am", "content": "" }, { "author": "Dr. Dog PhD wrote: Thu Jan 09, 2025 3:44 am", "content": "" }, { "author": "angramania wrote: Thu Jan 09, 2025 4:52 am", "content": "" }, { "author": "", "content": "" }, { "author": "angramania wrote: Thu Jan 09, 2025 4:52 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "aka13", "content": "Quality is on Gleba, because Gleba would have even less rewards playing it. \nLiterally that simple. Also you could play for even longer, without having to touch Gleba. Same for the t3 module rebalance, where 2/3 suddenly need Gleba to function, and the productivity module is somehow not related to the productivity planet. Doubt it will change, best case scenario would be 2.1", "date": "2025-01-10T19:50:57+00:00", "quotes": [] }, { "author": "R060", "content": "If planet sucks (in progression, not in difficulty, because I believe 90% of the time it's just a skill issue and lack of patience), putting sciense pack over there to unlock completly unrelated tech does not fixes that.", "date": "2025-01-10T23:04:06+00:00", "quotes": [ { "author": "aka13 wrote: Fri Jan 10, 2025 7:50 pm", "content": "" } ] }, { "author": "angramania", "content": "I see now. I've never done it in this way, so have not thought about it. If I need rare exoskeleton I use recipe with rare ingredients. And this rare ingredients are side effect of mass production. I do not produce steel/engines/circuits/etc to get quality ones and recycle normal. I produce them to get normal ones and use them in further mass production. So quality intermediates are only side production that can be stored in chests and occasionally used to manually produce some equipment. So there is no waste at all. \n \nBoth are insignificant to me. Main reward for me is biolab. Second is T3 productivity. These rewards have tremendous effect without any other planet and are main reason for me to visit Gleba first. After that either synergy of advanced asteroid processing with foundry from Vulcanus or synergy of epic quality with EM plant from Fulgora. \nBut this is my way, I never go to megafactories. For someone else main reasons can be synergy of stack inserters with green belts from Vulcanus and getting T3 production+speed combo. And of course there are reasons for other planet combos. \nI suppose that current tech tree is not about \"what planet has better rewards\" but about \"you should not get all good stuff from only one planet\". That's why tesla, mech armor and artillery are not on Gleba where they are most needed. \n \nSame here. I like that you have provided good argumentation for your proposition.", "date": "2025-01-11T09:18:00+00:00", "quotes": [ { "author": "Dr. Dog PhD wrote: Fri Jan 10, 2025 6:43 pm", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "evanrinehart", "content": "Correction, if you went to gleba first you would not be limited to T2 epic quality. You could unlock efficiency modules 3 \n \nActually I like the quality system without setting up the cheesy recycling loop. Makes it feel more diablo-like where you choose where your epic stuff goes best. Of course you can swing by fulgora for 5 minutes to get the recycler and leave, since it's so handy to just have regardless. \n \nGleba first!!!", "date": "2025-01-11T15:20:47+00:00", "quotes": [] }, { "author": "Milichip", "content": "Agreed with this, I was super disappointed and confused to see I needed to go to Gleba to unlock epic quality, which is more valuable than unlocking quality 3 modules if it's for personal equipment.", "date": "2025-02-16T12:26:26+00:00", "quotes": [] }, { "author": "Biometrix", "content": "Seeds are on Gleba, not Fulgora. Also, Example*, Bacterium* (Bacterias is not the correct plural form of Bacteria), examples*, hundreds,* and been.*", "date": "2025-02-17T04:05:02+00:00", "quotes": [ { "author": "Green Cat wrote: Wed Jan 01, 2025 10:19 pm", "content": "" } ] }, { "author": "Muche", "content": "It's more complicated than that. \nA formal/proper way is bacterium (sg.) -> bacteria (pl.). \nA nonstandard way is bacteria (sg.) -> bacterias (pl.).", "date": "2025-02-17T04:18:45+00:00", "quotes": [ { "author": "Biometrix wrote: Mon Feb 17, 2025 4:05 am", "content": "" } ] }, { "author": "Theukon-Dos", "content": "It's worth considering that moving Epic-Quality to Fulgora wouldn't have to be a one-way exchange. Gleba could get some new technology to replace it or get something from Fulgora in return. For example, there's a mod that does just this by moving the Epic-Quality to Fulgora, and in exchange moving the Mech Suit to Gleba, with the appropriate recipe adjustments. \n \nHonestly, I think Gleba gets the better end of the deal here, meaning it both solves all of OP's problems and gives Gleba a tech that's immedietly useful other than the Biolabs, rewarding players who want to go there first.", "date": "2025-03-14T22:08:58+00:00", "quotes": [ { "author": "aka13 wrote: Fri Jan 10, 2025 7:50 pm", "content": "" } ] } ]
16
2024-12-30T22:13:14-06:00
forum-topic-78468
78468
Friday Facts #323 - Animated water
News
https://forums.factorio.com/viewtopic.php?t=78468
Here it is! (beep boop) https://factorio.com/blog/post/fff-323
[ { "author": "Gergely", "content": "Is it just me, or was the water always somewhat animated in the game? \n \nIt's probably just me.\n \nYeah it's just me and what might have been some lighter optical illusion. Apart from fish of course.", "date": "2019-11-29T14:54:51+00:00", "quotes": [ { "author": "Albert wrote:", "content": "" } ] }, { "author": "ggrnd0", "content": "IS it possible to make flowing islands?", "date": "2019-11-29T14:57:13+00:00", "quotes": [] }, { "author": "CreeperDaReeper", "content": "Hmmm...... \n Imagines reservoirs of Oil that have leaked up to the surface, rivers of Lava winding through the terrain, and churning pools of Acid nearby.", "date": "2019-11-29T14:59:09+00:00", "quotes": [] }, { "author": "Drury", "content": "Is that a hint of tree sway that I read between those lines?", "date": "2019-11-29T15:05:54+00:00", "quotes": [] }, { "author": "torham", "content": "Awesome!!. And, and... since we are talking environment how about dust storms in the desert, or dust devils... \n \n .... rain (wake up your inner pluviophile) \n \nEdit: Also, the water looks amzing", "date": "2019-11-29T15:20:04+00:00", "quotes": [ { "author": "CreeperDaReeper wrote: Fri Nov 29, 2019 2:59 pm", "content": "" } ] }, { "author": "meganothing", "content": "Is it me or is the effect much more visible and faster in picture 4 than in picture 1? For me the picture 1 version looks a bit too subtle and unnaturally slow.", "date": "2019-11-29T15:49:39+00:00", "quotes": [] }, { "author": "", "content": "The reflections are what makes it look super cool. I want more details about how that works! Even if it's just: now every sprite has a reflected version that masked by the reflection texture. But can any tile do reflection?", "date": "2019-11-29T15:50:11+00:00", "quotes": [] }, { "author": "DanGio", "content": "This is really nice. Maybe, maybe , it's too beautiful and water colors should be desaturated to look more \"neutral\", less eye-catching. But without testing it live, it's hard to say for sure.", "date": "2019-11-29T16:02:08+00:00", "quotes": [] }, { "author": "", "content": "Oh, hey! It's very crude. Entities can have reflection sprites, which are very low res and are rendered into the RGB map Ernestas showed in one of his animations . So they don't have any color information of their own, but could make water foam. In general, other tiles can't reflect.", "date": "2019-11-29T16:04:40+00:00", "quotes": [ { "author": "TOGoS wrote: Fri Nov 29, 2019 3:50 pm", "content": "" } ] }, { "author": "Kostriktor", "content": "it says you put effort into making everything look credible ! \nthen why are the ore-colors inverted ? \ni read the update where you make the trees of fancy colors etc, and its sad, it took away from the dark-tone Factorio always had. \nwhy does every game trying to look like call of duty ? \n \nFactorio is the best game, no matter how it looks, anyways !", "date": "2019-11-29T16:36:06+00:00", "quotes": [] }, { "author": "mrvn", "content": "Water reflects clouds and clouds move. Turn off clods and water becomes still.", "date": "2019-11-29T16:48:43+00:00", "quotes": [ { "author": "Gergely wrote: Fri Nov 29, 2019 2:54 pm", "content": "" }, { "author": "Albert wrote:", "content": "" } ] }, { "author": "Peregrin_Tooc", "content": "Very nice, looking forward to seeing it in the game And yes, a little wind swaying the trees or raising a little dust in the desert would be awesome. Also, dust when driving through the desert with any vehicle would give a nice feeling", "date": "2019-11-29T16:49:14+00:00", "quotes": [] }, { "author": "mrvn", "content": "The moving water looks like wind is causing waves, kind off. But that makes it realy noticable that trees are static. \n \nSo while I think the effect is a good start it really needs animated trees as well. Keep at it.", "date": "2019-11-29T16:52:59+00:00", "quotes": [] }, { "author": "bleistift2", "content": "Personally, I never thought about the stillness of the environment. Maybe because everything that I usually interact with (machines) does move. I find it strange, however, that the water flow changes direction every few seconds.", "date": "2019-11-29T16:53:55+00:00", "quotes": [] }, { "author": "Cgeta", "content": "Ooh boy! \nAtmospheric details \nI really love how the water looks. And I really look forward to the sound of it! \n \nOne thing I have always been a huge fan of, and I hope you'll add aswell, is animated trees! And possibly animated bushes. Leaves rustling in the wind, the sound of that is so relaxing. And it makes the impact all that bigger when it's gone as all the trees in the vincinity of your factory are dead", "date": "2019-11-29T17:32:24+00:00", "quotes": [] }, { "author": "TheBrain0110", "content": "I agree. Moving water is nice, but sloshing around randomly is kinda weird. \n \nAs the last few posters mentioned, it looks like the waves should be caused by the wind. We currently have clouds that move by, and the smoke from our machines (especially noticeable on turbines) changes direction slowly with the wind too. It would be great if there was a single unified wind direction (and maybe even speed) for all of those - clouds, smoke, waves, and trees, etc - to all move together. That would really give a sense of a coherent living environment. \n \nThen of course you’d need a dynamic weather model to have the wind shift in a realistic pattern... \n \nAnd if we’re going *really* crazy, you could even have the diffusion of the pollution cloud affected by the wind direction / speed. \n \nOk actually the *most* over the top thing would be to have the pollution cloud affect the weather itself! \nClimate Change DLC for post-1.0 maybe? :p", "date": "2019-11-29T17:38:17+00:00", "quotes": [ { "author": "bleistift2 wrote: Fri Nov 29, 2019 4:53 pm", "content": "" } ] }, { "author": "Hiladdar", "content": "It looks nice, but I concur with the game performance concerns on legacy computers. \n \nHiladdar", "date": "2019-11-29T18:00:21+00:00", "quotes": [] }, { "author": "PaszaVonPomiot", "content": "I really like the idea of calmly moving waters. Proper sound effects would do wonders in combination with those animations. The same for trees", "date": "2019-11-29T18:09:19+00:00", "quotes": [] }, { "author": "eradicator", "content": "That sounds more promising to me than it probably is :D.", "date": "2019-11-29T18:12:09+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
19
2019-11-29T08:49:51-06:00
forum-topic-125396
125396
Translation Error
Translations
https://forums.factorio.com/viewtopic.php?t=125396
__Sirius__
There is a translation error in the german translation. It says "Kuststoff" instead of "Kunststoff".
[ { "author": "valneq", "content": "this has been fixed", "date": "2025-01-24T18:49:12+00:00", "quotes": [] } ]
1
2024-12-31T06:05:51-06:00
forum-topic-121400
121400
Blueprint Logistics Groups
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=121400
Voillah
TL;DR Quick blueprint ingredients into logistics groups So, What this would essentially be, is. You make a blueprint. maybe you use it alot like a smelter array. You then make an empty logistics group and then pop the selected blueprint onto the group, It'll then take all the ingredients that are always displayed on the blueprint. then put them into that group, allowing you to request the exact amount you need I really want this feature for when I wanna make like. 40 wall blueprints. but always end up short on maybe turrets or something alike. This would prevent that as once I run out. I wont be able to make anymore segments which is less aggravating then only partially making a segment
[ { "author": "grossws", "content": "Hold blueprint in hand and click \"Add section\" with it. This will add a group with all items from the blueprint. \n \nThen select edit button for the group to set multiplier for item number if you want to have items for placing the blueprint multiple times.", "date": "2024-11-14T15:45:29+00:00", "quotes": [] }, { "author": "Voillah", "content": "Omg thank you. I personally think this should be easier to come across. but yes that works <3 thank you!", "date": "2024-11-17T15:09:34+00:00", "quotes": [ { "author": "grossws wrote: Thu Nov 14, 2024 3:45 pm", "content": "" } ] }, { "author": "", "content": "[Koub] Moved to Implemented.", "date": "2024-11-20T20:59:11+00:00", "quotes": [] } ]
3
2024-11-14T04:04:17-06:00
forum-topic-126768
126768
Demolishers should damage each other
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=126768
t3jem
Recently I was playing and realized I had two demolishers near each other. Given their territorial nature I thought it would be a useful idea to aggregate one into attacking the other. I was able to successfully convince a collision; however, was disappointed to find no damage was given to either demolisher. I feel allowing demolishers to harm each other could create a rare and unique option to dealing with demolishers, especially early game. I'd imagine it's even possible to add an avoidance mechanism to avoid attacking other demolishers in their own territory to reduce the success rate. What does everyone else think? Could this be a fun mechanic?
[ { "author": "Brathahn", "content": "on my first trip to vulcanus i tried the exact same thing and was dissapointed it didnt work. \nso +1 from me.", "date": "2025-02-11T18:07:13+00:00", "quotes": [] }, { "author": "ElectroMagnetic", "content": "Ok this sounds fun! \n+1", "date": "2025-02-11T18:48:03+00:00", "quotes": [] }, { "author": "fencingsquirrel", "content": "I mean this would be fun for small demolishers, but I feel like the larger ones are supposed to be more of a progress check. Like it'd be fun in the \"hey wouldn't it be hilarious if tanks took no damage when ramming nests\" kind of fun, but probably a bit on the silly side. So I'd be against this really.", "date": "2025-02-12T11:44:23+00:00", "quotes": [] }, { "author": "Factoruser", "content": "At least demolishers should keep away from foreign territories. It's also ridiculous that they cross their own bodies. I'd liked it if they would fight, I won't be against that one might kill another, but it's all a bit too much and not so important.", "date": "2025-02-12T23:33:57+00:00", "quotes": [] }, { "author": "t3jem", "content": "I don't think the necessarily need to kill each other. Just a bit of damage. The lava holes are fire damage if I remember correctly which they are immune to. I don't know what their physical damage output is, but I'd imagine it'd be possible to ensure they have high enough resistance to avoid dieing from it. Particularly the larger ones.", "date": "2025-02-14T15:23:13+00:00", "quotes": [ { "author": "fencingsquirrel wrote: Wed Feb 12, 2025 11:44 am", "content": "" } ] }, { "author": "adam_bise", "content": "+1 The tooltip already says they don't like to be disturbed. Tricking them into disturbing and fighting each other would be fun", "date": "2025-02-14T17:18:24+00:00", "quotes": [] }, { "author": "Factoruser", "content": "They might also fight each other for a few minutes, senslessly, until they become bored... As an alternative to lure a demolisher away from your mining plot.", "date": "2025-02-15T12:47:04+00:00", "quotes": [] } ]
7
2025-02-11T11:57:24-06:00
forum-topic-122089
122089
[2.0.20] [Possible Bug] How do you reorder train stations with a controller?
Technical Help
https://forums.factorio.com/viewtopic.php?t=122089
A7x49
I know with a mouse you can click and drag the stations in a train schedule by the "handle" which is the box to the left of the "X". But I can't figure out how to do it with a controller. Pressing the normal "click" button isn't working with free cursor mode, and I've tried all the other buttons and button combinations I could think of as well.
[ { "author": "A7x49", "content": "Bump \n \nEager for an answer so I can start building my train network!", "date": "2024-11-20T12:03:44+00:00", "quotes": [] }, { "author": "qoalabear", "content": "Whoops. It didn't even occur to me that the grabby handles aren't actually usable by controllers. Makes me feel silly that I proposed using them in the other thread for a controller-specific quickbar editor. \n \nI've got a Steam Deck and I've been reflexively using the touchpad to click and drag on those handles without really thinking about it. \n \nSo... I don't really have any good suggestions for more traditional controllers right now.", "date": "2024-11-21T06:01:16+00:00", "quotes": [] }, { "author": "A7x49", "content": "Yeah, I'm not on a steam deck. Controller only! \n \nThis is either a bug or a question that can be answered quickly. Either way, a quick reply from a staff member will help sort that out. \n \nIf there is a way to sort train schedules with a controller that I am missing, I'd love to get a quick answer so I can resume playing. \n \nIf it is a bug, I'd appreciate if this can be sorted into the bug reports section so devs are aware and can include a quick fix in the next patch. It's most likely not a complex issue, I think its just that someone from Wube needs to see this.", "date": "2024-11-22T00:51:29+00:00", "quotes": [] }, { "author": "A7x49", "content": "bump \n \nRespectfully, it has been 1 week my issue has been ignored. Please help. \n \nSince I am unable to use trains, this has prevented from playing. I do not want to to develop my factory without trains. \n \nIf this is a bug, please sort it into the bugs forum.", "date": "2024-11-27T21:10:56+00:00", "quotes": [] }, { "author": "danbopes", "content": "You say \"ignored\"...except there's no expectation from the devs/staff to respond. They do so if they want to. It's not up to them to sort your bugs, if you believe this is a bug you should post in the appropriate forum.", "date": "2024-12-04T14:52:57+00:00", "quotes": [ { "author": "A7x49 wrote: Wed Nov 27, 2024 9:10 pm", "content": "" } ] }, { "author": "A7x49", "content": "Thanks for the response. I don't want to debate, but you are incorrect. If a company provides both tech support and software maintenance, it is standard for the company to redirect customers to the appropriate channel. And its normal for a customer to sometimes be unsure at first if an issue is a bug or not.", "date": "2024-12-04T15:45:35+00:00", "quotes": [] } ]
6
2024-11-19T09:00:37-06:00
forum-topic-115010
115010
[Website] One review on website marked as private
Spread the Word
https://forums.factorio.com/viewtopic.php?t=115010
danbopes
One of the videos on https://factorio.com/videos is marked as private: 08-24-2024, 23-13-37.png (4.49 MiB) Viewed 1061 times
[ { "author": "danbopes", "content": "Thought I was going nuts, and trying to figure out HOW this ended up in \"Spread the Word\". \n \nThis is the SECOND time I thought I posted this in the wrong place, but apparently a MOD is moving this: \n \n \n \n 08-26-2024, 05-48-02.png (169.88 KiB) Viewed 964 times \n \n \n\nMODS: If you have to move a post, please post a reason. I wasted a bunch of time trying to repost in Bug Reports, because \"Spread the Word\" doesn't exactly sound like the place this post should belong to.", "date": "2024-08-26T09:48:42+00:00", "quotes": [] }, { "author": "", "content": "Can't speak for my fellow moderators, but I always indicate in the moderated thread or post I was the one who moderated, and what I did. \n \nThat set aside, the bug report section is for when there is an actual bug detected within the game, so no matter what, it won't be the right section for this. \nUnfortunately, there is actually no really appropriate forum section for feedback on what's going on on the Factorio website. My best guess is sending an email to support @ factorio.com would be the right option. Just did that, we'll see if it gets fixed. \n \n[Edit] corrected an error in the email", "date": "2024-08-26T11:31:03+00:00", "quotes": [] }, { "author": "", "content": "Thank's for the heads up! I replaced the hidden video with the IGN review.", "date": "2024-08-27T07:08:17+00:00", "quotes": [] } ]
3
2024-08-24T22:14:22-05:00
forum-topic-112318
112318
Version 1.1.106
Releases
https://forums.factorio.com/viewtopic.php?t=112318
Bugfixes Fixed a crash when watching a replay when other player looks into blueprint library. ( 107931 ) Modding Added StorageTankPrototype::show_fluid_icon. Scripting Added LuaEntityPrototype::vector_to_place_result. 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": "1WheelDude", "content": "What mods are related to the modding and scripting fixes? Need smart people to explain to me dumb brain what capabilities are avail now", "date": "2024-03-26T11:44:50+00:00", "quotes": [] }, { "author": "Quezler", "content": "hiding the current-fluid icon on storage tanks whilst still showing the in/out arrows in alt mode as well as any filtered ports, and knowing which tile mining drills drop off their items to based on current rotation.", "date": "2024-03-26T12:03:03+00:00", "quotes": [] }, { "author": "DoubleThought", "content": "The show_fluid_icon is almost definitely pushed by Earendel to benefit Space Exploration, to let the fluid tank for the cargo rocket silo show arrows in alt mode but not cover the whole silo with the fuel icon. \n \nThe vector_to_place_result is for control-stage Lua to be able to find out where a mining drill will output the ore.", "date": "2024-03-26T21:03:52+00:00", "quotes": [ { "author": "1WheelDude wrote: Tue Mar 26, 2024 11:44 am", "content": "" } ] } ]
3
2024-03-26T06:37:10-05:00
forum-topic-121891
121891
[Genhis][2.0.19] Vehicle ammunition bot order overwritten by standing logistics request
Assigned
https://forums.factorio.com/viewtopic.php?t=121891
SubtleC
I think this is more unintended behavior than true bug, but it's for a use case that happens often enough that I hope it's worth adjusting. 1. What did you do? Have a deployed tank with loaded ammunition of one type. The loaded ammunition has a logistics request for a minimum of the current amount. Use bots to swap to a different type, such as from Cannon Shell to Uranium Cannon Shell - by ghosting the latter over the former's position in the ammo slot. 2. What happened? Bots unload the stack of Cannon Shells, then bots load back a stack of Cannon Shells. 3. What did you expect to happen instead? It might be obvious to you, but do it anyway! My naive expectation was first that the outgoing ammo would be loaded to the Trunk instead of to the loginet - since that would keep it at the minimum requested count, though I'm not very surprised that they unload to the loginet instead. More crucially, I expected the request to load the new ammo to the ammo slot not to be overwritten by the standing logistics request for another item. I'm sure the outgoing ammo is replaced first because there is a nearby buffer for it but not the new ammo. 4. Does it happen always, once, or sometimes? Always. Also replicated by replacing uranium rounds with piercing rounds in the same manner - so I think it's a generic problem. I think it can also happen with fuel, such as a nuclear fuel ghost in a fuel slot but you deconstruct a tree on your way back to base, but I haven't tested it. Sorry if the soapboxing is unwelcome, but I see one "fix" and one related feature request. I would guess a reasonable fix is to prevent "refills" from an item other than that specified by a ghost request, except when done by the player. The related feature request would be a more reasonable way to swap ammo types in remote vehicles. It seems strange that for all a tank can accomplish on its own with a loaded grid and bots, it doesn't have a reasonable way to just swap ammo, and it's something I wish for several times a session. That said, thanks for all you do <3
[]
0
2024-11-17T15:10:16-06:00
forum-topic-124669
124669
Transmission only electric poles
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=124669
0n0w1c
With Quality bonuses, transmission only electric poles are no longer possible (as far as I know). This is a small niche thing, but I hope something is added to the API that restores this possibility.
[ { "author": "robot256", "content": "On the ContainerPrototype, there is a boolean flag \"quality_affects_inventory_size\". This request would be satisfied by adding a boolean flag on ElectricPolePrototype called \"quality_affects_supply_area_distance\".", "date": "2024-12-18T13:19:58+00:00", "quotes": [] }, { "author": "0n0w1c", "content": "If the quality bonus were a % like many other items, rather than addition, that would work too.", "date": "2024-12-20T01:28:12+00:00", "quotes": [] }, { "author": "0n0w1c", "content": "Version 2.0.29 has resolved this issue.", "date": "2025-01-06T12:44:21+00:00", "quotes": [] } ]
3
2024-12-18T07:08:14-06:00
forum-topic-75584
75584
Please bring back sort by active topics
This Forum
https://forums.factorio.com/viewtopic.php?t=75584
BHakluyt
Please bring back the feature to show the active topics without logging in. Ever since you guys changed the forums some months ago its been like this. I can't believe no one asked for this before. I hate having to log in every time just to browse the active topics. Usually I browse the active topics to see what's news lately to kill a few minutes, and mostly from some computer or phone thats not mine so really its such a hassle to log in everytime. Please guys?
[ { "author": "", "content": "Yea, I am often finding myself having to login just to see Active topics...", "date": "2019-09-11T16:26:32+00:00", "quotes": [] }, { "author": "BHakluyt", "content": "Hey a dev is with me on this one. Please guys lets fix it? Even openttd forums allows one to view the active topics without logging in after all these years...", "date": "2019-09-11T16:41:51+00:00", "quotes": [] }, { "author": "jodokus31", "content": "There was a similar request: \n viewtopic.php?f=55&t=64558 \nMaybe the performance is better now?", "date": "2019-09-11T18:08:02+00:00", "quotes": [] }, { "author": "", "content": "Active topics for guests is back... for now.", "date": "2019-09-12T09:11:46+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "This change appears to have replaced \"New posts\" with \"Active topics\" in the top menu. You can still access New Topics via the Quick Links, but muscle memory doesn't care. Makes fresh contributions to the forum one step removed.", "date": "2019-09-12T09:43:14+00:00", "quotes": [] }, { "author": "", "content": "The \"new posts\" and \"active topics\" give you exactly the same results if you're logged in for a long time. If you log in and out frequently, \"new posts\" will consistently give less results. That's why I personally prefer \"active topics\". Besides that, it is not replaced for me. \n \nEdit: Ah, wide skin doesn't have it replaced, I see.", "date": "2019-09-12T10:00:02+00:00", "quotes": [ { "author": "Deadlock989 wrote: Thu Sep 12, 2019 9:43 am", "content": "" } ] }, { "author": "Deadlock989", "content": "I use the default \"factorio32\" skin. You're right that it's now different between \"factorio32\" and \"factorio32_wide\". What is currently used by \"factorio32_wide\" is my preference, but it's not suitable for a big wide monitor. I never use Active Posts, I'm always more interested in new posts, so my preferred option is now one step removed. \n \nI mean it's not like a big deal or anything, will get used to it eventually, but my neurons are tired and calcified with old age and don't learn new things like you frisky whippersnappers do.", "date": "2019-09-12T10:21:35+00:00", "quotes": [ { "author": "Bilka wrote: Thu Sep 12, 2019 10:00 am", "content": "" }, { "author": "Deadlock989 wrote: Thu Sep 12, 2019 9:43 am", "content": "" } ] }, { "author": "", "content": "In general, there should be no difference between Active topics and New posts. Both list topics in the order of last posts, but New posts resets when you sign out.", "date": "2019-09-12T11:04:18+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "OK. I'll chalk this one up to being too resistant to change.", "date": "2019-09-12T11:30:08+00:00", "quotes": [] }, { "author": "BHakluyt", "content": "Fantastic I see it's back! Thank you guys a million and some more...", "date": "2019-09-12T15:50:10+00:00", "quotes": [] }, { "author": "", "content": "Can you change the wide theme to have the active topics too?", "date": "2019-09-12T17:16:33+00:00", "quotes": [ { "author": "Sanqui wrote: Thu Sep 12, 2019 11:04 am", "content": "" } ] }, { "author": "", "content": "You know there are four themes and keeping them in sync is a bitch so I tend to wait until changes accumulate... but, just for you I did it ;)", "date": "2019-09-13T08:37:17+00:00", "quotes": [ { "author": "Klonan wrote: Thu Sep 12, 2019 5:16 pm", "content": "" }, { "author": "Sanqui wrote: Thu Sep 12, 2019 11:04 am", "content": "" } ] }, { "author": "fishycat", "content": "It is back! \n \nThank you Sanqui", "date": "2019-09-15T08:52:43+00:00", "quotes": [] }, { "author": "eradicator", "content": "https://xkcd.com/1172/ :p", "date": "2019-09-15T10:31:00+00:00", "quotes": [ { "author": "Sanqui wrote: Fri Sep 13, 2019 8:37 am", "content": "" } ] } ]
14
2019-09-11T09:28:18-05:00
forum-topic-121144
121144
[2.0.16]; usage on the RegistrationTarget page
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=121144
Quezler
https://lua-api.factorio.com/latest/con ... arget.html some have a ; and some don't (even amongst those with no text after it there are discrepencies)
[ { "author": "", "content": "Thank you for fixing this.", "date": "2025-03-14T17:46:03+00:00", "quotes": [] } ]
1
2024-11-12T10:39:46-06:00
forum-topic-125064
125064
[2.0.28] Decider combinator menu visual bug when no output
Duplicates
https://forums.factorio.com/viewtopic.php?t=125064
Super
The conditions are: - It doesn't have any signals to output - Its output is connected to something When those are met and the player has the combinator's menu open while a condition turns from met to unmet or vice versa the change will only be displayed the next time that the condition is supposed to be flipped For example if I have an input cycling between 0 and 3 with the condition "[input] = 1" the menu will show: - "0 = 1" false - "1 = 1" false - "2 = 1" true - "3 = 1" false 1=⁄=1.png (9.02 KiB) Viewed 547 times 2=1.png (9.89 KiB) Viewed 547 times Closing and reopening the menu updates the condition correctly
[ { "author": "Muche", "content": "Related to / possible duplicate of 118223 Decider combinator condition becomes green when the condition isn't met .", "date": "2024-12-24T22:29:13+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. This will be fixed for 2.0.42 due to 120624 .", "date": "2025-03-17T20:36:41+00:00", "quotes": [] } ]
2
2024-12-24T07:54:48-06:00
forum-topic-127296
127296
Another 'set recipe' setup
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=127296
brucemalt
Hi everyone! I wanted to do something with 'set recipe' and to make production even more automated. The key reason being that the easiest way to set up a new planet is not to fetch things, but to make them in space. At least the basic material, but it applies to more than that I suppose. I was tired of switching the production by hand anyway. What makes 'set recipe' a bit difficult to use is that naive sorting will fluctuate and if you also want to set requests, those are necessarily on the same signal as the input, but you don't want the product to be in the requests. So this setup does the following: Set the target product and number in the constant combinator(first green) The right side of the circuit compares and sorts and gives the production target(first red) This is sent to the green loop (second green) in the center While the amount you have (second red) is less than your target(first green), the target (third red) is used to keep a loop alive. When that is no longer the case, the lower center disables the (second green) loop, that allows the top center to accept a new product. The top left decider filters production target and the ingredients, to make sure that none of the ingredients end up in the (second green) loop. And then finally there is a multiplier for the ingredients. Suggestions on how to improve are welcome! 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 Copy blueprint
[]
0
2025-03-06T05:43:27-06:00
forum-topic-127074
127074
[2.0.35] No on-hover tooltip when deconstructing landed cargo pod
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127074
Hares
Steps to Reproduce Drop a cargo pod from orbit (i.e., with 100 green belts) Select a deconstruction planner Drag over cargo pod (without releasing) Expected: Cargo is marked as "will be marked for deconstruction" (red borders) Either of the following Cargo pod's content (i.e., 100 green belts) Cargo pod: 1 Actual: Cargo is marked as "will be marked for deconstruction" (red borders) No cargo pod's content mention No cargo pod mention Click to expand the recording
[]
0
2025-02-23T07:57:07-06:00
forum-topic-113391
113391
Beta and Alpha status
Angels Mods
https://forums.factorio.com/viewtopic.php?t=113391
TruePoosh
anyone experienced with the angel mod options "components overhaul" and "technology overhaul", they are beta and alpha so I'm a bit worried about activating them, but I would want to because it should make the game more complex what about "exploration"? It's also says beta status so I'm a bit worried about that why are those options/mods beta and alpha? game breaking bugs? balance? also, which mods from the angels suite make my life easier instead of harder? I'm using the whole angel suite except for the addons and exploration because it's in beta
[]
0
2024-05-08T08:58:57-05:00
forum-topic-119407
119407
Elevated rail personal roboport positioning
Minor issues
https://forums.factorio.com/viewtopic.php?t=119407
AndrolGenhald
When in a train on elevated rails, the construction bots enter and exit the personal roboport as if you were on non-elevated rails. 11-02-2024, 17-31-21.png (1.2 MiB) Viewed 426 times
[ { "author": "Hares", "content": "Duplicates:\n \n 120869: [2.0.16] [SA] Incorrect transport robot display when character is inside train on elevated train \n 123991: [2.0.23] Bots dock to wrong position when player in train on elevated rail", "date": "2024-12-08T00:39:06+00:00", "quotes": [] } ]
1
2024-11-02T17:33:42-05:00
forum-topic-94795
94795
Testbench for 3/4way intersections
Railway Setups
https://forums.factorio.com/viewtopic.php?t=94795
hansjoachim
Intersection test bench: What is it and why use it? It is a handy tool to create and evaluate your intersections, identify problems, and check for deadlocks. Now everything is controlled by the mod testbenchcontrols. There is a scenario in the mod for you to use. The newest version doesn't work with any savefile https://mods.factorio.com/mod/Testbenchcontrols Legacy : To use the map file, you have to put the zip file in your “saves” folder. Which you can find by opening run and typing %appdata% then Factorio>saves -- Changelog -- 5.3.3 Found an issue causing set 5 to not work at all 5.3.2 Custom tpm per lane, every lane gets measured, custom set with different trains/schedules per lane 5.3.1 Allowed higher tpm than 33. Added rails signals to allow you to push to higher tpm if you want to 5.3 Overhaul to TPM and fixed colour inconsistency 5.2.3 multiple errors with decimals, had to redo much of the logic. 5.2.2 Added Decimals 5.1.2 Another schedule for 3 way set 2 was wrong. Looked over all of them and now that set should be correct. 5.1.1 New map, new mod for map editor and 3 way can be anyway 5.0.7 A schedule for 3-way set 2 RHT was wrong. Fixed 5.0.6 schedules got messed up with 5.0.5. Fixed 5.0.5 the last version made the 3/4-way detector not work. Fixed. Also added lights to see which set is active and made it easier to see which trains are spawning. 5.0.4 Fixed multiple major issues with manual and auto mode scores 5.0.3 Switched back to the old set 1 since it retains comparability for U-turn and Lanechanger intersections. 5.0 Major update, now any intersection can be tested. 4.6.1 New RHT/LHT detector. Makes sets 2 and 3 work better for alternative intersections. 4.6 Adjustable input TPM, Adjusted input area to allow alternative intersections. Supports up to 40 cars without changing anything. 4.5.2 Fixed rounding. Instead of rounding down it now rounds correctly 4.5.1 Reduced train input to what should be the practical maximum in any train network, 28/29 TPM. I Changed set 2 slightly. 4.4.1 minor bug, resets after 2 min in auto as well. fixed 4.4 New sets for set 3 4-way and set 2 3-way. 4.3.1 Feature update: Custom train sets, an optional addon for auto testing multiple times 4.2.1 made the intersection slightly less dependent on creative mode, it was always an optional mod 4.2 Added the new Throughput score to the test. Also added an optional mod that makes the display more visible, 4.1.2 Missing signal south for LHD 4 lanes output. Fixed, also aligned the sides 4.1.1 Wrong signal placements, LHD intersections won't let trains go south. Fixed 4.1 Many visual adjustments, added more info on the map and fixed multiple bugs 4.0.0 Major overhaul for UI, added support for 3-way auto tester. Also aligned for making grid aligned intersections 3.3.4 Updated for 1.1, Thanks to Kano96 for updating the mod 3.3.3 Fixed detection for LHD/RHD when not using the inner lanes. 3.3.2. Fixed multiple errors, It didn't work for M = unequal numbers. 3.3.1 Fixed an error, caused by adding the correct rounding feature. 3.3 Changed planned (P=2 and P=3) tests to No Right for RHD and No left for LHD. Added UPS saver. Colored the trains. UPS saver recommended for 2/4/8 with under 100/200/400 trains per min. Off by default 3.2.1 Fixed a rounding error, now it rounds up from 0.5 3.2 Fixed an error that didn't measure LHD correctly. Added support for mixing LHD and RHD. Now it's also slightly easier to adjust trains. 3.1.1 minor errors fixed 3.1 Test breaking bug :S Fixed it 3.0 Major update for the testbench. Auto tester update
[ { "author": "hansjoachim", "content": "Reserved", "date": "2021-01-22T20:03:12+00:00", "quotes": [] }, { "author": "Interfector", "content": "Hi, \nI dont understand how to use your zip file \nI tried to put it like a mod but I have a crash because file is not register in library. \nWhat did I miss? (maybe explain that in main post !) \n \nThx \n \n(I want to test this intersection :\n 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 )", "date": "2021-01-24T07:11:16+00:00", "quotes": [] }, { "author": "NotRexButCaesar", "content": "It is possible to not display all that text if you use the format Code: Select all [bp]<<the string>>[/bp] \n\nI think you were trying to do an expandable spoiler, rather than hidden text. To do an expandable spoiler, do something like Code: Select all [spoiler=<<name>>]<<stuff>>[/spoiler] \n\nJust using \"spoiler\" doesn't make a dropdown, the spoiler needs a name for that: \"spoiler=\".", "date": "2021-01-24T08:41:49+00:00", "quotes": [ { "author": "Interfector wrote: Sun Jan 24, 2021 7:11 am", "content": "" } ] }, { "author": "disentius", "content": "It is a save, not a mod. Put it in your save directory.", "date": "2021-01-24T10:04:43+00:00", "quotes": [] }, { "author": "Interfector", "content": "Oh, my bad, ok, thx ! \n \n\nYeah, I know for spoiler (I use it for hide the ugly bp text ^^), but I didn't know the bp balise before ! thanks for tips.", "date": "2021-01-24T10:15:07+00:00", "quotes": [ { "author": "disentius wrote: Sun Jan 24, 2021 10:04 am", "content": "" }, { "author": "AmericanPatriot wrote: Sun Jan 24, 2021 8:41 am", "content": "" }, { "author": "Interfector wrote: Sun Jan 24, 2021 7:11 am", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "are you sure \nthere \nare \ntwo \ntypes", "date": "2021-01-24T19:29:19+00:00", "quotes": [ { "author": "Interfector wrote: Sun Jan 24, 2021 10:15 am", "content": "" } ] }, { "author": "JayS", "content": "I am not sure if the 3 way manual mode works with LHS, I made a very basic three way intersection connecting west, east, and south, and no trains were leaving from the west (east and south could navigate to both west, east, and south). So I then changed it so that only trains leaving from west could make their destination, still didn't work. Then I changed it to RHS drive, and it did work. Attached are screenshots: \n Direct Connection LHS \n \n \n \n Screenshot from 2021-02-07 15-28-52.png (2.47 MiB) Viewed 25943 times \n \n \n \n West train cannot reach destination with direct connection \n \n \n \n Screenshot from 2021-02-07 15-17-13.png (1.08 MiB) Viewed 25943 times \n \n \n \n Direct Connection RHS \n \n \n \n Screenshot from 2021-02-07 15-29-22.png (2.52 MiB) Viewed 25943 times \n \n \n \n RHS version of direct connection works \n \n \n \n Screenshot from 2021-02-07 15-19-08.png (154.92 KiB) Viewed 25943 times", "date": "2021-02-07T20:30:56+00:00", "quotes": [] }, { "author": "hansjoachim", "content": "So the problem is that if you switch between 4 way and 3 way you sometimes have trains spawned that are missing one direction and therefore nowhere to go. \nYou can fix it by deleting the train that should be driving that isn't driving and then restarting the testbench. \nI had a fix for it but it made it messier. \nSo the hotfix is just to have a save file with all trains already deleted. Uploaded 3.3.5 with all trains already deleted.", "date": "2021-02-08T16:25:02+00:00", "quotes": [] }, { "author": "hansjoachim", "content": "Updated version 2 to 1.1 because why not=)", "date": "2021-02-08T16:51:13+00:00", "quotes": [] }, { "author": "JayS", "content": "Oh great! Thanks", "date": "2021-02-09T05:17:32+00:00", "quotes": [ { "author": "hansjoachim wrote: Mon Feb 08, 2021 4:25 pm", "content": "" } ] }, { "author": "hornetDC", "content": "How do I properly configure train length?", "date": "2021-03-28T00:50:50+00:00", "quotes": [] }, { "author": "hansjoachim", "content": "You have to add cars to all trains that are parked sideways.", "date": "2021-04-04T09:31:13+00:00", "quotes": [ { "author": "hornetDC wrote: Sun Mar 28, 2021 12:50 am", "content": "" } ] }, { "author": "Tallywort", "content": "Also if you want to have really long trains, you might need to extend the tracks where those parked no-fuel locos stand. (at the end of the tracks) As trying to spawn trains that are too long can end up overwriting those, borking the system.", "date": "2021-09-08T18:06:07+00:00", "quotes": [ { "author": "hansjoachim wrote: Sun Apr 04, 2021 9:31 am", "content": "" }, { "author": "hornetDC wrote: Sun Mar 28, 2021 12:50 am", "content": "" } ] }, { "author": "hansjoachim", "content": "Hey all! I made a major update to the UI and added support for 3way auto testing. \nI think you should all check it out. You can download it from the top post. Please tell me if you have any problems or any suggestions. \nThe 3.x.x UI was terrible so 4.0 should be a major improvement.", "date": "2021-09-24T09:44:02+00:00", "quotes": [] }, { "author": "disentius", "content": "oooooo nice! \n \nI know what i am doing tonight:)", "date": "2021-09-24T18:10:50+00:00", "quotes": [] }, { "author": "aka13", "content": "Amazing work as always!", "date": "2021-09-25T00:10:13+00:00", "quotes": [] }, { "author": "mrvn", "content": "On the topic of 3 way intersections? I'm looking for a compact one for LCCCCCCL trains that allows U turns. Currently I use simple roundabouts.", "date": "2021-09-25T04:41:12+00:00", "quotes": [] }, { "author": "hansjoachim", "content": "V4.1 released \nMany visual adjustments, it looks much cleaner now. Kano96 made those suggestions. \nAdded info on the map to explain the display. \nFixed test breaking bugs, just some errors in the circuit logic. \nRemoved the fake set 3 for 3 way. There were only really 2.", "date": "2021-09-25T06:51:59+00:00", "quotes": [] }, { "author": "hansjoachim", "content": "Thanks:)", "date": "2021-09-25T10:31:17+00:00", "quotes": [ { "author": "aka13 wrote: Sat Sep 25, 2021 12:10 am", "content": "" } ] } ]
19
2021-01-22T13:55:03-06:00
forum-topic-126203
126203
[2.0.30] Game Crash Randomly (EntityWithHealth::drawFluidVisualizationInternal)
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=126203
Epoch_141
Copy pasting a nuclear power plant on nauvis and game crashes Log below
[ { "author": "", "content": "Was that a one time event or do you have a reliable reproduction steps to trigger this at will? Can you also provide log files from other crashes if they would happen again?", "date": "2025-01-21T18:29:42+00:00", "quotes": [] }, { "author": "Epoch_141", "content": "I had an issue with crashes a while ago and i had got a new GPU since then and it stopped. .cant reproduce it just happens sometimes when I'm playing it will just crash sometimes more frequent than others Will reply with more logs if happens again", "date": "2025-01-21T18:31:57+00:00", "quotes": [] }, { "author": "Epoch_141", "content": "I think i can re create the crash same thing happened again I load my autosave plug in some roboports Copy my reactor and go to my mall to place a substation assembler and it crashes during this process", "date": "2025-01-21T21:23:37+00:00", "quotes": [] }, { "author": "", "content": "Do you have the bios update for the raptor lake defect installed?", "date": "2025-01-21T21:35:04+00:00", "quotes": [] }, { "author": "Epoch_141", "content": "I do not what does that do?", "date": "2025-01-21T21:38:58+00:00", "quotes": [] }, { "author": "", "content": "It prevents that the chips destroy themselves: https://community.intel.com/t5/Blogs/Te ... 633446#M40", "date": "2025-01-21T23:46:10+00:00", "quotes": [] } ]
6
2025-01-21T12:15:02-06:00
forum-topic-60870
60870
Friday Facts #246 - The GUI update (Part 3)
News
https://forums.factorio.com/viewtopic.php?t=60870
https://www.factorio.com/blog/post/fff-246
[ { "author": "Satis", "content": "Wao the new UI looks amassing and the preview map is easier to read as well now", "date": "2018-06-08T13:25:30+00:00", "quotes": [] }, { "author": "DanGio", "content": "Cool ! \n \nSetting the frequency to minimum gives you very few ore, setting the size to minimum gives you no ore at all. How does one makes the difference between very few and none at all with the new sliders ?", "date": "2018-06-08T13:28:51+00:00", "quotes": [] }, { "author": "Thorambar", "content": "The new UI looks really good. The style is super fitting for the game and it's so much more polished than before", "date": "2018-06-08T13:29:34+00:00", "quotes": [] }, { "author": "ThaChillera", "content": "This is looking amazing! I always forget what an impact good UI can have on the end user experience.. but this looks like it would function very nicely", "date": "2018-06-08T13:30:04+00:00", "quotes": [] }, { "author": "pingger", "content": "Guys ... nice work, but the Ore Mockup shows 5xx% (percent) copper ore and 600k oil ... (at about 30% from the left and 40% from the bottom)", "date": "2018-06-08T13:31:24+00:00", "quotes": [] }, { "author": "Sigma1", "content": "Very nice! I like that you got the button order the correct way. \n \nThe exchange string window looks a bit off on top of the adjustments IMO", "date": "2018-06-08T13:34:24+00:00", "quotes": [] }, { "author": "Saint", "content": "Thats Amazing. I will test it now XD i will not wait longer", "date": "2018-06-08T13:37:03+00:00", "quotes": [] }, { "author": "", "content": "I'm calling it now: With the new GUI tileset, nobody will know if a value can be changed because the button and editable field look exactly the same. Notice the seed field for example, it looks exactly the same as the other buttons, making me wonder if it's a button, or a text field.", "date": "2018-06-08T13:39:26+00:00", "quotes": [] }, { "author": "ledow", "content": "The red and green do more. \n \n\"OK\" and \"Cancel\" direction don't matter as much as the flow / which-side / the arrows / the colour. \n \nI imagine most RTL language users would prefer the exact opposite anyway. \n \nIt's not hard to make a nice GUI flow. It's keeping it there when things change. \"Oh, just another box\". \n \nAnd things like \"there is no close button\" drive me insane whatever the GUI. \nNot to mention things like \"Are you sure you want to Cancel? OK. Cancel.\" \n \nIt's all good work that needs doing, but keep it LTR (with the option of reversing, it can't be that hard if you've factored out the GUI), obvious flow (arrows) and obvious dangerous actions (Red/Green). I keep wondering what the red button at the top of some of those windows does, and why it needs be red. Reload?", "date": "2018-06-08T13:43:39+00:00", "quotes": [] }, { "author": "Omnifarious", "content": "My main use of preview is to check out the starting area to make sure that it won't be really annoying. I sort of don't like that it shows as much of the map as it does. \n \nMaybe there could be a way to preview just the starting area, just a tad bit more than what would be visible to you when you first entered the game. I thought the original purpose of preview was to prevent the 'generate, start game, abort game, start over' cycle people went through to find a starting area they found playable. \n \nI don't know if I really like the \"We do it so differently that you won't be messed up on any system.\" method of GUI design. I do know that the two biggest issues I have with the current GUI is that I keep on accidentally forgetting to preview when I meant to, and that I frequently forget to press return when giving blueprints names, or forget to press the checkbox and destroy my blueprint accidentally. \n \nMy personal sense of aesthetics is not nearly so refined, nor as OCD as most of the people who comment seem to be. Just about everything you've shown me looks nice to me, except that I questioned your use of orange as an indicator for certain states in the tech tree. And then not because I thought it was ugly (I didn't think it was ugly or pretty) but because it didn't seem to follow a natural progression of color -> state mappings.", "date": "2018-06-08T13:46:09+00:00", "quotes": [] }, { "author": "ledow", "content": "P.S. \"Play\" button far too large in the final examples, and please capitalise things consistently (look at those hide/show preview buttons).", "date": "2018-06-08T13:46:14+00:00", "quotes": [] }, { "author": "Divran", "content": "For the map generator UI, I have two suggestions: \n \nIn the lower right corner, the button always says \"Play >\". I suggest changing this to display the name of the next tab. So at first it'd say \"Terrain >\", and then \"Enemy >\" and so on, until you get to the last tab, where it says \"Play\". \nI am not sure myself if this is better than your current solution. It all depends on how often you expect people to click into the other tabs. Maybe you've found that 99% of the time, people only bother with the first tab and leave the other tabs alone? \n \nSecond suggestion, for the \"Real time update\", I suggest making it enabled by default, but giving it a delay. So after the user changes something, it will display an overlay on top of the map saying \"Waiting to update...\", and it'll wait for perhaps 3 seconds (or some other time that seems good) before actually updating. That way, you can pull the sliders back and forth all you want and it won't update the map until after you stop moving the sliders.", "date": "2018-06-08T13:46:45+00:00", "quotes": [] }, { "author": "SHiRKiT", "content": "Since we are at the discussion of GUI, I must remember that when anyone slides a slider all the way to the left, if there's no indication, one would assume that it would disable that specific setting, which is clearly not the case here.", "date": "2018-06-08T13:48:49+00:00", "quotes": [] }, { "author": "Ojelle", "content": "Enemy richness was the amount of purple orbs a base dropped in the past. Its a legacy option wich can be removed \nBut Im pretty sure you guys still remember if even I do", "date": "2018-06-08T13:52:52+00:00", "quotes": [] }, { "author": "SuperSandro2000", "content": "Will the preview square or rectavle? I think squared would not suggest one exploration direction.", "date": "2018-06-08T13:56:35+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "Loving this new redesign. Can't wait to see it in-game.", "date": "2018-06-08T13:57:03+00:00", "quotes": [] }, { "author": "looney", "content": "To join the chorus, the preview should start with just what is currently called the player \"Starting Area\". Perhaps with zoom in/out buttons to generate more of the map. \n \nWhen I'm starting a game (and I've started far more than I'd like to admit), I want to know that there is enough of everything. Then I want to know how far apart the stone, iron, coal and water are. Then maybe I want to know where the nearest oil is. \n \nNothing slows down the early game more than having to hike between stone coal and iron. The distance to copper isn't really a concern. A short walk to water is bearable. Oil and uranium are a much later problem.", "date": "2018-06-08T14:01:47+00:00", "quotes": [] }, { "author": "RocK3ru", "content": "The UI looks really nice, it really gives factorio the uplift it needed. Altought even the current GUI is not bad its just a little buggy and stuff gets out of the screen. But for the most part its doing its job. \n \nThe one complaint however is the placement of the Play/Confirm/Green button. I think it should be in the middle of both other 2 buttons being cancel or back. \nWhy I have this complaint, I don't really know, I don't have a clear argument but from other designs the focus of something should be in the middle especially if its color coded. \nIf the buttons would not be color coded, then it would make sense to have the from right to left or left to right as you showed with the windows/linux GUI. but if you have 3 or more buttons and color coded its more sensible to put the most important button in the middle. (Like the play button on a radio/mp3 player/movie players etc.) \nIt just makes more sense from a estetic perspective. \nI've made a example with the images you guys provided, and the button placement. its the border button arrows that need to be adjusted so that the \"confirm\" and the other to have the proper directional pattern. \nAlso the Load/Green/Play button that is half of the map in length does not look that good either. Make it smaller or put it into the left panel (Map generation preview). \n \nThanks for the Friday facts. Keep it up!", "date": "2018-06-08T14:08:10+00:00", "quotes": [] }, { "author": "UPS_Eater", "content": "I'm loving it! Can't say that about the spegetti in the first image though! \n \nIt would be useful if there was a dotted outline of the starting area when viewing the preview and knowing how far bitters might expand in the first hour would useful to know. It would help new players get an idea of how quickly they'd need to setup a base perimeter.", "date": "2018-06-08T14:20:11+00:00", "quotes": [] } ]
19
2018-06-08T08:15:04-05:00
forum-topic-98561
98561
The Dark Fortress
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=98561
Candy6132
Hello, I have been experimenting with AAI Programmable Vechicles and made a new map using these mods. It offers an alternative gameplay compared to what you usually have. Enjoy! github: https://github.com/Candy6132/TheDarkFortress STORY Remarkable advances in the machine learning have led to the great boom and development of humanity, but our civilization has gone too far this time. Machines have become disobedient and no longer serve man. For about 20 years, mankind has been at war with AI and this conflict has completely destroyed our species. It is not known exactly how many survivors scattered across the galaxy. As one of the survivors, you've just found a planet that should have enough resources on its surface to create a new base. Unfortunately, some unknown force changed the trajectory of your ship and you eventually crashed on a surface of an unknown planet with no way to escape, at least not too soon. Just before the crash you saw a lot of local fauna. This place isn't as welcoming as it appeared before. There's someting else too - you saw a massive black structure on the surface just before the crash. The machines are here and they are on their way towards you already. You must act quickly an build some defence! REQUIREMENTS This map can be downloaded only by the host. The rest of the players doesn't have to download anything except the required mods: Rampant Arsenal AAI Programmable Vehicles AAI Programmable Structures AAI Signals AAI Zones AAI Vehicles: Miner AAI Vehicles: Laser Tank AAI Vehicles: Flame Tank AAI Vehicles: Chaingunner HOW IT WORKS The Dark Fortress will send a few armored vehicles to the player location every 20 minutes. The more waves you survived, the more enemy tanks you will have to face. Enemy units also become more advanced over time and have better ammo. The base has no infinity chests, and it produces everything it needs on place, thus produces a massive ammount of pollution and attracts nearby biters. Expect rapid evolution. The enemy base is heavily defended. You will need to prepare before attempting to attack it. You won't find any uranium ore anywhere except inside of the Fortress, so no atomic bombs for you. Artillery might not be effective too, as the base has it's own artillery with large range. Any structure built within that area will be destroyed within secconds. Look for remains of a nuclear bomb to see if you are within the range of the artillery. Spidertrons are the target of artilery too, so you should either be fast or die. If you damage the base, it's robots will try to fix it, though there are some fragile points, that can't be fixed once destroyed. You will have to find them. The scenario doesn't have any scripts so far. All is done with AAI Programmable Structures and circut conditions. KNOWN ISSURES You should expect some UPS drops due to large base, frequent biter attacks and AAI's scanning structures. The number of tanks attacking you tends to be quite random. There can be 3 tanks instead of 1. Flame Tanks are not properly spawning at this point. I'm working on fixing it. The Fortress doesn't send attack waves sometimes. It happens especially if you reset the fog of war for your player, or you don't use the AAI remote (Y button). AAI Vehicles doesn't trigger land mines for the most of the time (as of 0.7.9 ver. of AAI Programmable Vehicles). images
[ { "author": "lilstrip", "content": "Looks cool!", "date": "2021-05-28T20:24:26+00:00", "quotes": [] }, { "author": "MEOWMI", "content": "This sounds like a fascinating concept. I'll see if I can give it a try soon. This is probably something that's even better if you go in blind, so I'll try to do that as well. \n \nEdit: I do get a lot of removed entities (bottleneck stoplight, vehicle miner...), recipes and items when starting it up. Is this normal? Also, AAI Zones is a prerequisite mod too. I'll refrain from playing until I know whether this is working as intended. I triple-checked my mods but I don't know if something else too that isn't listed is still needed. If it is working as intended, maybe it would be worthwhile saving the scenario file with just those mods loaded too.", "date": "2021-05-29T06:27:51+00:00", "quotes": [] }, { "author": "Candy6132", "content": "Thanks fore the responce. I forgot to remove other unnecessary mods before saving the scenario. I upated the archive and now it should require only the essential mods listed above. \n \nThe AAI Zones is also required as a dependency from AAI Programmable Structures. I have also updated it. \n \nEnjoy!", "date": "2021-05-30T17:01:15+00:00", "quotes": [] }, { "author": "MEOWMI", "content": "Thanks for looking into it! \n \nIt still gives me some errors, but less. Items and techs related to miner vehicles prominently. I'll assume these aren't problematic anymore though. Also another thing, parts of the map start out explored: there's a long curving path, as if someone ran outward from the spawn.", "date": "2021-05-30T17:47:34+00:00", "quotes": [] }, { "author": "MEOWMI", "content": "Ok, first impressions of the gameplay itself: \n \nI got attacked the first time at 20-30 minutes by a wave of 3 tanks , each with cannon shells, which is virtually undefendable this early (juking shots is possible but extremely difficult, you could plausibly exhaust their ammo) but even if I could, I would still not be able to take out their combined HP of 6000. Very difficult! Basically impossible. I couldn't find anything useful nearby so I'm pretty much stuck. \n \nEdit: You are supposed to spawn with miners and a hauler, which means AAI Miner and AAI Hauler are required mods as well. AAI Warden and Tumbler also have some techs in the game (but no items by default I guess). \n \nIt still doesn't make the beginning possible, but it is a stronger start.", "date": "2021-05-30T18:27:05+00:00", "quotes": [] }, { "author": "Candy6132", "content": "Hi there, \n \nThanks for responce. I've also been testing the map with friends and it turned out very challenging, just as you said. First of all there was a bug, that made the Fortress send 3 tanks with explosive cannon shells instead of only 1 AI car with yellow ammo, so that was a big difference. I fixed that and now after 20-30 min. you should expect only one enemy Car, as long as it manages to get to you and not get eaten by biters. \n \nI also added a damaged Car near the base that has some mines in it, though AAI Vehicles seem to not trigger land mines too often due to some bug of that mod... so that didn't help too much. I also added an abondonned tank nearby, that has some additional equipment you can use, but you will have to find it. \n \nIf you have any other ideas of how to make the start a bit easier (if it still needs to be easier after fix), I'd happy to hear it. I plan to make some alternative version of the scenario with some basic startup base and defences - few hours later after the landing. \n \nThere are some parts alreay explored, as if your read through the intro you will see, that this part has been revealed just before the engineer crashed the ship into the surface. This part of land is eplored in order to make the Fortress running properly instead of doing nothing under the black unexplored mask. \n \nHere's the changelog: \n1. Fixed first wave - the attack starts after 20-30 minutes with 1 AI Car, instead of 3 tanks. \n2. Added destroyed Car with military equipment nearby the starting location. \n3. Added damaged tank near the starting location. \n4. Starter resources are now richer. \n5. AAI Miner is now required by the scenario, if you want to have them in the wrecked ship.", "date": "2021-05-31T19:47:12+00:00", "quotes": [] }, { "author": "lilstrip", "content": "Good to see people picking this one up", "date": "2021-06-02T03:37:20+00:00", "quotes": [] }, { "author": "Candy6132", "content": "Hey there. The new update is finished: \n \n1. All tech for the Fortress is now researched and active \n2. Fixed no steel smelting for the Fortress \n3. Construction robots are now rebuiling destroyed structures (they're quite fast in it) \n4. Added new rocket launchers and small artillery to cover some weak points in the deffence.", "date": "2021-06-10T18:38:43+00:00", "quotes": [] }, { "author": "Altarin", "content": "did you maybe forgot to upload that update on the github? since the rar file say its 15 days old, and you reply is only 5 days old. \n \nalso maybe its just me, but after the rocket launch i havent seen any other fortress attacks. Maybe the \"victory screen\" somehow bugged the waves?", "date": "2021-06-15T07:22:15+00:00", "quotes": [ { "author": "Candy6132 wrote: Thu Jun 10, 2021 6:38 pm", "content": "" } ] } ]
9
2021-05-26T14:45:39-05:00
forum-topic-74358
74358
Prototype property to restrict inserters to pick up from a single lane
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=74358
Therax
Broken off from 61354 . Here's a strawman proposal for a "single lane only" inserter, set on a per-prototype basis. 1) Add new optional prototype property to inserters: pickup_position_only. Default value is false, and preserves current inserter behavior. To summarize, the current behavior is: when selecting an item to chase & pick up, select the lane that's closest to the inserter's position. If both are equidistant, select the "left" lane as seen from the belt's perspective. If there are no items in the selected lane that meet the inserter's filters, look again in the opposite lane. 2) When this new property is true, when selecting an item to chase & pick up, select the lane that's closest to the inserter's current pickup_position. If there are no items in the selected lane that meet the inserter's filters, do not chase any item and treat the belt as completely empty, dropping the currently held stack or returning the inserter hand to the pickup_position.
[ { "author": "", "content": "Well, today's FFF put to rest any chance of turning off inserter chasing, so that discussion is over. This, however, is probably a better solution for my modding needs and could still work. Is there a chance, devs?", "date": "2019-08-23T16:17:04+00:00", "quotes": [] }, { "author": "Oktokolo", "content": "Sounds like a prerequisite for having lane-filtering miniloaders - so +1 for beeing able to restrict pickup location to a specific lane of a belt.", "date": "2019-08-24T01:42:01+00:00", "quotes": [] }, { "author": "Therax", "content": "Additional use case here: I’d like Beltlayer to be able to preserve which item is in which lane, but currently there isn’t a way to guarantee to pick up items from just one side of a belt without using expensive scripting, so I can’t know which lane an item came from to be able to restore it to the same lane on the other surface.", "date": "2020-03-03T18:12:26+00:00", "quotes": [] }, { "author": "eradicator", "content": "+1 \n \nTrying to implement a custom entity that is partially similar to a splitter and this would greatly help.", "date": "2020-03-03T23:16:33+00:00", "quotes": [] }, { "author": "eradicator", "content": "For shenanigans with hidden inserters it would be nice if it was possible to restrict a modded inserter prototype to pick up from a single lane only (same as it only drops off on one). Determined by which lane is closer to the pickup vector position. \n \n[Edit: Meh. Apparently my search-foo is worse than that of the kind moderator who moved this post here... ]", "date": "2021-05-21T16:55:59+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "I guess there's nothing changed in this regard?", "date": "2024-08-20T20:53:01+00:00", "quotes": [] } ]
6
2019-08-09T16:56:46-05:00
forum-topic-124246
124246
[2.0.23] Manual pickup from belt (f) picks from nearby belt too
Not a bug
https://forums.factorio.com/viewtopic.php?t=124246
lelick
In this position pressing (f) will pick up both - copper plates and iron plates Screenshot 2024-12-11 at 23.38.05.png (768.24 KiB) Viewed 134 times
[ { "author": "", "content": "It's manual pickup from ground, not only from belt.", "date": "2024-12-11T21:12:50+00:00", "quotes": [] } ]
1
2024-12-11T14:40:27-06:00
forum-topic-114173
114173
Friday Facts #418 - Space Age release date
News
https://forums.factorio.com/viewtopic.php?t=114173
Here it is! (beep boop) https://factorio.com/blog/post/fff-418
[ { "author": "Sutoraika", "content": "Will the 2.0 free release also apply to the switch version of the game?", "date": "2024-07-05T11:02:17+00:00", "quotes": [] }, { "author": "Cresh", "content": "WOOOOO \n \nMy arms will be stuck above my head till oktober", "date": "2024-07-05T11:08:13+00:00", "quotes": [] }, { "author": "ElderAxe", "content": "Will there be an experimental/beta branch of 2.0 ahead of October? Also an early beta access for DLC with pre-orders?", "date": "2024-07-05T11:08:48+00:00", "quotes": [] }, { "author": "ElderAxe", "content": "It should. \n2.0 will be the new game version. (Current is 1.1 with bugfix versions)", "date": "2024-07-05T11:11:01+00:00", "quotes": [ { "author": "Sutoraika wrote: Fri Jul 05, 2024 11:02 am", "content": "" } ] }, { "author": "Dev-iL", "content": "The Steam screenshots have some new content, I believe. Like the brainfruit trees from Gleba.", "date": "2024-07-05T11:12:28+00:00", "quotes": [] }, { "author": "Annihilator", "content": "Will the game be sold via your website as well or only on Steam?", "date": "2024-07-05T11:13:10+00:00", "quotes": [] }, { "author": "WarmCat", "content": "Wooo *excited noises* \nWill I be able to purchase directly from Factorio website like I did for the base game?", "date": "2024-07-05T11:13:43+00:00", "quotes": [] }, { "author": "husnikadam", "content": "If we want to give you as much support as we can, can we buy the expansion on your site and then claim it at the Steam store? (once it releases). Or do you just give the cut to Steam once I claim it there anyway? \n \nAlso, I would like to give you more money. Please provide a way to do that. You are the best!", "date": "2024-07-05T11:15:58+00:00", "quotes": [] }, { "author": "matheod", "content": "Just for information, there is a mistakes in the link on the newsletters. \n \nThe link is to https://factorio.com/blog/fff-418 instead of https://factorio.com/blog/post/fff-418 which make a 404 error.", "date": "2024-07-05T11:16:34+00:00", "quotes": [] }, { "author": "mumu1000", "content": "Overwhelmingly exciting ! \n \n2 things: \n- I bought the game on the main website, will the expansion also be able on it or will I have to migrate to steam ? \n \n- Will there be any nightly branch test before the official release ? (or is the 21st of October the beta release date ?) \n \nOnce again, been playing for 10 years almost, very excited, just like before any major release but to the 1000th power !", "date": "2024-07-05T11:18:37+00:00", "quotes": [] }, { "author": "maniak1349", "content": "So a bit further then longshot guesstimate of September, yet within the margin of \"everything takes longer then expected\". That is a great news. Thank you for sharing! \nAlso - why Space Age is not listed in DLCs on the main steam Factorio page? I only see sound track there. Does it have something with \"not yet released\"?", "date": "2024-07-05T11:19:04+00:00", "quotes": [] }, { "author": "", "content": "The DLC will have the same buying policy as the base game, so buyable both on the page or on the steam, and claimable both ways.", "date": "2024-07-05T11:19:22+00:00", "quotes": [] }, { "author": "Hovel", "content": "Something that caught my attention is a \"new turret\"? \n \nAlso thought that right next to it was a jetpack, but that is probably the platform truster.", "date": "2024-07-05T11:19:29+00:00", "quotes": [] }, { "author": "Akontio", "content": "108 days away! sounds great! game will be heftier to gift to friends but id gladly say 70$ dollars isn't too bad in this era of gaming. I will say the post is kind of an early overview isn't it? There's still the topic of the undisclosed planet, enemies, etc- but for now I'd assume the overview before release will beautifully cover everything, this is good format. \n \nI think the largest question anyone would have though, is what will happen post-dlc in terms of content updates? Will it be the base game or the dlc? (or maybe even a new dlc?) It might seem early to think about but it will eventually be discussed not far after the DLC is dropped. \n \nStill, can't wait for the DLC, i had my doubts but I know it will be good.", "date": "2024-07-05T11:20:56+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "Will you be selling on GOG too?", "date": "2024-07-05T11:22:25+00:00", "quotes": [] }, { "author": "TheoMarque", "content": "$35.00 \n$1 ≈ 4.00 PLN \n \n4 × 35 = 140 PLN not 160 PLN. \n \nRest? Great. booked 2 weeks holidays from work starts 21.10.2024. My Manager said - you are crazy, 2 weeks for just playing a game.", "date": "2024-07-05T11:25:41+00:00", "quotes": [] }, { "author": "Terrahertz", "content": "There is now a screenshot clearly showing the Landing Pad with attached cargo bays, yet sadly it did not answer a question I had ages ago: Do Cargo-Bays on Planets have the same restriction as in Space: Inserters cannot take items out of them. \nBecause I'm not a big fan of the Idea of unloading the Pad entirely by drones. \n \n \nAlso: Any Ideas what the little Rocket-Thing above the bottom left cargobay is? Some sort of further delivery system?", "date": "2024-07-05T11:28:15+00:00", "quotes": [] }, { "author": "jodokus31", "content": "Oh boy, it's getting real...", "date": "2024-07-05T11:29:40+00:00", "quotes": [] }, { "author": "datkensign", "content": "Obviously he thinks you shoulda booked three.", "date": "2024-07-05T11:30:05+00:00", "quotes": [ { "author": "TheoMarque wrote: Fri Jul 05, 2024 11:25 am", "content": "" } ] } ]
19
2024-07-05T06:00:04-05:00
forum-topic-126531
126531
Factorio Forums • [Suggestion/Comic] A Gleba productivity science would be nice
1.jpg (1.26 MiB) Viewed 1343 times 2.jpg (1.49 MiB) Viewed 1343 times 3.jpg (1.39 MiB) Viewed 1343 times 4.jpg (1.69 MiB) Viewed 1343 times Another point I couldn't fit into the comic, Vulcanus is so good at producing, well, EVERYTHING that a significant number of people would make it their hub world if it were not for the biolabs having to be on Nauvis, and Fulgora produces so many high quality byproducts that it can basically supply Aquilo AND your module production all on its own. Where as Gleba... doesn't really have anything going for it? This would make its production power as a planet stronger I think which would be a good addition to the game. Also, Space Age already has so many productivity sciences + the science scales so much that having this would be a nice thing to pump more research into. The point AGAINST it would be that Gleba fruits are essentially permanent where as ore patches are not, so they don't need it. But i don't think this is true as well, asteroids are free and they pretty much don't run out anyway but they do get a productivity research haha.
[ { "author": "", "content": "+1 for the cute explanation", "date": "", "quotes": [] }, { "author": "", "content": "+1 for the comic and the idea", "date": "", "quotes": [] }, { "author": "", "content": "+1 for artistic talent", "date": "", "quotes": [] }, { "author": "", "content": "This is precisely why the tech doesn’t exist. Mining productivity exists to reduce resource depletion, not to increase output. And scrap productivity exists to allow Fulgora to keep up with other planets, because other means of increasing productivity won’t get any use on it. On Fulgora you don’t craft expensive items, allowing them to benefit from productivity increases, you get them from recycling instead. \n \nAbout asteroids: There is a difference. On Gleba, you can simply build more farms when scaling up. There’s nothing stopping you from doing so. But in space, expanding a platform means practically redesigning it. So you need to be able to increase asteroid intake without building more platform, and that’s why the tech exists. On Gleba, the factory can grow, and therefore it must. \n \n \n\nYeah, that’s just a Vulcanus problem. It’s both terribly unbalanced (calcite richness and steam production), and at the same time completely uninteresting. Both on Gleba and Fulgora, there’s some novel problem you have to “deal with” if you want your factory to work. Sure Fulgora gives you lots of items, but you have to sort and balance them and make sure they don’t back up. Either do that, or waste them in recyclers. But for those who want to engage with it, it’s a great logistical problem of handling byproducts. But Vulcanus? Absolutely nothing. Coal liquefaction’s heavy oil loop is probably the most engaging thing on that planet, which says a lot. Even tungsten processing is painfully simple. You could argue that even Nauvis, the literal vanilla planet, has more going on due to at least having biters. To me, Vulcanus is the planet that “has nothing going for it”. The “rotten egg” of the expansion, even though there’s a literal rotten planet next to it. \n \nYour comics are great btw, it was a pleasant surprise to see you pop up on the forums.", "date": "", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "+1.", "date": "", "quotes": [ { "author": "AzulCrescent wrote: Sun Feb 02, 2025 10:49 am", "content": "" } ] }, { "author": "", "content": "+1. There should be some kind of productivity if not this.", "date": "", "quotes": [] }, { "author": "", "content": "Eh, the amount of work you have to put into gleba to have it reach EITHER fulgora or vulcanus' production is crazy due to spore clouds. It's very telling that on a reddit post where someone complained that iron/copper automation wasn't worth it that all the commentators told him he was crazy.... and then they all talked about how they made rocket parts on gleba. Rocket parts. The bare minimum a planet can contribute. \n \nAlso, I think it's unlikely vulcanus will see tremendous nerfs anyways. Just a reality that people do not appreciate heavy nerfs in sandbox games to large facets of the game.", "date": "", "quotes": [ { "author": "CyberCider wrote: Sat Feb 08, 2025 10:07 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "Besides Fulgora, all the new planets produce only local unlocks and rocket parts. Some people even choose to ignore Fulgora’s mechanic and also only produce the bare minimum there. Why point out Gleba specifically? And since when do factorio players care about pollution? It never stopped anybody in 1.1, and it especially shouldn’t stop anyone now. Tesla turrets, rocket turrets, frankly stupidly OP quality artillery… Enemies can freely be ignored after you paste down a sufficient perimeter. \n \nI also don’t believe a Vulcanus rework will happen, I just think it should. Or better yet, it should have happened before release similarly to what was done with Gleba. And note that I say rework instead of just nerf. It’s not only a matter of broken numbers, the planet’s very design is lacking.", "date": "", "quotes": [ { "author": "fencingsquirrel wrote: Mon Feb 10, 2025 9:37 am", "content": "" } ] }, { "author": "", "content": "I don't think you can really compare Gleba's pollution to Nauvis'. Whether or not it's easy to deal with doesn't change the fact that most people can't really as Gleba is basically a deathworld if you try and pollute heavily, and most players just aren't that kind of player. If they're only making science and their own rocket parts, that shows they generally can't. The easy solution is have a small pollution cloud and stick artillery to cover it, and that's all they do. \n \nGleba should be a reasonable planet to make plastic/circuits/etc if you want to, but people just don't do it. Whereas with fulgora plenty of people make utility science or blue circuits, and vulcanus is vulcanus. \n \nAnyways, I don't feel too strongly on this, that's just my gut reaction.", "date": "", "quotes": [] }, { "author": "", "content": "Deathworld is a bad comparison. The difficulty of deathworld mainly comes from two things: Starting with nothing, and having limited resources. On Gleba neither of these are a factor. You don’t need to play fast or in any specific way, you just need a solid wall design. \n \n\nThat doesn’t show anything. That’s simply the normal way to play space age. Produce everything on Nauvis, unless something is encouraging you to produce it elsewhere. Be that needing local resources, or Fulgora having an unbalanced overabundance of materials that you have to consume or else your base backs up. People who want to produce miscellaneous stuff on Gleba can do it just fine. Most people just don’t want to, because it’s a pretty non-standard way to play the game. There’s no incentive to do it, so they don’t. \n \nAnd I have to ask again, why point out Gleba as if Vulcanus isn’t the same? Despite how simple it would be to produce anything on Vulcanus, people also only produce Vulcanus items and rocket parts. I guess some of them might try to make good use of the stone, but the game pretty much directly tells you to not bother and throw it into lava. Anyway, what I’m trying to say is that it’s not Gleba’s difficulty that discourages players from producing miscellaneus items on Gleba, it’s the fact that it’s not Nauvis.", "date": "", "quotes": [ { "author": "fencingsquirrel wrote: Mon Feb 10, 2025 11:42 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "I think +1 fruit infinite tech would fit good in Gleba. Making it expensive as other productivity techs and having that limit of 300%. One tree output 50+30 fruits max.", "date": "", "quotes": [] }, { "author": "", "content": "I think that Space Age's Productivity Researches strike a good default game balance for most players. The only Planet-specific tech is Scrap recycling productivity research (which caps at 300% anyway); and maybe Asteroid Productivity (which are entirely different production chains to begin with). Mining Productivity applies to all Drills, the Rocket Part and Intermediates are equally good on all planets, and Research Productivity is also Global (though your Biolabs are still locked to Nauvis). \n \nI think it would feel out-of-place to give Gleba a special Infinite Research, without also adding one for Vulcanus (Lava and Sulfuric Acid are already pretty powerful) or Aquilo (Heating Effectiveness would cheese the entire point of the Planet). \n \n \nIf you want to have an Infinite-Research Resource-Doubling Legendary Factory.... nobody is stopping your playstyle", "date": "", "quotes": [] }, { "author": "", "content": "One thing to point out is that Gleba gives access to the T3 prod module and biolabs. The ultimate productivity bonuses. Obviously this only matters from a game progression point of view, not for a mega/gigabase, but I think it should still count. \n \nThat being said, it is true that Gleba is in a weird place regarding scale. However, in a direction other than what this post implies. You barely need any production on Gleba to reach very high spm's. For 10k spm and legendary prod modules everywhere, you need 1222 yumako fruits per minute (or roughly 130 trees). That's really not that much. Sure, it only scales linearly with your progress while other resources have several multiplicative effects (mining prod*big miner prod*big miner speed*beacon speed), but the base production rate is so absurdly high that this isn't even a major issue for 100k spm. And frankly, a 100k spm factory is supposed to be massive. My biggest complaint with SA is that factories can be so damn small nowadays. \n \nNote: i disregarded the effect of spoilage because, if you want to build at such a scale, I assume your factories go fast enough that your science is >90% fresh once it reaches the labs.", "date": "", "quotes": [] }, { "author": "", "content": "It's pretty notable that the mining speed of drills in endgame is fast enough that it's very difficult to get the full output out of a drill, so the mining productivity researches only serve to extend how long the patch lasts after a certain point (when one drill mines 1.4k scrap per second it's almost impossible to utilize all of it). \n \nSo while Gleba doesn't benefit from mining prod, since plantations don't deplete by default so it doesn't need to (though genetic modification would be a cool idea to explore). \n \nAlso while it doesn't directly benefit Gleba it technically does have a research for raw resource productivity - asteroid processing prod. \n \nLove the comic, though. \n \nEDIT: I'd also say that scrap prod is surprisingly useless because it doesn't do anything about the real pain point of Fulgora processing, which is the ratios. \n \nYes, scrap gets a double boost from mining prod and scrap prod... and it's not super useful in the end, because holmium is still produced at a 1% rate regardless.", "date": "", "quotes": [] }, { "author": "", "content": "It's not just Gleba, I've noticed it with Vulcanus as well. I believe this is caused by a combination of two factors: \n1) The recipes are poorly adjusted to the machines that perform them. At a glance, the new recipes may seem fine and balanced. But to get the real picture, you have to divide their ingredients by 1.5 and their crafting times by 2 or 4 depending on the machine. Once you do that, you realize how cheap and fast they actually are. Even the science packs! \n2) There are simply not enough crafting steps for the costs of items to be able to add up. All the new production chains start from scratch, instead of being built on top of previous items you've had to produce. Let me explain: Producing the next vanilla science pack requires you not just design production of new items, but also scale up production of all your old items, because the new items are made of old items. So even if there aren't many new items, their production impacts your whole factory. The Space Age science packs are made from a similarly small amount of new items, except all of them are completely brand new. No vanilla items, directly or indirectly. The new resources can only be processed in a few steps, and that alone is not enough to facilitate the complexity or cost appropriate for science packs of that level. Those science packs are more comparable to resource processing than manufacturing. You process tungsten ore into two different “plates”, and you can already make science. You process fruit into the most stable form, bioflux, and you can already make science. These processes should be the absolute bare minimum to get started with science, not the end goals. \n \nFulgora has a decent selection of new intermediates, and gives you access to plenty of vanilla items without you actually having to produce them. So overall it fares quite well in this. And it has its own thing of forcing you to produce whatever you can out of its byproducts, so that alone creates the need for various miscellaneous industry on the planet that isn't directly tied to pink science production. Aquilo relies on holmium plates, which is fine I suppose. But imo both of them are still affected by problem 1. You remember the old \"expensive mode\"? It feels like Space Age is irreversibly set to \"cheap mode\".", "date": "", "quotes": [ { "author": "Erichteia wrote: Tue Feb 11, 2025 4:24 pm", "content": "" } ] }, { "author": "", "content": "The main difference is that Fulgora and Vulcanus complement the existing factory perfectly. So you can move parts of the Nauvis factory to either planet. For instance, I had a system where Fulgora overflow is picked up and delivered to Nauvis so I could postpone the Nauvis redesign for the entire game until I started megabasing. Just added some quality assemblers, imported some circuits and good to go for another 10h. There is, however, little reason to do the same thing on Gleba. Sure, plastic from Gleba is cheap, but plastic with cryoplants is even better so this is quite temporary. And you don't need that much sulfur. It's not really a complaint, because I think the devs already found much better ways for Gleba to complement the other planets than I ever could. It's more a natural consequence of Gleba being bio-based. I don't think it's an accident that both in SE and SA, the bio planets are the most different, the most interesting to design around, but also the most controversial", "date": "", "quotes": [] }, { "author": "", "content": "I think it's a bit silly to completely dismiss giving Gleba any verticle progression when so much of Space Age is focused on adding just that. Not just with productivity bonuses, but also with the addition of quality. Gleba very much does have a massive base production via it's agriculture, and you can improve that by making more farms. But it's also the only planet where horizontal progression is such a hard wall. \n \nSure, covering entire wetlands in fruit farms may be thematically exciting. But it's still rather underwhelming when you can match it's production on Vulcanus with a single legendary foundry surrounded by speed beacons. \n \nAnd honestly, I don't even think Gleba resources being fully renewable is that much of a boon in the context of Space Age. Of all the stuff you can actually make out of fruit and bioflux, any oil-based resource is already infinite on Nauvis and Fulgora. While anything you need to mine may aswell be infinite between mining prod being dirt cheap, productivity bonuses for the rest of your production chain being just as massive, and legendary big mining drills reducing the drain rate of ore patches by 98%. If anything short of sustained 100k SPM could even dent an ore patch being mined with so many bonuses, then I would be impressed. But if so, I promise that you won't be meeting that demand on Gleba either.", "date": "", "quotes": [] }, { "author": "", "content": "Love the comic, and I think having productivity research on bacteria cultivation as well as bioplastics / biosulfur / biolubricant would be great too! \n \nBoosting the productivity of all biochambers could also work great, though it could have a downside of generating too many seeds as a result, but likely well worth it regardless.", "date": "", "quotes": [] }, { "author": "", "content": "Bioplastic is already boosted by the default plastic bar productivity research, as is rocket fuel. While Sulphur and Lubricant are used seldom enough and are cheap enough that I don't think they need any productivity bonus. \n \nThat said, I don't think you could run particularly far afowl by letting bacteria cultivation get bolstered by mining productivity. Given how metals are needed for just about everything, being able to dramatically reduce the amount of bioflux needed with research would be a welcome boon for any non-science industrial endevors on the planet.", "date": "", "quotes": [ { "author": "Milichip wrote: Sun Feb 16, 2025 4:43 am", "content": "" } ] } ]
19
forum-topic-122402
122402
Infinitely tileable fusion reactor (Aquilo compatible)
Energy Production
https://forums.factorio.com/viewtopic.php?t=122402
Gafoneo
This design is not compact at all but theoretically you can connect almost infinite amount of reactors and generators. First you need to place the base of the fusion reactor: 0eNqtm+tO40gQhV9l5N/OqqvvzQPsSyC0CuBlLEGCcpkZhHj3tTMMScAnXcfaf0mUfDld7rq4qv3a3D7uu+dNv9o1V69Nf7debZur69dm2z+slo/jZ6vlU9dcNf/ut/16tdh0y7vdetO8tU2/uu9+NVfy1uKvP3SrbrM8/4E9/8Hu5Xn8wY9+s9sPn7R/CNvvy+ducd8vH9bDNxd3m/V2e0Jx/wvFv920Tbfa9bu++73ww5uXf1b7p9tuM6zug/TcD//QNs/r7fDl9Wr803ExJvwV2ualuVo4N7x8G2V9YtgzxmK3Xjxs1vvVfYXmp2mOoMVzbW1z32+6u99fETsB9x/w791yt0BrjlWVgQa5aVCkQXYalGiQTIMyDTLToMKCbJkGiaFJGZBk1l616fPuylPweY5gI9Dq6FUnQKK3PdRE73sLgobQG98CVxR651vgi0JvfQucUZR73x1JwButoUnAHa3oSL6uyepIoU5y81zGaPzR8tseyQxqmVKO9pPyWaafgqs84YwLoptNlWwuJZyLm4JkYq2hrqkQuHjBdJP53Bmd7WJVpzt6x3Z/u90tD7+fQJWPPTiJsay7ouvgHE1CS/OEk7G71wWigoRrjbPCAFxwqmqKdU10MoBySlVOqsrxyjyQqnJ8vebPdTlMrZPrmpzOj082O6hQvKejKaiafKBJSJMywoe6pjQvOEdNvvSZDqZIZtGRUpUUlAE+10miI5U6SRnjTZ2kjPFSJylrHVsnBTrvIFJkC05ISmzBCUl8VEekQgdkQIqGDn7gpioKTQI3VdFWS0lfl+Pmlc1Ik2fKW6TpuL2/9PAu+7DXlEMxUvhPeuv4NC/telU1HZXOUeqXSuccYqqkpKt7ROok3f2v2DpJlwCk7mZJlwCk7mvJ0ySkSZcApO5rKdIkpEmXACTWNelvb89wKu9Pym2fqjKzqRXppxBgtazc8bkuhyj3hY47WekFpa7T0yRku0CnUtALzJEmgf5kTkRyOavTkTTCGcwnfYrLWubRrYpeDF1dArMWujGK7FnoxijU5GgS0kR3QaEmuvkPNUW6dkaaEk1CmpTFT65rKvOKNKsaMhlDF2lo3GGERqF5h7F0wQdVORoFVRGdz9MK0mmSvZgwj2519FitAKzCmImhQDsyRROdJ8SUeXhdohDl+FjqmUJEaBSyqVi6OIaqiCmaBHYjip9XMeucSKrzA4kKY0amXIZ2THT5DgVluvSGqgqNQqqUw2RR5A7lNFkUueNknHxp9GbHv3wXNc3hhwiCJPl5nSujOycyuwclKp+ys5tQRsdPzAQJ2pi5+SgXbDAd9S3fgkJKHd+Dgii+CQVRfBcKovg2FETxfSiDUGFeWtM5ieObU1BoYnIYtFyme1xQEFNQJdq1lLPoUzJS6vkWFbKftzQKquIbUlAV35GCqgLV/jlaf4zGCo84GVNfzMPmTx42ZVpnmnWa46vKyeR5MqXWWOEY/Qw8Hcncr5tznsJbgmGHvFBpEHbKi1H0QSUDz4TSJ5WwqnlHlb5eiskNrh1te8WaI3HsCS93pqdAVfR0G0ujT29DVZHu1Bp4aFjYtihGWXqBEEWf1DboLHP083aErncY6Q6uQfd/kT6/bdD938lQ+3LeKR/Wm+bkebZDqTvyLoBQiX6CwaAqQDnGPqJsQY9VJEuj0HMVydEoFHmSp1Eo8qRAo5CPp0ij4PMKiUYhL0yZRiEvTGWO99giqshTn2efMtHez/zeRx7JTLRPeUZX9ClH2se51AWlnkZB+wUWlVHsyJFGodiRE406xI6btvk5XIfxucZrJ21oxzuYcNNejx3F4d2QVw7vxk/f3w0/6Xfd0/BPx+dC2+Zxeds9Dp/9fbif+Pb+DOi32+V21PGj22wPMkIcfLqU4JMbitlBwH+qzTQP Copy blueprint Then you can connect fusion reactor parts from the top or bottom like this: 0eNqdmt1um0AQRl8l4hpH7P+uH6AvEUUVjmmKlICFcdIo8rsXnMbGCdOZj8sQ7/FhmZ2ZXfyebZ4O1a6rmz5bv2f1Q9vss/Xde7avH5vyabzWlM9Vts5+HfZ126y6qnzo2y475lndbKs/2Vodc/rjj1VTdeX1AH09oH/bjQNe6q4/DFfyT8K2fW1WZde1r5OxRjb2sPs20h7v86xq+rqvq49bPP3x9rM5PG+qbriP8+jfVdmvdvWAzrNdux9GtM34baN7kW5dnr0NJr64dcdR5wtHyziR4xiUo+Y5VsRRivNxZw6PIFS8TKXgVAKrUnAqUaZiOJXEqhhORRUyF825KMXKaFZGFr7KsTKGlXGsjDB2LSvDB69lZYTRG1iZ6/Bd9e3qsWsPzfb/tFErz7Z1Vz18fELpObgwsD1ryUe256ZMCyObzYVaoSDKSMvnfpLqzde5t3NsOGNrQtKiIEOAHBBpitXyaCWhtJD8TclEgEF5JGB6DGdkCrSkEFpGAVqa1dJodaG0DKDlWC2L1hlKC4lxy2p5tOJQWgGtFhQoAvfn2ftLaHkgtCyc2gkjC6d2ykijDbwjQHAetwQIzuOUkUMzL2XkFxUE97X8xTl2QLt7SjKiIGraEpr6CCMHd+iEkVNo1qOM4DadMjKL0ouVRISzi+qrF7HdInYgZsGjD9gToICCKKOIPmDKKKEgwsgXiwqt6Gl6tYhNmV4Wx7djqP+WYIpnIN4lL0WCZ9FOkQI5FJQIEBz/lFFAo40CxUXdZhJFW0KbPEIyoC1/oA60FAoi9rdBL9k7nLTYaQvYMji3D4Fo2AK6DALRQgZ0GZBGHrpDz4oFVIwo9yEuqXZB1LeFtCT3BlEHEC8LZH/Y7Pvy9NHv3PGg6MN49qxWySjqkxJmKVhVOOeUQFSFiC2Hy2Ijkkm0y4IvKsnhVJStEe2usHMgWanQgQXJFof2LEjWKunEgmR1QUcOlIplmTJqyaNM6CYiEuku6SUrPxrRQXQy4AEIaWnBIwsShGwZEv1M5m9X2EEl1jKA5yEkSLgsrqNvDgQUiAlNdGauClkLpQvOUhUKJRmKJNtca8M7AbvrCU62wlQhWxla857s+7EJhJw2j5YYUkdYGixPiiiJvDv2fdik5FE6qgAglIkCNsuT6imqLUrpRXDZYlcGrdTkRFqURM4mUBUmlV9WFZTwpbGOvGdYlIWt7MFENONZSjMBmYSCCN8bT1btiXSfZ6/DjY6/7rkbdh4uHzYO7n64WvfV88C6/NQpz57KTfU0XPtx6s9u/v2s6WZXduN/X6puf/oi53WyKTkbjC7M8B1/AUrfte4= Copy blueprint After that you can flip this horizontally and add reactors, of course. Also you will need to connect some heat pipes, add requester chests with power cells and place a few substations. You'll end up with something like in the first picture. Here is the blueprint if you want: 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 Copy blueprint If you want to add more reactors than in here you can break some generators on the left or right to place reactors more efficiently
[]
0
2024-11-21T11:43:14-06:00
forum-topic-31275
31275
[0.13.17] Biters build too close to players structues
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=31275
Gotbread
The same issue happend also with 0.13.16: Biters build new bases too close to player structures. Sometimes they build new bases within tower range. They get attacked but still manage to make the base. They also spawn extremely close to your rails: Train attack factorio.png (4.14 MiB) Viewed 8294 times There is no option to defend the train against this attack, and surrounding all rails with towers and/or walls is against the idea of rails. In earlier versions they kept a distance to the structures. They should keep a minimum distance (2-3 fields) from the rails as well.
[ { "author": "TruePikachu", "content": "This is not a bug, and they shouldn't attack rails if they aren't provoked by a player or military structure (and probably still not even then).", "date": "2016-08-20T23:38:11+00:00", "quotes": [] }, { "author": "Ntek", "content": "It's a bug. \n \nIn my current game I have about 14 expansions (marathon) and half of my time goes to clean out bug nest that building over my rails and placing new locomotives for those that have been destroyed. It is not possible to automate that. \n \nIn my point of view the insect should not want to build nest over human structures OR it should be possible to arm the trains so that they could clean the rails up by themselves.", "date": "2016-08-24T17:31:18+00:00", "quotes": [] }, { "author": "Ntek", "content": "Add a example: \n \nThe picture show a new bug nest that have been created by/on the rail just after I kill the one before. \n \nIn a wast rail-network its begin to be boring to always have to follow the rail back and forth to change locomotive clean out bug nest that have been created over the rail.", "date": "2016-08-26T20:26:33+00:00", "quotes": [] }, { "author": "", "content": "This was a deliberate change from the devs, you'll need to find a way to protect your structures including tracks. \nThe biter still need to \"plant\" new bases, so if you intercept the pioneers you can prevent that.", "date": "2016-08-26T20:52:23+00:00", "quotes": [] }, { "author": "Ntek", "content": "I do think that the intention was good. \n \nBut in this case it have cripple the meaning to build rail then you have to protect it with walls and towers. A base. \n \nIn my case probably several thousand of them and it will still not help because of that the bug nest spawn to close to the tower, but just out of range. That leads to that they create an infinitive continued stream of bug to the tower. That have to be cleaned out manual. And if you have a large factory, that is all you do after a while.", "date": "2016-08-26T21:07:38+00:00", "quotes": [] }, { "author": "<NO_NAME>", "content": "But there is no good way to protect the tracks. Placing turrets all along the way, which can have thousands of tiles, is hardly a solution. It is too resource expensive and maintaining it is a nightmare. And we have no other method to protect trains.\n \nHow am I supposed to intercept the pioneers? Do I have to watch the map all the time and hurry to destroy every pioneer which can be thousands of tiles away from me? When do I had time to plan and build my factory then?", "date": "2016-09-05T14:53:45+00:00", "quotes": [ { "author": "Loewchen wrote:", "content": "" }, { "author": "Loewchen wrote:", "content": "" } ] }, { "author": "aober93", "content": "Claim land by walling it off completely, and no biter will be able to even come close to your rails. Instead of walling the rails individual, this is for me a very comfortable solution because i can build inside the border without biters. \nThe way i expand is, building a new outpost not too far out of my border ideally near new ore fields. Then wall it out ,and even a small gap to your next outpost is ok because no biter will go thru. \nIf you have one outpost too many, raze it and recycle the resources. Of course overall you need many resources, but this is ok just increase production if you expand too fast.", "date": "2016-09-07T16:22:36+00:00", "quotes": [] }, { "author": "<NO_NAME>", "content": "aober93's proposition to build tracks only inside walls of a base works, of course but I should note that is a valid tactic only for some layouts of base. Personally, I like to build outposts very far from the main base. I always looking for an unusually large ore or a place which is surrounded by a water, so I don't need build so much walls. \n \nI have one idea which possibly can solve the problem. I understand that the previous version of spawner building AI was exploited by some players much too far, so the new AI is a must. But what about preventing natives from attack trains. For now, natives don't seem to attack trains that are far from players. I suppose that they do it only when train kills one of them. You can make a rule of it. To be specific: \n1) Natives don't attack trains. \n2) Natives can't see a player when it is inside a train. \n3) Natives don't walk over tracks unless them have to. (Eg. pioneers or natives that currently attacking something can cross a railroad.) \nThat should fix the problem and doesn't interfere with any other element of the gameplay. \n \nSomeone could say that I can just clear terrain around railroads occasionally. That's true... for small bases. In later game I would have to do it all the time and I still couldn't prevent destroy trains because natives could attack very quickly after a new spawner appeared. \n \nSomeone else could ask why I need so long railroads. The answer is simple: creating rails and trains is one of most fun tasks in this game. An automaticly supply an outpost with all the required items is a very interesting challenge. The current change in AI just cripples the game.", "date": "2016-09-11T21:39:26+00:00", "quotes": [] }, { "author": "", "content": "This is still how it works in vanilla? I was told that it was fixed ....", "date": "2016-09-12T06:35:57+00:00", "quotes": [] }, { "author": "<NO_NAME>", "content": "Maybe it was fixed in 0.14. I am using 0.13.20.", "date": "2016-09-12T15:43:09+00:00", "quotes": [ { "author": "kovarex wrote:", "content": "" } ] }, { "author": "Ntek", "content": "No is not fixed...", "date": "2016-09-18T10:06:37+00:00", "quotes": [] }, { "author": "", "content": "I don't consider this a bug. If you built rails right through biter territory would you expect them to just ignore everything happening that you did? Now the same applies for building rails and then the biters migrating around instead of a magical \"oh we can't build bases here because there's a wooden box\" that used to happen in 0.12.", "date": "2016-09-19T18:23:22+00:00", "quotes": [] }, { "author": "Xeteth", "content": "Although I wouldn't classify this as a 'bug' per se I really do think that it needs to be tweaked for balance purposes. Combat is tedious at the best of times and trying to maintain train lines etc (especially when an attack occurs when you're miles away) is nothing short of infuriating and doesn't add anything to the gameplay. \n \nI'm currently doing the whole 'turret-the-entire-mainline' thing and it's honestly a real bummer on the gameplay. If there was an alternative that allowed us to protect rails/trains/powerlines that added to gameplay I'd be all for it though, because the old 'victory-pole' technique was boring as all hell. \n \nJust my two cents.", "date": "2016-09-19T18:32:37+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "I agree with your logic, and y'all are the ones who determine whether this is a bug or not. \n \nAs the others have said, if this is intended behavior, then we don't really have good tools to deal with it. Yes, we can wall and turret our entire rail network, but that is an extremely unattractive solution. I'd wager that most factorians wouldn't find that fun (as I don't). I think that we need more tools for this. \n \nAre the train grids planned to have more weapons than what the personal armor does? That would be a great solution. The rails aren't what needs protection, it's the trains. TRAIN GUNS!", "date": "2016-09-19T18:49:22+00:00", "quotes": [ { "author": "Rseding91 wrote:", "content": "" } ] }, { "author": "orzelek", "content": "I'm patiently (who am I kidding ) waiting for what people do with vehicle modules. It seems that having trains armed wouldn't help 100% since biters can come when there is no train around. \n \nOne hint about defending of rails - you don't need 100% wall or line of turrets. It's enough to build turret \"nests\" in a way that makes their ranges overlap since once they shoot at biter they will get distracted and come to them. \nThis is much easier with mods that offfer long range turrets. Not sure how it would work in vanilla.", "date": "2016-09-19T19:30:02+00:00", "quotes": [ { "author": "mooklepticon wrote:", "content": "" }, { "author": "Rseding91 wrote:", "content": "" } ] }, { "author": "Rythe", "content": "This issue is kinda like Factorio mechanics painting themselves into a corner. \n \nIf you don't let biters build near player structures, then a box or bit of train track here and there becomes your most potent defensive structure. \n \nIf you do let biters build near player structures, then defenses become a massive chore, especially for train networks and outpost play. \n \nBest solution I can think of is #1 here .", "date": "2016-09-22T01:46:45+00:00", "quotes": [] }, { "author": "InsaneFox", "content": "One possible solution I see for this is if pioneers were scared off by incoming trains and possibly other vehicles. Such that if a group of biters or spitters is setting up camp too close to a railway, they would run off if a train were to come too close. Granted, the range at which trains would scare them off would need to be considerably greater than just the biter's detection range alone (to prevent a base from forming that will attack the rails once its members start wandering) This may still allow some cheesing for defenses, but it will take considerably more resources than the old random box or rail segment method.", "date": "2016-09-27T19:13:04+00:00", "quotes": [] }, { "author": "poma", "content": "Or maybe allow trains to smash through biters and their nests, like they do in a trailer https://youtu.be/DR01YdFtWFI?t=1m27s", "date": "2016-09-28T02:43:24+00:00", "quotes": [] }, { "author": "Ntek", "content": "I place groups of 8 laser-tower on each side of the rail so that they overlap in range. I have to repair and change destroyed tower all the time. Don´t play the game at moment, it became boring to just run around and repair the rail-way-system. Waiting for a bug-fix.", "date": "2016-09-28T17:06:35+00:00", "quotes": [ { "author": "orzelek wrote:", "content": "" }, { "author": "mooklepticon wrote:", "content": "" }, { "author": "Rseding91 wrote:", "content": "" } ] } ]
19
2016-08-20T18:29:52-05:00
forum-topic-118195
118195
[2.0.11] Radar and some other researched technologies are lost after upgrade from v1
Duplicates
https://forums.factorio.com/viewtopic.php?t=118195
lelick
After upgrading the game saved with 1.1.110 I lost the technologies listed on the screenshot Screenshot 2024-10-28 at 21.21.16.png (133.18 KiB) Viewed 180 times
[ { "author": "", "content": "Thanks for the report, this is a duplicate of 117789 . If you have only a few technologies unresearched and you didn't lose whole dependency chains, then it is intended. 2.0 added new technologies.", "date": "2024-10-28T17:37:36+00:00", "quotes": [] } ]
1
2024-10-28T12:24:46-05:00
forum-topic-114682
114682
What mods are you using - and why?
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=114682
Mmmmmmorten
Hi fellow factory workers... In 2019 I posted with the same subject and got super response and tons of cool mods to try out that I had not heard about before. Now 5 years later and closing in on 13k hours of Factorio (and a lot more mods used) I would like to give it another go... My thoughts on mods and why I use them: I do still run Factorio in vanilla (or at least I try, then some utility, must have, mods sneak in and suddenly I have 20 bare essential mods in my "vanilla" run. That being said I spent an awful lot of time following Nefrums speedrun guide to get under 3 hours and stopped at 2h 35m after several hundred of hours practicing and tweaking... (This has ruined my factory layout as I seem to no longer be able to make a bus, all is packed speed-run style) There are in my opinion two types of mods: Overhaul - often a big mod /mod pack that changes how Factorio plays. (K2, Space Exploration, Nullius, Freight Forwarding, UltraCube etc), and Normal mod - adds or changes specific functions or items in game and I would split these into categories: Utility, Tools, Combat and Cheats In "Utility" I see helper mods that I do not consider changes the vanilla game such as: Squeak-Through-2, Clean Floor, Disco Science, Train Trails, Bottleneck Lite, Enhanced Map Colors etc. "Tools" as see as helper functions such as FNEI, Helmods, MaxRateCalculator, Picker Dollies, PipeVisualizer, BeltVisualizer etc. And last the "cheat" mods are things that change vanilla: Bob's Insertes, Bob's Power, LTN, Stackers, Stacksize, QOL, Warehouseing etc. Now just because I call them "cheat" mods does not mean I see them as cheating... it's a game! I play Factorio to have fun and Overhaul and mods has extended the life of Factorio to unimaginable hours of fun Playing an Island mod with Cargo ships or even Freight Forwarding overhaul is tons of fun and makes Factorio a completely different game. The amount of awesome mods out there is mind boggling. If I think of something crazy for Factorio - someone has usually already made of mod for it... The use of mods are subjective so if you feel a mod is cheating - don't use it. My approach to what mods to use or not to use depends completely on what I'm doing and my goal for the current game. I.E. I'm currently testing the overhaul senario "Gridtorio" by sOvr9000. When testing new overhaul mods I try to keep mods to a minimum to get a feel of the mod and how it evolves to the end. But, since I'm old and lazy, some mods are a must anyway, so I started with: Bottleneck Lite - Need to see status on all things and inbuilt is just not good enough. Very helpful to find problem in production. Clean Floor - Removes grass and debris from pathways (brick, concrete etc.) Just nice... Clearwater - Removes the puke green color from water. Like it crystal clear, and so do the fish... Disco Science - Science colors in labs is just fun. Enhanced Map Colors - Change color of belts etc in map view. A must. Even Distribution - Distribute items evenly. Use it and you can't live without! Max Rate Calculator - Calculate max consumption / production of selected asemblers, plants, miners etc. (a must) Module Inserter - Who wants to put in / change modules manually? Pipe Visualizer - Gives a visual layout of pipes with different color for each fluid. Belt Visualizer - same as above, but for belts. Bob's Adjustable Inserters mod - Insert at an angle, diagonally etc. A must in all factories. Picker Dollies - Lets you move placed entities with ease! Tiny Start - Start armor with roboports, power and a few robots (again, I'm lazy) after playing a bit I added: Warehouseing Mod - Storehouse and Warehoues for up to 1800 stacks storage Deadlock's Stacking Beltboxes & Compact Loaders - just needed to load stuff in and out of chests and get more on belts. Portals - Portal gun (from the game Portal 2) lets you set Orange and Blue portal that you can jump through. Was to long to run back! That's it! Some are clear cheats and makes the game easier, but this is what I needed to have fun and continue playing... I think I have over 400 mods installed (many only tested once), but here are some I often use: Big_Brother - Just more effective radars.. got tired of placing them everywhere to see. FNEI - Very nice to check what is used where. Logistic Train Network - Just love it and often use this to handle my shipment of goods both train and ships. LTN Manager - Shows info about Logistic Train Network in a very nice GUI. A must with LTN! Safe Waterfill - Jupp, megacheat. But when I build big I just can't be bothered piping water from miles away. Stone Water Well - I know how to pipe water, this is just so much easier.. and looks cool. Power Armor MK3 - Who doesn't want bigger, better and badder armor with more inventory space? I certainly do! beautiful_bridge_railway - Railway over water... Yes - why not? Makes sense and I finally can use some wood. A must for Ribbon builds. far-reach - Your active click-range is greatly increased. Quality of Life research - Bunch of QoL stuff to reserach: Reach, speed, inventory, crafting, mining Bob's Power - Expands power with mk 5 boilers and steam and mk3 nuclear power plant. Awesome, but helps if you stack coal or solid fuel as mk5 boilers eat as much fuel at 5 vanilla setups. Only save on space and water. Fill4Me - auto insert fuel / ammo Even Less Advanced Fluid Handling - Great too for big petroleum processing plants, but easier than LAFH. Text Plates - Make signes on builds and stations to keep track of what's where... Display Plates - Visual signes to go with text plates mod. Bob's Greenhouse mod - If I play with no biters, I remove trees and use this to make wood instead. Helmod: Assistant for planning your factory - Jupp, that it does... A must with overhaul mods for planning builds! Cargo Ships - With lots of water you need ships. ton of fun. Hovercraft - With water world this is a must have - fast and fun. Teleporters - Teleport to any other teleporter. Why run or ride car/train/boat/plain when you can teleport directly? Alien Biomes - Very nice and use this sometimes.. That's the most used mods I have and some small info on each. I have a ton of other mods that I tested and did not like (and have not removed), and a lot of mods that are dependencies for all the overhaul mods I have played: Angel & Bob's, Pyanodons, Freight Forwarding, Galdoc's manufacturing, Industrial Revolution 2 & 3, Island start, Krastorio 2, Lunar Landings, More Science, Nullius, Resource Islands, Science Pack Galore (F), Space Exploration, The Nauvitian, UltraCube: Age of Cube and Warptorio 2 Appreciate comments on mods and ideas for helpful mods. Any overhaul mod I have missed and should try? /old dude
[ { "author": "r3nt5ch3r", "content": "Just some additional utility/qol mods I'm using in nearly all runs: \n https://mods.factorio.com/mod/TaskList - so I don't forget what I want to do \n https://mods.factorio.com/mod/RecipeBook - recipe explorer (very comfortable to ALT+LEFT CLICK nearly every item symbol ingame) \n https://mods.factorio.com/mod/jetpack - walking around in big bases is annoying \n https://mods.factorio.com/mod/calculator-ui - doing math \n https://mods.factorio.com/mod/inbuilt_lighting - too lazy to build lamps \n https://mods.factorio.com/mod/FactorySearch - looking for things in your factory \n https://mods.factorio.com/mod/inserter-throughput - to see quickly how fast the inserter goes \n https://mods.factorio.com/mod/power-grid-comb - make power wires clean easiliy \n https://mods.factorio.com/mod/show-max- ... d-distance - too see quick where my underground pipe ends \n https://mods.factorio.com/mod/Quicksave \n https://mods.factorio.com/mod/PickerDollies - move around combinators and other stuff without removing their wires", "date": "2024-08-07T07:13:06+00:00", "quotes": [] }, { "author": "Mmmmmmorten", "content": "Hi r3nt5ch3r - got some cool stuff there: \n \n TaskList - When playing big overhaul mods I often use ToDoList - nice tool \n RecipeBook - Installed, but I seem to fall back to FNEI for easy stuff, but this is great too. \n jetpack - Jupp, had fun with this in SE, but takes up a lot of space \n calculator-ui - I usually use the on in MaxRateCalculator mod or the Win calc app on my second screen \n inbuilt_lighting - Have to check this out... Tried Light from Poles, but was buggy with Picker Dollies \n FactorySearch - Can't belive I forgot this. You are right - a must have for big robot mall or overhaul where things are everywhere \n inserter-throughput - ohh nice.. I always look it up on https://factoriocheatsheet.com/ - but this is great - will try it out! \n power-grid-comb - hmm - got it, but forget to use it, and power lines are a bloody mess \n show-max-underground-distance - Nice - know if it works with \"Advanced Fluid Handling\"? \n Quicksave - Interesting - big help when going manual biter hunting and saving after each big fight... \n PickerDollies - using that now - super nice tool! \n \n\n/old dude", "date": "2024-08-07T09:53:11+00:00", "quotes": [] }, { "author": "mmmPI", "content": "There is another category of mod, that would be \"nightmarish mod\" or \"hard mod\" or \"painful mod\", something like that, adding special rules or enforcing what would otherwise be self imposed challenges. maybe \"anti-QoL\". It may not be your thing, i'm no masochist, but i found some interesting to try and test such as https://mods.factorio.com/mod/discovery_tree that hide the deeper level of the research tree, changing the planning/thinking challenge of the game particularly when using overhauls. There's several mods i liked in this category, i wouldn't play them all at once but i sometimes use combos to balance some other mods that could otherwise be \"too cheaty\". ( like \" this game i can start with robots, but biters are explosives\" ). \n \nIn the overhaul, i haven't seen mentionned \"Exotic Industries\", which i enjoyed playing, and is quite a big overhaul, i would say on par with Krastorio 2 or so last time i played. The research scaling cost is configurable so it can be also \"shorter\" or \"longer\" and would recommend as you played other overhaul it was the same situation for me when i discovered it and i found it very refreshing. https://mods.factorio.com/mod/exotic-industries \n \nOther mods i'm not sure where they would fit that i recommend are Nixie Tubes to me they work well with display plate to make dynamic display without having to use many lamps , compact and easy to use. And pushbuttons . I found circuits are rewarding and fun but not easy to get into, and those mods along with picker dollies makes it easier to toy around with them so between Qol and cheat maybe \n \nAlso i made a mod to add new sounds to speakers, many words, i can't really say i recommend it, but it's most likely you never heard of it to make audio signal like in train stations instead of visual signals. And i could totally use some one line feedback ( or more ). I saw you mentionned \"disco science\" and \"something crazy\" so i would say it is along those lines.", "date": "2024-08-07T11:45:12+00:00", "quotes": [ { "author": "Mmmmmmorten wrote: Wed Aug 07, 2024 1:04 am", "content": "" } ] }, { "author": "Mmmmmmorten", "content": "Right, I'm mostly into Factorio for the building challenge, but use biters in overhaul mods etc. I do not do combat mods or mega biter stuff. \nI do like (and hate) the discovery tree. UltraCube overhaul use it, and it was actually great. Tried similar with Milstones mod, but did not like that as it restricted progress further until you actually created milestone in-game that opened up next step. \nI also played an overhaul that randomized all recipes (forgot name) - but it was horrible. Fun at start as everything was new, but it failed when I got to nuclear as it became impossible to complete... \n \n\nThink it's on my to-do list, same as \"Magic mod\" overhaul. Think I forgot to mention SeaBlock - fun but hard. I like a challenge, but not sure if I will ever play Pyanodon's again. Pro players use 100's of hours to complete it and I have no hair left on my head to pull out... (saying that I prob will at some point) \n \n\nNixie is a must if you need to count or time stuff. UltraCube is a challenge that you really, really need to know (or learn) combinator mechanics. I build a nixie tube timer with h-m-s for my mega cube power station that timed how long the cube spent making power, and how long it lasted. (took me days - so no pro). I will say that I'm a lot better on logic circuits after completing UltraCube! (Try it if you have not done so yet!) \n \n\nInstalled and I will test it out when I set up alarm speakers. And I will need it for Gridtorio (current game) is frustrating as hell with to much and to little mats at the same time \n \nCheers - and have great day at the factory! \n/old dude", "date": "2024-08-07T13:07:57+00:00", "quotes": [ { "author": "mmmPI wrote: Wed Aug 07, 2024 11:45 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "BrainGamer_", "content": "I got some more mods for you (shamlessly including some of my own mods) \n \n Constructron-Continued - Automated Spidertrons that will go and build/repair/deconstruct/upgrade entities you mark all over your map. No more huge roboport network needed! \n Blueprint Shotgun - Build blueprints by shooting entities instead of having a somewhat cheaty armor with bots from the start \n Trainsaver - Idle screensaver that just follows different trains from your save \n Automatic Underground Pipe Connectors - Automatically place the corner pipe when building underground pipes \n Automatic Station Painter - Color stations based on trains \n Automatic Train Painter - Color trains based on content (2.0 has a somewhat similar feature) \n Fluid Wagon Color Mask - Allows fluid wagons to also be colored \n Inventory Repair - Automatically repair damaged items in your inventory with repair packs \n Redo - Undo also gets a redo keybind (2.0 will have this natively) \n Rail Deconstruction Planner - Marks entire segments of rails, signals and stations up to the next merge/split for deconstruction \n Stranded Train Refuel Logistics - Orders bots to bring fuel to trains that are out of fuel and stranded (nice synergy with Constructron) \n Flamethrower Wagon - Fluid wagon with 2 flamethrowers on it \n Underground Storage Tank - Big fluid tank that you can walk over and see into \n \n \n\nThe first completion time is ~1200 hours \nIf you do want to start a pY playthrough at some point I'll recommend to wait until the next pY mod is complete (pY Stellar Expeditions, somewhat SE but pY style).", "date": "2024-08-07T14:46:00+00:00", "quotes": [ { "author": "Mmmmmmorten wrote: Wed Aug 07, 2024 1:07 pm", "content": "" } ] }, { "author": "DarkShadow44", "content": "My QoL list:\n \n Attach Notes Documentation! \n Belt Visualizer , Pipe Visualizer and Circuit Visualizer \n Blueprint Sandboxes For testing setups \n Bottleneck (Lite) To see which machines are not working \n Tasklist Todo list \n Compact Circuits Like factorissimo, but for circuits! There's other mods like it (Integrated circuits, circuitissimo but this is the most up to date and working) \n RecipeBook To look up recipes (and more) \n Factory Planner Plan factories in detail \n Factory Search Search literally everything \n Rate Calculator To quickly check the number of produced/consumed items of machine blocks \n Gear Girl Character Because cute, that's why \n Queue to Front Allow handcrafting with priority without cancelling everything \n Resource Highlighter (Dark's Version) (My mod) To quickly get an overview over available charted resources. \n Platforms Removable landfill \n Factory Inspector (timspeedle fork) Quickly see consumption/production \n Cursed Filter Miningdrills Mining drills with filter \n Wire Shortcuts Abstract wires, no need to craft them anymore \n There is my ghost Prevents building ghosts on different ghosts \n Remote Configuration More power to remote building \n Milestones Tracking your progress \n Filter Chests Chests with filter \n Cleaned Concrete No more decoratives on concrete \n \n\nSituational mods:\n \n Fluid Permutations Switch fluid ports as you like \n Solar Calculator Useful for SE runs or mods with different solar/accumulator types \n Nanobots Cheap but not too OP early game bots. Indispensable for PY \n Advanced Fluid Handling OP pipes \n Textplates and Landfill Painting Kinda neat for MP \n Auto Deconstruct If you feel really lazy \n Even distribution A bit OP, but nice situationally \n Landfill Everything Allows putting landfill on blueprints, good for reactor blueprints \n Power Grid Comb Re-connects powerpoles for a cleaner look \n Cursor Enhancements More QoL tools \n Module Inserter Simplified , Copy-Paste Modules and Copy Assembler Pipe direction Assembling machine improvements \n \n\nOther mods I love, but are not QoL:\n \n AAI Loader Loaders \n Asphalt Roads and pavement drive assist Awesome car driving \n Bio Industries Bio recipes \n Fluid must flow Massive pipes for massive throughput. Dead in 2.0 \n Geothermal Adds infinite geothermal energy, not really balanced. But it looks so cool! \n Jetpack Because flying is better than walking \n Project Cybersyn Like LTN, a logistics train network \n Prospector More ores, but costly \n Angel's infinite ores Infinite ores to allow each outpost to still be useful \n Resource Spawner Overhaul Reworks resource generation \n Nixie Tubes Displays! \n Squeak Through Walk through almost everything \n Deep core mining Another take on infinite resource \n [Science Cost Tweaker Dedicated science recipes \n Renai Transportation Janky transport with throwing inserters and jumping trains \n Mapshot Creates an interactive map \n Fully Automated Rail Layer Easy rail creation \n Rampant Hardest biters \n Dectorio Deco \n Transport Drones An alternative to Belts/Bots/Trains \n \n\nOverhauls I might want to play some day:\n \n Industrial Revolution 3 \n Pyanodons \n Space Exploration \n Amator Phasmas mods \n Krastorio 2 \n Seablock \n AngelBob + Clowns \n Fluidic Power \n Nullius \n Warptorio \n Factorissmo only in a factory \n Exotic Industries \n Ultracube (currently in progress!) \n 248k \n Bitumen \n BZ mods", "date": "2024-08-07T18:11:30+00:00", "quotes": [] }, { "author": "Mmmmmmorten", "content": "Some stuff I know here, and some cool new stuff: \n \n Constructron-Continued Used something like this when doing SE - will check this out next time I build spider army for building or defense \n Blueprint Shotgun - Not my thing.. like my bots (reminds me of Nano stuff) \n Trainsaver - Never used it, but seen Nilaus use it in Factorio streams.. cool \n Underground Pipe Connector - got this, but forget to use it.. actually awesome... \n Automatic Station Painter \n Automatic Train Painter \n Fluid Wagon Color Mask \nThe train stuff... I usually go with two options: run with LTN where I color all trains and stations green with fueling at depots. Use Automatic Train Painter and Train Trails (cool mods). If no LTN, trains are usually from A to B to A etc. I color Stations after products using the Trian Colors color list and copy / paste these to trains. Use Train Trails and sometimes Automatic Trains Fuel Stop for trains with no fuel (and fuel train) at a delivery station to get fuel on the way. \n Inventory Repair - Used this, but most stuff is repaired by robots so not used in a while, but should be very good with current Gridtorio as I pick up lots of damages items that would get auto repaired in inventory... \n Redo - Cool concept, but not something I would need very often... gotta think on this a bit.. \n Rail Deconstruction Planner Not sure I see the use.. only stuff I normally delete is depleted ore stations, and that takes seconds with bots when I get around to it. Don't usually even delete these unless I need the space for new builds... \n Stranded Train Refuel Logistics Never happens \n Flamethrower Wagon - OK! This looks kind of like a cool upgrade for wall defense support train, or even on Big Bertha... \n Underground Storage Tank - Nice! I use Bob's if it's installed, or Storage Tank Mk2 for 100k fluids with connections in each corner. But really like 250k tanks so will test this out sometime... \n \n \n\nJupp, mods like Py is why I'm closing up on 13k hours in Factorio... \nI can for certainty say there will be no Py run for me until 2.0 is released, and I guess all the Py mods are released for that version of the game. I really liked SE even though it got real complicated with space ship circuit logic at the end.. SE and Py togheter \n \n Thank's for input and some cool new mod ideas! Keep the factory running! \n \n/old dude", "date": "2024-08-08T09:10:21+00:00", "quotes": [ { "author": "BrainGamer_ wrote: Wed Aug 07, 2024 2:46 pm", "content": "" }, { "author": "BrainGamer_ wrote: Wed Aug 07, 2024 2:46 pm", "content": "" } ] }, { "author": "mmmPI", "content": "I had this with Nullius and disliked it for the very early game, but it felt better mid and late game. I know there something like this for 2.0. but i think it is not aimed at \"restricting\" but more \"guiding\". \n \n\nUltracube is on my to-do list, i just finished a more combat-spaggethi oriented game, i could totally do with some circuits x), but there's also lunar landings and freight forwarding on the list and none of them seem to be compatible with each others. I guess that's still shorter than a PY game to test all 3 I played it once long ago, and there are so much more to it now. It's too much for me. I would lose focus after 500 hours i think x). \n \n\nThis one intrigued me but i had not read enough feedback to gauge how long/deep a game is. I'm curious to know if it's not too long it may be included in the list too \n \nAlso thank you for not saying my thing sound like a terribly bad idea, i could ear something like this no problem x). I'm very inexperienced modder and not sure the mod is properly usable beyond the limited use case i had in mind, let alone fun to use. And there's plenty of other mods that adds fun sounds to the game too, like when player dies, or train honks, that inspired me x). \n \nAlso there is this Renai Transportation mod that is absolutly crazy, but not in a way that badly break the game and i found unique and very fun to use. I saw it in DarkShadow44 list and is one i know and really like as a vanilla-yet-you-build-your-base-around-it.", "date": "2024-08-08T12:39:09+00:00", "quotes": [ { "author": "Mmmmmmorten wrote: Wed Aug 07, 2024 1:07 pm", "content": "" }, { "author": "Mmmmmmorten wrote: Wed Aug 07, 2024 1:07 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Mmmmmmorten", "content": "Wow - a lot of stuff here, I'll look at what's new and not been mentioned so far. (slow now, as I got left hand in cast now... yes, from at fight or sports injury you are thinking... manly man... sorry.. old dude here .... fell getting out of shower... ) \n \n Attach Notes Had a quick look and got some interesting features. Bet this takes time getting used to, but nice when implemented... \n Compact Circuits Got this installed and used with UltraCube playthrough. \n Gear Girl Character LOL, just LOL! \n Queue to Front Now installed and getting used (when I remember) \n Resource Highlighter (Dark's Version) This IS Cool and I will test this. Does it work with overhauls that got alternative ores etc. ? What happens on mixed pathces like in Gridtorio where all patches are mixed ore? \n Platforms Gotta think of use for this.. I usually alway have landfill and Safe Waterfill mod. \n Cursed Filter Miningdrills This is cool.. almost all starter ore are on top so this will save on splitters and spagetti \n Wire Shortcuts Had it, but forgot to use it... \n \n \n \n Fluid Permutations This seems scary! But guess it's very nice on builds where you want two rows, back-to-back... Guess that's why overhaul mods often have mirrored machine options. \n Solar Calculator Hmm... I use solar often, so this might be a nice planning tool... \n Cursor Enhancements Oooohhhh... For when you run out of belts and have just two more to plance \n \n \n \n AAI Loader Used most loader mods, but keep going back to Deadlock's - even made a Deadlock stacker add-on mod myself for Galdoc's manufacturing - ores only. I often play with Bob's Logistics and need loaders that handle the high speed belts. \n Asphalt Roads and pavement drive assist Used asphalt in K2, but very long since I actively use a car late game... (remember: lazy old dude) Jetpacks, Power armor mk3 with tons of legs and of course my favorite late game.. teleporters... \n Bio Industries Would have to be with other mods or modpack.. If I need trees I use grenades and for wood usually Bob's Greenhouse or similar.. \n Project Cybersyn It's so hard to use other train mods when you have used LTN for as long as I have now... but have tried TSM that Otaku Showboat swears to as it's the most ups friendly. But, I always go back to what I know... LTN and Manger. For some builds getting multiple trains to unload into same storehouse is just great and I really like how few trains you actually need with LTN. A bit of a learning curve to use properly (watch YouTube and mod page). \n Resource Spawner Overhaul Use it sometimes, but not much the last year... \n Dectorio See this as top 5 most downloaded, but it's just decorations to spruce up your base right? Found out playing other games - got no artistic genes in my at all... pure function, guess that's why I like Factorio... That beeing said: it's on my to-do list. \n \n \n \n Industrial Revolution 3 Like it.. but slow and much manual... \n Pyanodons If you have nothing to do for next year or two... \n Space Exploration Fun, but get's very complicated at end... but very nice progression. \n Amator Phasmas mods Never heard about.. will look.. \n Krastorio 2 Played several times.. If new to overhaul, do this first! Also done this as a combo with other overhauls... \n Seablock Also one of my favorites.. Done more than once and in variants, and combos. \n AngelBob + Clowns Not tried it yet.. .also on list... \n Fluidic Power Sounds strange... \n Nullius Jupp.. great fun for a long time... \n Warptorio This had me stressed out for the early part, but got a lot better towards the end \n Factorissmo only in a factory Not tried yet... \n Exotic Industries Doing now... \n Ultracube (currently in progress!) Great fun. completed before 0.5 update came out. Had some issues, and bugged me that no matter what I tried I could not fully automate last tech to re-assemble cube again... and that stopped expansion after completions. But loved the concept! Need to know or learn circuits though... \n 248k Done... \n Bitumen Missed this one.. looks cool, complex, but cool.. Added to list... \n BZ mods Also not tried.. think I have use some of the mods, but not the full package.. \n \n Thank's for your input, some nice stuff for me to add to my list. \nHave great fun with UltraCube - and keep the Factory running! \n \n/old dude", "date": "2024-08-09T12:22:49+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Wed Aug 07, 2024 6:11 pm", "content": "" }, { "author": "DarkShadow44 wrote:", "content": "" }, { "author": "DarkShadow44 wrote:", "content": "" }, { "author": "DarkShadow44 wrote:", "content": "" } ] }, { "author": "DarkShadow44", "content": "It works with all modded ores. For mixed stuff it becomes less useful, especially for dangOreus where it's almost completely useless. \n \nYes, it's for decoration. But also comes with a handy tool to remove decoratives, implements clean concrete as well. \n \n \nBut the steam phase is pretty cool. It also has one of the best graphics I've ever seen. \n \nHeh, yes. We played on a server for a while, but people dropped out and it died. \n \nThanks, will try! I'm already struggling to keep the cube producing all the necessary items, and cliff explosives are so far away. Currently doing a redesign of the main cube-\"bus\".", "date": "2024-08-09T15:39:39+00:00", "quotes": [ { "author": "Mmmmmmorten wrote: Fri Aug 09, 2024 12:22 pm", "content": "" }, { "author": "Mmmmmmorten wrote: Fri Aug 09, 2024 12:22 pm", "content": "" }, { "author": "Mmmmmmorten wrote: Fri Aug 09, 2024 12:22 pm", "content": "" }, { "author": "Mmmmmmorten wrote: Fri Aug 09, 2024 12:22 pm", "content": "" }, { "author": "Mmmmmmorten wrote: Fri Aug 09, 2024 12:22 pm", "content": "" } ] }, { "author": "Mmmmmmorten", "content": "Really nice - lights stuff up nicely... \n \n Wish there was a toggle for text caption on the icon for what resource it is, as the big icons cover the site, so can't mouse over. First time I play Exotic Industries, so do not recognize the icons.. Can match it to the Resource Highlighter list, but Text of what it is (as an option) over /under the resource amount would be really nice... \n \nEither way, I'll be using this going forward - thanks! \n \n/old dude", "date": "2024-08-09T22:32:17+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Fri Aug 09, 2024 3:39 pm", "content": "" }, { "author": "Mmmmmmorten wrote: Fri Aug 09, 2024 12:22 pm", "content": "" } ] } ]
11
2024-08-06T20:04:56-05:00
forum-topic-22809
22809
[MOD 0.13] Super Tank - harder, better, faster, stronger
Mods
https://forums.factorio.com/viewtopic.php?t=22809
binbinhfr
Infos Type: Mod Name: SuperTank Description: Adds a boosted customisable version of the original Tank, with boosted ammos. Tested-With-Factorio-Version: 0.13.0 Multiplayer compatible: tested on a headless server... Locale: english, french, german, russian, czech, norvegian Tags: Tank, SuperTank License: You are free to use and distribute this mod and also to modify it for personal use, but not to release a modified version without permission (unless visibly not maintained anymore). Portal download : https://mods.factorio.com/mods/binbinhfr/SuperTank supertank-screencopy.jpg (105.46 KiB) Viewed 24508 times Description Description For those who like to explore far from their base and to cook tons of fresh alien-burgers... this mod adds a ferrari-red boosted customisable version of the vanilla Tank, with boosted ammos. You can eventually edit the config.lua file to freely customize your SuperTank with 3 self-explanatory cursors : one for life and resistances, one for mechanics (speed/braking), one for ammos (damage/range/reload time). Note that when these factors are set to 1, nothing changes from the original tank. When they are very high, the tank caracteristic tend to be perfect/immune/100%. So choose your own balancing between reason and overpower ! You'll have to research a new technology "SuperTanks", available if you already have "Tanks". It gives you 3 new recipes : one for the SuperTank, and two for ammos (shells and bullets). I find this SuperTank very useful to extend my base in late stages of the game. Download For Factorio 0.13.1 : Please now use the portal for downloads (see link above or use ingame mod install/update), as I won't update both downloads links here anymore.
[ { "author": "binbinhfr", "content": "New version 1.0.1, with multiplayer support.", "date": "2016-04-09T23:51:27+00:00", "quotes": [] }, { "author": "wipe", "content": "Ferrari tank lol , btw thx", "date": "2016-04-10T05:53:23+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "if anybody can confirm that it works under multiplayer, I'll be interested.", "date": "2016-04-10T07:48:05+00:00", "quotes": [] }, { "author": "apcnc", "content": "german locale\n Code: Select all [entity-name]\nsupertank = SuperPanzer\n[item-name]\nsupertank = SuperPanzer\nsuper-tank-cannon = SuperPanzer Kanone \nsuper-tank-machine-gun = SuperPanzer Maschinengewehr\nsuper-piercing-bullet-magazine = Superdurchschlagsgeschossmagazin\nsuper-explosive-cannon-shell = Superexplosivekanonengranate\n[recipe-name]\nsupertank = SuperPanzer\nsuper-piercing-bullet-magazine = Superdurchschlagsgeschossmagazin\nsuper-explosive-cannon-shell = Superexplosivekanonengranate\n[technology-name]\nsupertanks = Superpanzer", "date": "2016-04-10T12:13:00+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "Thanks ! It will be integrated in the future subversion !", "date": "2016-04-10T13:17:13+00:00", "quotes": [ { "author": "apcnc wrote:", "content": "" } ] }, { "author": "binbinhfr", "content": "And so here is v1.0.2 : \nAdds locale for german (thanks to Apcnc) and french (my own langage), optimizes code, corrects orders of recipes. \n download v1.0.2", "date": "2016-04-10T14:38:58+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "Here is v1.0.3 \nImproves multiplayer compatibility.", "date": "2016-04-27T20:40:11+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "You picked the right color. \n \n \n \n motivator5758120[1].jpg (84.38 KiB) Viewed 19759 times", "date": "2016-04-27T20:51:14+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "Then I suggest you type in the console : Code: Select all /c game.local_player.color={r=0,g=1,b=0,a=.9} \nto get this nice orkish color ! \n \n \n \n supertank-screencopy03.jpg (47.67 KiB) Viewed 19732 times", "date": "2016-04-27T21:43:07+00:00", "quotes": [] }, { "author": "Sententeki", "content": "Hey I was working on balancing the tank to use for my game and I think I found a great balance that makes it really strong but not overpowered, If you want to check it out here are the files. Sorry for using 1.02 instead of 1.03. The balancing shows best against large bases with many large worms. Didn't change the cannon ammo but I changed the tank and the machine gun ammo.\n \n \n entities.lua \n (7.97 KiB) Downloaded 219 times \n \n \n \n \n items.lua \n (3.58 KiB) Downloaded 202 times", "date": "2016-04-28T20:57:55+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "Hi, thanks for the proposition of balancing. You do not need to edit the whole mod to balance the tank : for users like you who wants to fine balance their supertank, I setup a config.lua file that contains some 3 simple cursors/factors that automatically scale the different caracteristics of the supertank. \n \nIn your case, to achieve approximatively the same balance, you could have choosen : \nsupertank_life_factor = 1.25 \nsupertank_mecha_factor = 1.33 \nsupertank_ammo_factor = 1.5 \n \nWhich give a super tank just a little bit above the basic tank. \n \nNote that when these factors are set to 1, nothing changes from the original tank. When they are very high, the tank caracteristic tends to be perfect/immune/100%. \n \nHave fun, and kill a lot of worms for me !", "date": "2016-04-28T21:29:19+00:00", "quotes": [ { "author": "Sententeki wrote:", "content": "" } ] }, { "author": "binbinhfr", "content": "here is v1.0.4 = Corrects a potential install bug.", "date": "2016-05-04T07:56:33+00:00", "quotes": [] }, { "author": "Oceanel", "content": "This is russion locale. Thanks for mod! I like to push the bitters with his help. :p", "date": "2016-05-05T13:56:43+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "Thx for the russian locale ! \nIf you like some of my other mods, feel free to translate, I'll integrate the locales for our russian/ukrainian factorio friends. \nlist here : http://www.factoriomods.com/authors/binbinhfr", "date": "2016-05-05T14:37:05+00:00", "quotes": [ { "author": "Oceanel wrote:", "content": "" } ] }, { "author": "binbinhfr", "content": "So here is v1.0.5 \nAdds locale for russian (thx to Oceanel).", "date": "2016-05-05T14:40:20+00:00", "quotes": [] }, { "author": "Xmat", "content": "Hello, thanks for your mod! I've created czech localization, you can include it into your mod, if you want to.", "date": "2016-05-12T11:50:27+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "Thanks for the locale ! \nupdated to v1.0.6", "date": "2016-05-12T21:59:47+00:00", "quotes": [] }, { "author": "Alex Spandex", "content": "Norwegian local \n Code: Select all [entity-name]\nsupertank = SuperStridsvogn\n[item-name]\nsupertank = SuperStridsvogn\nsuper-tank-cannon = SuperStridsvogn Kanon \nsuper-tank-machine-gun = SuperStridsvogn maskingevær\nsuper-piercing-bullet-magazine =Super penetrerende kule magasin\nsuper-explosive-cannon-shell = Super eksplosive kanon kuler\n[recipe-name]\nsupertank = SuperStridsvogn\nsuper-piercing-bullet-magazine = Super penetrerende kule magasin\nsuper-explosive-cannon-shell = Super eksplosive kanon kuler\n[technology-name]\nsupertanks = SuperStridsvogn", "date": "2016-05-13T07:54:52+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "thanks for the locale, but is norvegian code \"no\" ?", "date": "2016-05-13T08:49:51+00:00", "quotes": [] } ]
19
2016-03-31T13:12:57-05:00
forum-topic-125392
125392
Breeding pentapod eggs
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=125392
polvanacoleyen
When using the pentapod egg breeding recipe (Water+Nutrients+1 egg --> 2 eggs), does the first egg get used up in the production of the other 2? So that every cycle, you'd get just two fresh eggs, one of which you can feed back into the biochamber, leaving you with one fresh egg while a new cycle starts? But then there's the production bonus of 50%, so actually, you'd get 3 eggs every cycle. So 2 eggs netto. Right? The cycle is 15s long, biochamber has a production speed of 2, so actually the cycle is only 7.5s. Conlusion: one biochamber produces 0.2667 eggs/sec. Still right? If the original egg doesn't get used up every cycle, you'd get a lot more eggs of course... Just want to do some planning beforehand. On my first try, i landed at Gleba, tried some stuff here and there, and suddenly my base was populated by premature pentapods who destroyed my cargo platform along with all the stuff i had brought. Never again.
[ { "author": "jaylawl", "content": "The original egg is consumed and your bred eggs will be 100% fresh. One machine without modules produces 0.33 / s. Assuming that you are re-using the bred eggs to cycle again, you have to subtract 0.13 / s for the input and thus each machine produces 0.2 / s per second (info from building tooltip on my egg farm).", "date": "2024-12-31T11:48:21+00:00", "quotes": [] }, { "author": "polvanacoleyen", "content": "Aha, then the output per cycle is not 3 but 2.5. So the base productivity applies per unit, not the total of the output. So 2 regular + 50% of 1 = 2.5 /cycle, instead of 2 * 150% = 3. \n \nThx!", "date": "2024-12-31T12:23:52+00:00", "quotes": [] }, { "author": "jaylawl", "content": "Almost... productivity (in general, not just base building productivity) applies relative to progress made. So getting an additional product with 50 % productivity takes exactly 2 cycles; i like to use the formula: [additional product per cycle = productivity / 100] . It is just a little confusing here because of the recipe using one of its outputs as input. I recommend just placing ghosts of the biochambers you want to make and going by what the tooltip says.", "date": "2024-12-31T15:08:53+00:00", "quotes": [ { "author": "polvanacoleyen wrote: Tue Dec 31, 2024 12:23 pm", "content": "" } ] }, { "author": "Mr Wednesday", "content": "Your math looks correct to me. (In detail, it's effectively producing two eggs on the first cycle and then four eggs on the second cycle, but that averages out to producing three on each cycle.)", "date": "2024-12-31T19:20:33+00:00", "quotes": [ { "author": "polvanacoleyen wrote: Tue Dec 31, 2024 11:38 am", "content": "" } ] }, { "author": "angramania", "content": "But it is not. Try to apply the same logic to kovarex process and you will get very wrong result. See jaylawl comment, productivity is applied only to surplus products but not to catalyst.", "date": "2024-12-31T20:37:20+00:00", "quotes": [ { "author": "Mr Wednesday wrote: Tue Dec 31, 2024 7:20 pm", "content": "" } ] }, { "author": "Mr Wednesday", "content": "Key point, then, is that only one egg is a product, the other is the ingredient returned. In that case, the first cycle returns one extra product, the second cycle returns two, and the average surplus is 1.5. \n \nFortunately, I didn't build anything around the misconception that the ingredient was consumed.", "date": "2024-12-31T21:47:18+00:00", "quotes": [ { "author": "angramania wrote: Tue Dec 31, 2024 8:37 pm", "content": "" }, { "author": "Mr Wednesday wrote: Tue Dec 31, 2024 7:20 pm", "content": "" } ] }, { "author": "polvanacoleyen", "content": "The tooltip is a godsend! \nI completely forgot about it, I was so used to it not being there (played a lot since 2016 but barely played Factorio since 1.0).", "date": "2024-12-31T21:49:42+00:00", "quotes": [ { "author": "jaylawl wrote: Tue Dec 31, 2024 3:08 pm", "content": "" }, { "author": "polvanacoleyen wrote: Tue Dec 31, 2024 12:23 pm", "content": "" } ] } ]
7
2024-12-31T05:38:29-06:00
forum-topic-116225
116225
[raiguard][2.0.7] Mod window drown beyond window borders and in incorrect way
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=116225
maniak1349
With UI scale set to manual -> 100% on a small screen (1280x1024) mod windows is drawn beyond window borders. While that is probably a correct behavior for the settings, the off-screen part of the window appear to be not drawn properly. That's the mod window when it is opened: 1.opened.png (312.02 KiB) Viewed 518 times That's when I try to move it to see off-screen part: 2.moved.png (431.53 KiB) Viewed 518 times
[ { "author": "maniak1349", "content": "Also have noticed same thing happening on galaxy upload screen. Hides buttons too.", "date": "2024-11-18T03:36:25+00:00", "quotes": [] }, { "author": "", "content": "Yeah, GUI's don't really respond well when their contents extend beyond the bounds of the window.", "date": "2024-12-06T23:02:37+00:00", "quotes": [] }, { "author": "", "content": "This was resolved in 2.0.30.", "date": "2025-01-13T22:12:44+00:00", "quotes": [] } ]
3
2024-10-21T07:57:30-05:00
forum-topic-4400
4400
Technical Help FAQ
Technical Help
https://forums.factorio.com/viewtopic.php?t=4400
Welcome! Most problems are already solved by others, use the Forum Search to find the solutions. general Information Q: Where can I find more information? A: Wiki , Help page , General FAQ , Graphic issues , Known issues . Q: Where can I find help for when I'm stuck in the game? A: The Gameplay FAQ is in the Gameplay help board . Q: I have a Q which is not among these Q... A: Open a new topic after reading this . Q: Is there something like a roadmap? A: see: Roadmap wiki , Official Roadmap . Q: Who are the moderators? A: Ssilk, Koub, Smarty, Daniel34, Loewchen. Q: Who are the developers? A: Wube Software Payment, Account activation Q: ? A: www.factorio.com/help , www.factorio.com/buy Q: I bought the game on Steam, how do I get a factorio account to access the mod portal and server browser? A: You can either create the account ingame and it will be linked to your steam automatically, or you can link an existing free factorio.com account from www.factorio.com/settings . Q: I bought the game on GOG, how do I get a factorio account to access the mod portal and server browser? A: Create a free account on www.factorio.com if you don't have one yet, copy your gog serial key by logging in your gog account in a web browser and navigating to My Account>Games>Factorio>More -> Serial Keys , use it to upgrade your factorio.com account as described below. Q: How do I "upgrade" my factorio.com account after buying the game and getting an upgrade key? A: Log into www.factorio.com , click on your name in the top right, paste the code in the text box, click 'Upgrade account'. Q: Just bought Factorio and I can't see the "New Game" option? A: You are using the demo not the complete game, upgrade your account (see above), download and install the game. Q: My purchase failed? A: Don't post your personal information in the forum! If you can not find a solution to your problem through the forum search, contact support@factorio.com . Update Q: The automatic game update fails. A: 1. Server might be down. 2. Stop your firewall/ virus-scanner 3. Wrong credentials? Q: A new version is out, but the game doesn't update? A: In "Other settings" in the ingame options, enable "Enable experimental updates" and "Check for updates when launching", then check for updates manually in "About". Q: I'm on Steam, how do I get the experimental updates? A: Right-click Factorio in your library, select Properties, go to Betas tab and select Latest experimental at the bottom of the dropdown-menu. Performance Issues Q: The game is running too slow! A: When building big factories, even with a modern processor the game can reach a point where the factory can no longer be simulated at full speed, for details: Performance problems . You can improve the performance with these steps: reduce the amount of mods use beacons with speed modules in your production instead of expanding it only use belts when necessary, use trains for longer routes kill all active enemies: /c game.forces["enemy"].kill_all_units() Q: In multiplayer I am experiencing massive framerate drops and delayed character response?! A: Your PC is slower than the server, for details and possible workaround see: Performance problems . Multiplayer issues Q: I am getting the error: "Determining own address has failed" when trying to host a server?! A : See: 53992 File locations Q: Where are my save files? A: In the saves folder in the Application directory Q: Where are my settings stored? A: In the config.ini file in the config folder in the Application directory Q: Where are my mods stored? A: In the mods folder in the Application directory Q: I was asked for a log-file, where do I find it? A: In the Application directory Q: I was asked for a desync report, where do I find it? A: See here .
[ { "author": "Jeffman12", "content": "How to relocate the data directory \nDefault Data locations are as follows for win8/10:\n Code: Select all Steam: c:\\Users\\*your name*\\Appdata\\Roaming\\Factorio\nZIP: Your selected Factorio directory.\nInstaller: c:\\Users\\*your name*\\Appdata\\Roaming\\Factorio \n\nTo change these directories, begin in your install directory and open config-path.cfg with the text editor of your choice. \nYou may either \nA. Change the config-path= variable from \"___PATH___system-write-data___/config\" to the directory of your choice i.e. \"C:/users/*your name*/Documents/My Games/Factorio/\" \n-OR- \nB. Change the use-system-read-write-data-directories= variable to true or false. This will tell Factorio to store saves/mods in appdata/factorio or your override from step A. if true, or the game's install directory if false. \n \nUpon completing this, you must have Factorio closed and delete or otherwise remove your config.ini located in C:\\Users\\*your name*\\AppData\\Roaming\\Factorio\\config. \n \nYou may now move your saves and mods to the designated directory of your choice. Upon starting Factorio a new config file will be generated (Mine went to the same config folder as before). This may manifest as a slight delay in the normally expected load-time of the game next time you start it.", "date": "2016-09-25T22:10:20+00:00", "quotes": [] } ]
1
2014-06-17T22:20:32-05:00
forum-topic-127541
127541
Memory Cell Design doesn't work
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127541
markw
I am cracking my skull trying to understand the example at: https://wiki.factorio.com/Tutorial:Circ ... _/_Counter , The green inserters are not connected to the memory cell output, only the output of the green inserters is connected to the input of the memory cell. How can this work? Since each inserter needs to compare the value of the memory cell for it's science pack. When I run my build of this setup, the inserters never have anything but their own single value of 1 pulse to compare against the desired # of science, in this case 16. So the inserters just all keep outputting until the science packs are all used up (or if I had enough science packs the belt would jam. I can add my build blueprint right here? Code: Select all 0eNrNWuGSoygQfhd/3umWICLkVbamUsaQCXWJWohzOzeVB7j3uCe7JznQTZytwUwju+bmjz2G/r5O03QDnbdod+pFq2Sto81bJKum7qLN17eok891ebLv6vIsok10KnfRJY5kvRffog26PMWRqLXUUowKwz+v27o/74QyA+KrojiJSitZJaIW6vk1MVRCHcpKRHHUNp1BaGrLY1ATVMTRa7QhhmjXHw5CbTv5lwFB6e3vEn/gwvF7Iz+iYvwlH3CLL/nFoZ99oo/4fX3ymT69r59/pp/d16c3fVl3Qhn3upyAvoOYL2Pcu5fKTMvwOYsjM+1aNaftThzLF9koq1RJVfVSb5Uo99tjWe+3dpShNvOtVS8MSPMilJJ7se10Wf1xnSuHhQXIwvSBFjKIhYg80EIOsjB/oIUonRb9t1aJrku0KuuubZROduKkHQbzWXtdBMifgM0RIOxiwP4M+BoVCIG+RBZCkYIoyAKKbJbC7al8AQf25KALOJAnR7GAI/XkYF7573sc/fLlyr3qxkpW4QVJ5FaggfOBF+QRxDw5FmQSVHhyLEglt80IlGNBLrlVISjHglyCiCcH9arwa0V74VXV17KKLZgPz/qB+QIOz/qRLcklnvUjW5JLPOtHhpdvrIaQcWFmAZhAs8ny7dpA4cLMAzDnXEFDdmQZZEeWFSEUGETBoMfgwWQXAocehOcQSAo9Cs8iIOhheBYBB0TIHObHxdK1J6nd6ZpPs+bCIiGhkENCgeQhFAREQQO8TBZXsfg24vp+HHpu9saU1OnvIsDSfFVLpxV8KDud3NkRFLPxQO6bK+pydxJ7h437G8FBqk5vP94ANs+y07JKukqKuhJJa3YR0eges6OwN4j2wFY157ZUpba80b9//zOM+ImbE8L9vUTW81LZ6+Zc2kEP9lM+5eJOC3FKqqPoXMFO38eSCwj5ApEZoKDLlQKSlvKgyxUKoiDgOktn/JCD6+wcAgXX2TmEAlxn5xCmbFUqqY9nYXODieqdrIeovre3pjNZdUKaFlvnWm36tbXML1Lp3ryZInQYkYiyOtoF1QkLs51WXmKCuWmFKke7ot+MatPrtvcGvzidwgOKDV2z2NA0wNJiVUuRd6Dxh8dZ+mOY/f5zw4xi/xpYrFcDW9Xs++p/UANp5u8nup6fTCE9y8pM9YO9RHwL/FwjMvcFmqktdKpvZ7GX/Tm5dZHb5uTsHH+GGHQA/9A8Ii4KFkLBIHsPykOaLqBvUaQhvSMYBQppucAocEjnCEaR+TV12CP67sSvxfMQG/OQZgxsqmhITwlGUYS0YmAULKSjBKPgIY0YEAVLQ/pJMArk11R5RNQz7NeOeoiNWUiLBjZVJKTTBKPIQxo0MAoa0meCUYTcYjL3noixAEw+g8kD2kogT/DUq+7idJWWKUdelXYtq/yyzFpWZV75eS2rwPd6eKazw8H3erMI4Hu9WQTwvd6I8BRHf5r1Zn/D+5XGKC5i9BQPEuKDaF7Eo8R+kDAdRDTIo5bViM2W08r24+t7wmIcEx7jq2yO5YPMrYwGObc4piiiUc7s+8ES87ByZmU86Zrd941rkNk43j6uOPYR81E2WcPI6J2cjTK+ysYTUouzcdz0k+g4MtHTDd7LKeaE85yilGHGLpf/ACUtIVw=
[ { "author": "Tertius", "content": "The wiki example shows how to count the items moved by the inserter. The counter is available from any wire connected to one of the outputs of the combinator. The inserter in the example is connected with green wire to the output of the combinator, and the green wire continues to the input of the combinator. So anything pulsed by the inserter reaches the input of the combinator, from where it is forwarded to its output, from where it is available for anyone to use. It's still connected to the input, so the next tick the value is again forwarded to the output, in eternity, so this acts like a memory for the counter value. Anything additionally pulsed by the inserter is added to that counter value. \n \nIn your blueprint, you added the feedback loop of the memory cell as red wire. And you connected the inserters to the right with green wire to the input of the memory cell. The output of the memory cell isn't being output to the green wire, it's just connected to the red wire. So the inserters cannot use the values from the memory cell. \nYou need to replace the red wire feedback wire with a green wire feedback wire, so the output also reaches the inserters to the right, so you're able to use the memorized value in the inserter conditions.", "date": "2025-03-16T11:10:52+00:00", "quotes": [] }, { "author": "markw", "content": "Ah! thanks. I was fixated on adding the feedback of the memory cell using the same red wire as went into the input. I switched the feedback to green and lo! it works. Much thanks. Its all not as hard as one thinks, but getting one's thinking into line with reality is a challenge. It would be great if these early examples of circuits came with blueprints, I seem to have failed at reading the example wiring correctly.", "date": "2025-03-16T15:39:47+00:00", "quotes": [] }, { "author": "eugenekay", "content": "It is a Wiki; improvements are welcomed. I skipped the tutorials myself and figured it out pretty much immediately, so I don’t know what it’s like to not understand the circuit system. It sounds like you have the right type of insight to offer fellow players who might be stuck at the same point.", "date": "2025-03-16T18:19:34+00:00", "quotes": [ { "author": "markw wrote: Sun Mar 16, 2025 3:39 pm", "content": "" } ] } ]
3
2025-03-16T00:30:01-05:00
forum-topic-126165
126165
Version 2.0.32
Releases
https://forums.factorio.com/viewtopic.php?t=126165
Optimizations Improved performance when removing roboports in large active networks by 60%. ( 126004 ) Graphics Removed reflections from lava. Tile transitions to lava now use the foam channel instead to keep their appearance. ( 125097 ) Bugfixes Fixed rocket silo GUI not fitting on small screens. ( 119785 ) Fixed a crash when writing LuaItem::entity_filters. ( 126017 ) Fixed that blueprint preview rendering did not work correctly. ( 103953 ) Fixed a crash with positional GuiEffect sounds with aggregation when dedicated UI sound resources were exhausted. ( 126057 ) Fixed upgraded blueprint entities would have their flip reverted ( 124584 ) Fixed worm shooting at fast moving target sometimes created multiple acid puddles with single spit and even outside of its range. ( 77071 ) Fixed that labs could try to research trigger based technologies. ( 120370 ) Fixed LuaEntity::get_logistic_sections was not always working with entity ghosts. ( 126097 ) Fixed selector combinator was using wrong open and close sounds. ( 123464 ) Fixed remote item requests leaving a visual deconstruction/ghost mark when inserters interacted with the slot. ( 121577 ) Fixed issue related to rendering items on belts when a belt was also rendered through a camera widget. ( 124058 ) Fixed that assembler input slots could exceed stack limits. ( 116644 ) Fixed a crash in assembling machine GUI when the output was full and a recipe containing a research progress product was being crafted. ( 126094 ) Fixed shooting actions missing vibrations when playing with a controller. Scripting Added connection_category to LuaFluidboxPrototype::pipe_connections. Modding Added FluidStream::target_initial_position_only. It's used by worm acid spit. 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": "Neutronium", "content": "Thinking about the lava changes, should shadows be cast on it at all from bots/other objects? Not to say the original bright reflection was optimal either, but perhaps a more muted, darker reflection.", "date": "2025-01-20T16:06:00+00:00", "quotes": [] }, { "author": "robot256", "content": "Sneakily adding a feature I asked for! Thank you!", "date": "2025-01-20T17:00:56+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Hares", "content": "Lava is glowing, it emits light and thus does not have shadows on it, except for the largest objects and from the brightest sources.", "date": "2025-01-20T23:33:55+00:00", "quotes": [ { "author": "Neutronium wrote: Mon Jan 20, 2025 4:06 pm", "content": "" } ] }, { "author": "kyle788", "content": "In my opinion, removing the reflections from lava is a graphical downgrade. I liked especially that it caused variations in the lava from reflecting buildings near it and also rail lines going over it. Now it feels and looks more static/flat. \n \nInterestingly, there are articles that state that lava does reflect light ( https://earthobservatory.nasa.gov/image ... ik-volcano ) \n \nDevs: could there be some compromise made in how the lava reflections look instead of just turning them off completely?", "date": "2025-01-21T00:38:46+00:00", "quotes": [] }, { "author": "wretlaw120", "content": "Lava reflections made no sense whatsoever. It's nice to see them removed. \n \nAlso,\n \nThe way they use \"reflect\" in that article, is different from how you think they meant. Essentially they're using it like this: \"a carpet reflects light that hits it.\" A carpet doesn't really \"reflect\" light the same way a mirror does. The term I'm used to that describes what they're going for is diffuse scattering. The article is kinda dumbed down, leading to subtlely incorrect usage of the word \"reflect.\" You can tell this because, they say that most of the light we see is bounced around into our eyes by these reflections, but most bounces arent actually reflections. \n \nTbh, it *is* possible for lava to have reflections (i.e. if the surface is glassy smooth, like water) but the lava in factorio is very bright, and the reflection even brighter. The things they are reflecting are not nearly as bright as the lava, but in order to be visible as a reflection in the lava they would need to be brighter than the lava.", "date": "2025-01-21T17:33:01+00:00", "quotes": [ { "author": "kyle788 wrote: Tue Jan 21, 2025 12:38 am", "content": "" } ] }, { "author": "Neutronium", "content": "The other part of the equation is the lava being a glowing source of light as well. Just something about its current state looks off.", "date": "2025-01-21T17:54:48+00:00", "quotes": [] }, { "author": "Khagan", "content": "A mirror produces specular reflections; a carpet produces diffuse reflections; both processes are quite correctly called 'reflection'. The term 'scattering' is usually used to refer to a something that happens within a medium rather than at a boundary (e.g. the Rayleigh scattering in the atmosphere that makes the sky look blue). At a microscopic level, scattering near the surface may contribute to making reflection diffuse, but typically it's mostly just due to the irregularity of the surface.", "date": "2025-01-21T21:26:05+00:00", "quotes": [ { "author": "wretlaw120 wrote: Tue Jan 21, 2025 5:33 pm", "content": "" } ] } ]
7
2025-01-20T09:20:29-06:00
forum-topic-78787
78787
In the tutorial, list tasks with the dependencies above the task itself
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=78787
NieDzejkob
TL;DR Put the tasks below their dependencies in the tutorial task list to make it harder to miss. What ? Consider this list of tasks in the tutorial: gcd8iaaqbd341.png (62.17 KiB) Viewed 3564 times The dependency tree, while nice, has the undesirable property that the player can become "blind" to the higher-level tasks. I believe this effect would be minimized if the higher-level tasks were below their dependencies: factorio-tutorial-mockup.png (59.71 KiB) Viewed 3564 times Why ? I got inspired by this post on Reddit: https://www.reddit.com/r/factorio/comme ... e_able_to/ As you can see by reading the discussion, it's not unheard of to not notice the "Bring the items to Compilatron" item.
[ { "author": "", "content": "Ya, it's a bit confusing. \n \nMy opinion: Instead of turning all around I would try to remove depth: \n \n- See a demonstration \n- Put these into your pockets: \n---- Have a Burner mining drill 1/1 \n---- Have some Transport belts 12/2 \n---- Have a Burner inserter 2/1 \n- Bring those Items to Compilatron", "date": "2019-12-08T21:48:33+00:00", "quotes": [] }, { "author": "valneq", "content": "But that tree really is kind of a dependency tree: you need to do everything listed before you can see the demonstration. In ssilk's suggestion, it looks like you see a demonstration before you do the other stuff, or in any order you like. While in the current representation, only the things on the same hierarchical level can be done in any order, and the tree represents the dependencies. \n \nKeep in mind that later on, some objectives consist of several (partially) independent dependency trees that should still be represented in the objective window. Therefore, if you want to keep the order of first to last being up to down, you should flip everything around, and keep the hierarchy as the suggestion in the OP.", "date": "2019-12-08T23:09:38+00:00", "quotes": [] }, { "author": "", "content": "Ill explain the process behind it ending up the way it is. Im not trying to shoot down any ideas here, just draw back the curtain of development thinking. \n \nThe main reason for it being the way it is: \n \n1) Having the \"easiest to do\" task at the bottom promotes players reading the whole list before starting, instead of completing tasks top down like a robot and forgetting what they did (see 0.16 tutorial). \n \n2) After I explained this to Kovarex he noted the similarities to a hierarchy graph and suggested using this parent/child structure. It sounded pretty good, so we tried it and it worked with new players. \n \nA lot of people find it odd simply because they are used to doing tasks from a list without thinking about the list itself. The top item in this case IS the most important, but it is also the most dependent on other tasks. \n \n\nIn this example, why is \"See a Demonstration\" on the top? Technically you will see a demonstration after you get to the bottom of the list. Reading order is just one piece of the puzzle. The way humans read is still not very well understood, that is why there is a whole branch of Psychology dedicated to it. \n \nI feel the reddit post linked in OP is more a problem of not introducing Compilatron. This was sadly a side effect of doing the opening cutscene as the final task...", "date": "2020-01-15T09:26:03+00:00", "quotes": [ { "author": "ssilk wrote: Sun Dec 08, 2019 9:48 pm", "content": "" } ] }, { "author": "", "content": "Coming back to this... I think your explanation makes sense, but there are habits. And one of them is that mankind normally reads from top to bottom. I don’t say bottom to top is wrong. But I think this should then look more like a graph, and not like a reversed list, to make it more clear, that it is pure purpose. \n \nFor example: if that pops up at the bottom of screen, it would make a big difference in how to read it. Just one of some small changes, that could be done.", "date": "2020-04-02T05:06:54+00:00", "quotes": [] } ]
4
2019-12-08T12:52:18-06:00
forum-topic-102831
102831
New Tin mod (bztin)
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=102831
brevven
Hello again. I have another mod with a resource. I've attached an rso config, if you're able to include at some point. Thanks!
[ { "author": "orzelek", "content": "I have added it and released 6.2.19.", "date": "2022-07-08T17:49:05+00:00", "quotes": [] }, { "author": "brevven", "content": "Thanks again", "date": "2022-07-12T03:49:57+00:00", "quotes": [] } ]
2
2022-07-05T05:33:02-05:00
forum-topic-102657
102657
Approaching 10k science per minute
Videos
https://forums.factorio.com/viewtopic.php?t=102657
Straugh
It is really impressive to see how far this game can be pushed. https://youtu.be/Roh6s3lQgY4
[ { "author": "Stringweasel", "content": "If you think that's impressive, you should see this base. It can run (on a good PC) a 40k science per minute at 60 UPS! \n \n https://www.reddit.com/r/technicalfacto ... cell_base/ \n \nGranted, it doesn't generate it's own power (I think), but solar panels are neglible for UPS anyway. And it's build on a hand-created map.", "date": "2022-06-12T13:43:09+00:00", "quotes": [] }, { "author": "Qon", "content": "What is that?", "date": "2022-06-12T14:32:34+00:00", "quotes": [ { "author": "Stringweasel wrote: Sun Jun 12, 2022 1:43 pm", "content": "" } ] }, { "author": "Stringweasel", "content": "They manually places the ores in convenient locations.", "date": "2022-06-12T15:13:51+00:00", "quotes": [] } ]
3
2022-06-12T07:55:00-05:00
forum-topic-99445
99445
Factorio Forums • Disable death messages and respawn messages
Just as the title says. Any way to disable death and respawn messages completely?
[ { "author": "", "content": "Came up because I needed to create a player corpse for a living player with all their items. \n \nThe solution I came up with was the following: \n Code: Select all local surface = player.surface.name\nlocal position = player.position\nlocal character = player.character\nplayer.disassociate_character(character)\ncharacter.die()\nplayer.ticks_to_respawn = nil\nplayer.teleport(position, surface) \n\nbut that obviously creates the messages in chat. I also tried dissasociating the character from the player and then killing it etc, but no. \nI also tried the following to create a corpse manually, but I couldn't figure out a way to do it. \n Code: Select all -- Manually create corpse\nlocal corpse = surface.create_entity {\n\tname = \"character-corpse\",\n\tposition = position,\n\tforce = player.force,\n\tcreate_build_effect_smoke = false,\n\tinventory_size = 999,\n\tplayer_index = player.index,\n}\n\nfor _, inv in pairs(inventories) do\n\tlocal inventory = player.get_inventory(inv)\n\tfor i = 1, #inventory do\n\t\tlocal slot = inventory[i]\n\t\tif slot.valid_for_read then\n\t\t\tcorpse.insert(slot)\n\t\tend\n\tend\nend", "date": "", "quotes": [] } ]
1
forum-topic-122260
122260
[2.0.20] Game crashed while autosaving and now on every start (AtlasBuilder::loadSprites)
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=122260
AndiMaterie
hi there While playing the game autosaved and suddenly crashed. I have tried to restart the game multiple times after this, but it always crashes while starting the game, so i'm unable to play anymore here is my log file: log Code: Select all 0.000 2024-11-20 13:12:24; Factorio 2.0.20 (build 80511, win64, steam, space-age) 0.001 Operating system: Windows 11 (build 22631) 0.000 Initializing Steam API. 0.001 Program arguments: "D:\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.001 Config path: C:/Users/uedii/AppData/Roaming/Factorio/config/config.ini 0.002 Read data path: D:/SteamLibrary/steamapps/common/Factorio/data 0.002 Write data path: C:/Users/uedii/AppData/Roaming/Factorio [159883/237675MB] 0.002 Binaries path: D:/SteamLibrary/steamapps/common/Factorio/bin 0.051 System info: [CPU: AMD Ryzen 5 3600XT 6-Core Processor, 12 cores, RAM: 5282/16310 MB, page: 8927/33718 MB, virtual: 4352/134217727 MB, extended virtual: 0 MB] 0.076 Memory info: 0.076 [0]: Unknown CMK16GX4M2B3200C16 8192 MB 2133 MHz 1.2 v 0.076 [1]: Unknown CMK16GX4M2B3200C16 8192 MB 2133 MHz 1.2 v 0.102 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: de] 0.327 Video driver: windows 0.327 Available displays: 1 0.327 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 2060 SUPER {0x05, [0,0], 1920x1080, 32bit, 165Hz} 0.381 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll 0.544 Initialised Direct3D[0]: NVIDIA GeForce RTX 2060 SUPER; id: 10de-1f06; driver: nvldumdx.dll 32.0.15.5599 0.544 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none 0.544 [Local Video Memory] Budget: 7238MB, CurrentUsage: 6MB, Reservation: 0/3747MB 0.544 [Non-Local Vid.Mem.] Budget: 7491MB, CurrentUsage: 0MB, Reservation: 0/3873MB 0.544 Tiled resources: Tier 2 0.544 Unified Memory Architecture: No 0.544 BGR 565 Supported: Yes 0.544 MaximumFrameLatency: 3, GPUThreadPriority: 0 0.545 Graphics settings preset: very-high 0.545 Dedicated video memory size 8006 MB 0.616 Desktop composition is active. 0.616 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] 0.616 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:0,C:0,S:100] 0.647 [Audio] Driver:wasapi, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear 0.800 Joystick device connected: instance: 0, Xbox One Controller 0.801 Game controller connected: instance: 0, Xbox One Controller, Xbox One Controller 0.891 Razer Chroma Controller initialized. 0.931 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true 0.931 Info ModManager.cpp:434: FeatureFlag freezing = true 0.931 Info ModManager.cpp:434: FeatureFlag quality = true 0.931 Info ModManager.cpp:434: FeatureFlag rail-bridges = true 0.931 Info ModManager.cpp:434: FeatureFlag segmented-units = true 0.931 Info ModManager.cpp:434: FeatureFlag space-travel = true 0.931 Info ModManager.cpp:434: FeatureFlag spoiling = true 0.956 Loading mod core 0.0.0 (data.lua) 1.153 Loading mod base 2.0.20 (data.lua) 2.873 Loading mod elevated-rails 2.0.20 (data.lua) 3.155 Loading mod quality 2.0.20 (data.lua) 3.322 Loading mod space-age 2.0.20 (data.lua) 7.499 Loading mod base 2.0.20 (data-updates.lua) 7.522 Loading mod quality 2.0.20 (data-updates.lua) 7.554 Loading mod space-age 2.0.20 (data-updates.lua) 7.706 Checksum for core: 2863993211 7.706 Checksum of base: 3548713318 7.706 Checksum of elevated-rails: 2929976872 7.706 Checksum of quality: 3484764141 7.706 Checksum of space-age: 1973748825 8.091 Prototype list checksum: 3872509593 8.152 Loading sounds... 17.420 Info PlayerData.cpp:68: Local player-data.json unavailable 17.420 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1732104301 17.772 Initial atlas bitmap size is 16384 17.794 Created an atlas bitmap (size 16384x16380) [none] 17.815 Created an atlas bitmap (size 16384x16384) [none] 17.842 Created an atlas bitmap (size 16384x16384) [none] 17.843 Created an atlas bitmap (size 16384x15420) [none] 17.844 Created an atlas bitmap (size 16384x8392) [decal] 17.849 Created an atlas bitmap (size 16384x16384) [low-object] 17.849 Created an atlas bitmap (size 4096x960) [low-object] 17.850 Created an atlas bitmap (size 16384x13440) [corpse-decay] 17.851 Created an atlas bitmap (size 16384x5596) [none] 17.851 Created an atlas bitmap (size 1676x79) [not-compressed] 17.851 Created an atlas bitmap (size 8192x6112) [mipmap, linear-minification, linear-magnification, linear-mip-level] 17.858 Created an atlas bitmap (size 16384x16320) [terrain, mipmap, linear-minification, linear-mip-level] 17.859 Created an atlas bitmap (size 16384x4832) [terrain, mipmap, linear-minification, linear-mip-level] 17.859 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 17.859 Created an atlas bitmap (size 4096x3104) [smoke, mipmap, linear-minification, linear-magnification] 17.859 Created an atlas bitmap (size 8192x2576) [mipmap] 17.860 Created an atlas bitmap (size 2048x1520) [mipmap] 17.860 Created an atlas bitmap (size 4096x3152) [mipmap] 17.860 Created an atlas bitmap (size 4096x3152) [mipmap] 17.861 Created an atlas bitmap (size 4096x3152) [mipmap] 17.861 Created an atlas bitmap (size 8192x3808) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 17.862 Created an atlas bitmap (size 16384x6120) [alpha-mask] 17.890 Created an atlas bitmap (size 16384x16380) [shadow, linear-magnification, alpha-mask] 17.896 Created an atlas bitmap (size 16384x16368) [shadow, linear-magnification, alpha-mask] 17.896 Created an atlas bitmap (size 16384x8364) [shadow, linear-magnification, alpha-mask] 17.896 Created an atlas bitmap (size 8192x2352) [shadow, mipmap, linear-magnification, alpha-mask] 17.897 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 17.897 Loading 3D bitmaps. 17.985 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 18.003 Parallel sprite loader initialized (threads: 11, bitmaps: 8228) 25.768 Error CrashHandler.cpp:641: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... C:\Users\build\AppData\Local\Temp\factorio-build-5qgi5w\libraries\StackWalker\StackWalker.cpp(924): StackWalker::ShowCallstack C:\Users\build\AppData\Local\Temp\factorio-build-5qgi5w\src\Util\Logger.cpp(337): Logger::writeStacktrace C:\Users\build\AppData\Local\Temp\factorio-build-5qgi5w\src\Util\Logger.cpp(379): Logger::logStacktrace C:\Users\build\AppData\Local\Temp\factorio-build-5qgi5w\src\Util\CrashHandler.cpp(183): CrashHandler::writeStackTrace C:\Users\build\AppData\Local\Temp\factorio-build-5qgi5w\src\Util\CrashHandler.cpp(654): CrashHandler::SignalHandler minkernel\crts\ucrt\src\appcrt\misc\exception_filter.cpp(219): _seh_filter_exe D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl(304): `__scrt_common_main_seh'::`1'::filt$0 D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\riscchandler.cpp(389): __C_specific_handler ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEEE71527F) 00007FFEEE71527F (ntdll): (filename not available): _chkstk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEEE68E886) 00007FFEEE68E886 (ntdll): (filename not available): RtlFindCharInUnicodeString ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEEE71426E) 00007FFEEE71426E (ntdll): (filename not available): KiUserExceptionDispatcher C:\Users\build\AppData\Local\Temp\factorio-build-5qgi5w\src\Graphics\AtlasBuilder.cpp(685): AtlasBuilder::loadSprites C:\Users\build\AppData\Local\Temp\factorio-build-5qgi5w\src\Graphics\AtlasBuilder.cpp(1246): AtlasBuilder::tryLoadSpritesWithFallbackToMinimalMode C:\Users\build\AppData\Local\Temp\factorio-build-5qgi5w\src\Graphics\AtlasSystem.cpp(40): AtlasSystem::build C:\Users\build\AppData\Local\Temp\factorio-build-5qgi5w\src\GlobalContext.cpp(572): GlobalContext::init C:\Users\build\AppData\Local\Temp\factorio-build-5qgi5w\src\MainLoop.cpp(288): MainLoop::run C:\Users\build\AppData\Local\Temp\factorio-build-5qgi5w\src\Main.cpp(1357): fmain C:\Users\build\AppData\Local\Temp\factorio-build-5qgi5w\src\Main.cpp(1379): wmain D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl(288): __scrt_common_main_seh ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEED3A259D) 00007FFEED3A259D (KERNEL32): (filename not available): BaseThreadInitThunk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEEE6CAF38) 00007FFEEE6CAF38 (ntdll): (filename not available): RtlUserThreadStart Stack trace logging done 27.906 Info CrashHandler.cpp:318: Executable CRC: 1438233420 27.906 D:\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe 27.906 C:\WINDOWS\SYSTEM32\ntdll.dll 27.906 C:\WINDOWS\System32\KERNEL32.DLL 27.906 C:\WINDOWS\System32\KERNELBASE.dll 27.906 C:\WINDOWS\System32\WLDAP32.dll 27.906 C:\WINDOWS\System32\ucrtbase.dll 27.906 D:\SteamLibrary\steamapps\common\Factorio\bin\x64\steam_api64.dll 27.906 C:\WINDOWS\System32\GDI32.dll 27.906 C:\WINDOWS\SYSTEM32\DNSAPI.dll 27.906 C:\WINDOWS\System32\ADVAPI32.dll 27.906 C:\WINDOWS\System32\win32u.dll 27.906 C:\WINDOWS\System32\msvcrt.dll 27.906 C:\WINDOWS\System32\gdi32full.dll 27.906 C:\WINDOWS\System32\msvcp_win.dll 27.906 C:\WINDOWS\System32\sechost.dll 27.906 C:\WINDOWS\System32\bcrypt.dll 27.906 C:\WINDOWS\System32\USER32.dll 27.906 C:\WINDOWS\System32\RPCRT4.dll 27.906 C:\WINDOWS\System32\ole32.dll 27.906 C:\WINDOWS\System32\SHELL32.dll 27.906 C:\WINDOWS\System32\combase.dll 27.906 C:\WINDOWS\System32\SHLWAPI.dll 27.906 C:\WINDOWS\SYSTEM32\WINMM.dll 27.906 C:\WINDOWS\System32\IMM32.dll 27.906 C:\WINDOWS\System32\OLEAUT32.dll 27.906 C:\WINDOWS\WinSxS\amd64_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.22621.4455_none_57fc69f8ce16b9dd\gdiplus.dll 27.906 C:\WINDOWS\System32\SETUPAPI.dll 27.906 C:\WINDOWS\System32\WS2_32.dll 27.906 C:\WINDOWS\System32\CRYPT32.dll 27.906 C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL 27.906 C:\WINDOWS\System32\WINTRUST.dll 27.906 C:\WINDOWS\System32\imagehlp.dll 27.906 C:\WINDOWS\SYSTEM32\VERSION.dll 27.906 C:\WINDOWS\SYSTEM32\cfgmgr32.DLL 27.906 C:\WINDOWS\System32\NSI.dll 27.906 C:\WINDOWS\SYSTEM32\MSASN1.dll 27.906 C:\Program Files (x86)\Steam\gameoverlayrenderer64.dll 27.906 C:\WINDOWS\System32\PSAPI.DLL 27.906 C:\WINDOWS\SYSTEM32\windows.storage.dll 27.906 C:\WINDOWS\SYSTEM32\wintypes.dll 27.906 C:\WINDOWS\System32\SHCORE.dll 27.906 C:\WINDOWS\SYSTEM32\profapi.dll 27.906 C:\WINDOWS\SYSTEM32\kernel.appcore.dll 27.906 C:\Program Files (x86)\Steam\steamclient64.dll 27.906 C:\WINDOWS\SYSTEM32\Secur32.dll 27.906 C:\WINDOWS\SYSTEM32\MSWSOCK.dll 27.906 C:\Program Files (x86)\Steam\tier0_s64.dll 27.906 C:\Program Files (x86)\Steam\vstdlib_s64.dll 27.906 C:\WINDOWS\SYSTEM32\SSPICLI.DLL 27.906 C:\WINDOWS\SYSTEM32\CRYPTBASE.DLL 27.907 C:\WINDOWS\System32\bcryptPrimitives.dll 27.907 C:\WINDOWS\System32\clbcatq.dll 27.907 C:\WINDOWS\SYSTEM32\amsi.dll 27.907 C:\WINDOWS\SYSTEM32\USERENV.dll 27.907 C:\ProgramData\Microsoft\Windows Defender\Platform\4.18.24090.11-0\MpOav.dll 27.907 C:\WINDOWS\system32\uxtheme.dll 27.907 C:\WINDOWS\SYSTEM32\mscms.dll 27.907 C:\WINDOWS\SYSTEM32\icm32.dll 27.907 C:\WINDOWS\SYSTEM32\hid.dll 27.907 C:\WINDOWS\SYSTEM32\DEVOBJ.dll 27.907 C:\WINDOWS\SYSTEM32\XInput1_4.dll 27.907 C:\WINDOWS\SYSTEM32\inputhost.dll 27.907 C:\WINDOWS\SYSTEM32\CoreMessaging.dll 27.907 C:\Windows\System32\dinput8.dll 27.907 C:\WINDOWS\SYSTEM32\ntmarta.dll 27.907 C:\Windows\System32\deviceaccess.dll 27.907 C:\Windows\System32\Windows.Gaming.Input.dll 27.907 C:\Windows\System32\twinapi.appcore.dll 27.907 C:\Windows\System32\ffbroker.dll 27.907 C:\WINDOWS\SYSTEM32\dxgi.dll 27.907 C:\WINDOWS\SYSTEM32\d3d11.dll 27.907 C:\WINDOWS\SYSTEM32\d3d9.dll 27.907 C:\WINDOWS\SYSTEM32\dwmapi.dll 27.907 C:\WINDOWS\SYSTEM32\dxcore.dll 27.907 C:\WINDOWS\SYSTEM32\d3dcompiler_47.dll 27.907 C:\WINDOWS\SYSTEM32\CRYPTSP.dll 27.907 C:\WINDOWS\System32\MSCTF.dll 27.907 C:\Windows\System32\Windows.System.UserDeviceAssociation.dll 27.907 C:\Windows\System32\usermgrproxy.dll 27.907 C:\WINDOWS\SYSTEM32\textinputframework.dll 27.907 C:\WINDOWS\SYSTEM32\CoreUIComponents.dll 27.907 C:\WINDOWS\SYSTEM32\WindowsCodecs.dll 27.907 C:\WINDOWS\SYSTEM32\directxdatabasehelper.dll 27.907 C:\WINDOWS\System32\DriverStore\FileRepository\nvmdi.inf_amd64_23954e33c8a39da4\nvldumdx.dll 27.907 C:\WINDOWS\SYSTEM32\cryptnet.dll 27.907 C:\WINDOWS\SYSTEM32\wldp.dll 27.907 C:\WINDOWS\SYSTEM32\drvstore.dll 27.907 C:\WINDOWS\system32\rsaenh.dll 27.907 C:\WINDOWS\System32\DriverStore\FileRepository\nvmdi.inf_amd64_23954e33c8a39da4\nvgpucomp64.dll 27.907 C:\WINDOWS\System32\DriverStore\FileRepository\nvmdi.inf_amd64_23954e33c8a39da4\Display.NvContainer\NvMessageBus.dll 27.907 C:\WINDOWS\System32\DriverStore\FileRepository\nvmdi.inf_amd64_23954e33c8a39da4\nvwgf2umx.dll 27.907 C:\WINDOWS\SYSTEM32\POWRPROF.dll 27.907 C:\WINDOWS\SYSTEM32\UMPDC.dll 27.908 C:\WINDOWS\SYSTEM32\dcomp.dll 27.908 C:\WINDOWS\System32\DriverStore\FileRepository\nvmdi.inf_amd64_23954e33c8a39da4\nvd3dumx.dll 27.908 C:\WINDOWS\System32\MMDevApi.dll 27.908 C:\WINDOWS\SYSTEM32\avrt.dll 27.908 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL 27.908 C:\WINDOWS\SYSTEM32\resourcepolicyclient.dll 27.908 C:\Windows\System32\Windows.UI.dll 27.908 C:\WINDOWS\system32\explorerframe.dll 27.908 C:\WINDOWS\SYSTEM32\RzChromaSDK64.dll 27.908 C:\WINDOWS\SYSTEM32\VCRUNTIME140_1.dll 27.908 C:\WINDOWS\SYSTEM32\VCRUNTIME140.dll 27.908 C:\WINDOWS\SYSTEM32\MSVCP140.dll 27.908 C:\WINDOWS\SYSTEM32\CONCRT140.dll 27.908 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums. Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash. 51.659 Error CrashHandler.cpp:270: Heap validation: success. 51.660 Creating crash dump. 51.875 CrashDump success I have attached the relevant autosave, that was created while crashing... _autosave2.tmp.zip (18.4 MiB) Downloaded 21 times
[ { "author": "danbopes", "content": "Are you not able to use the previous autosave?", "date": "2024-11-20T14:15:40+00:00", "quotes": [] }, { "author": "AndiMaterie", "content": "Sorry, i might have explained it better. \nI can't even run factorio, it crashes while launching the game", "date": "2024-11-20T14:24:32+00:00", "quotes": [] }, { "author": "AndiMaterie", "content": "Update: \nI have deleted the mentioned autosave file from the saves folder and now factorio was able to start up \nThen i go to singleplayer - loading and got this litte message \n https://ibb.co/3WWDvtR \nI was then able to load an older savegame an now i can play again.", "date": "2024-11-20T14:41:40+00:00", "quotes": [] }, { "author": "AndiMaterie", "content": "The Game crashed again \nThis time after the crash occured, i got a blue screen from windows (11 Pro) \nHere is my Log for the crash. \n Code: Select all 0.000 2024-11-20 15:33:40; Factorio 2.0.20 (build 80511, win64, steam, space-age)\n 0.000 Operating system: Windows 11 (build 22631) \n 0.000 Initializing Steam API.\n 0.001 Program arguments: \"D:\\SteamLibrary\\steamapps\\common\\Factorio\\bin\\x64\\Factorio.exe\" \n 0.001 Config path: C:/Users/uedii/AppData/Roaming/Factorio/config/config.ini\n 0.001 Read data path: D:/SteamLibrary/steamapps/common/Factorio/data\n 0.001 Write data path: C:/Users/uedii/AppData/Roaming/Factorio [156177/237675MB]\n 0.001 Binaries path: D:/SteamLibrary/steamapps/common/Factorio/bin\n 0.014 System info: [CPU: AMD Ryzen 5 3600XT 6-Core Processor, 12 cores, RAM: 7290/16310 MB, page: 11731/33718 MB, virtual: 4352/134217727 MB, extended virtual: 0 MB]\n 0.031 Memory info:\n 0.032 [0]: Unknown CMK16GX4M2B3200C16 8192 MB 2133 MHz 1.2 v\n 0.032 [1]: Unknown CMK16GX4M2B3200C16 8192 MB 2133 MHz 1.2 v\n 0.033 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: de]\n 0.194 Video driver: windows\n 0.194 Available displays: 1\n 0.194 [0]: \\\\.\\DISPLAY1 - NVIDIA GeForce RTX 2060 SUPER {0x05, [0,0], 1920x1080, 32bit, 165Hz}\n 0.247 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll\n 0.455 Initialised Direct3D[0]: NVIDIA GeForce RTX 2060 SUPER; id: 10de-1f06; driver: nvldumdx.dll 32.0.15.5599\n 0.455 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none\n 0.455 [Local Video Memory] Budget: 7238MB, CurrentUsage: 6MB, Reservation: 0/3747MB\n 0.455 [Non-Local Vid.Mem.] Budget: 7491MB, CurrentUsage: 0MB, Reservation: 0/3873MB\n 0.455 Tiled resources: Tier 2\n 0.455 Unified Memory Architecture: No\n 0.455 BGR 565 Supported: Yes\n 0.455 MaximumFrameLatency: 3, GPUThreadPriority: 0\n 0.455 Graphics settings preset: very-high\n 0.455 Dedicated video memory size 8006 MB\n 0.488 Desktop composition is active.\n 0.488 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]\n 0.488 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:0,C:0,S:100]\n 0.529 [Audio] Driver:wasapi, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear\n 0.576 Joystick device connected: instance: 0, Xbox One Controller\n 0.577 Game controller connected: instance: 0, Xbox One Controller, Xbox One Controller\n 0.632 Razer Chroma Controller initialized.\n 0.665 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true\n 0.665 Info ModManager.cpp:434: FeatureFlag freezing = true\n 0.665 Info ModManager.cpp:434: FeatureFlag quality = true\n 0.665 Info ModManager.cpp:434: FeatureFlag rail-bridges = true\n 0.665 Info ModManager.cpp:434: FeatureFlag segmented-units = true\n 0.665 Info ModManager.cpp:434: FeatureFlag space-travel = true\n 0.665 Info ModManager.cpp:434: FeatureFlag spoiling = true\n 0.669 Loading mod core 0.0.0 (data.lua)\n 0.688 Loading mod base 2.0.20 (data.lua)\n 0.908 Loading mod elevated-rails 2.0.20 (data.lua)\n 0.965 Loading mod quality 2.0.20 (data.lua)\n 0.986 Loading mod space-age 2.0.20 (data.lua)\n 1.533 Loading mod base 2.0.20 (data-updates.lua)\n 1.554 Loading mod quality 2.0.20 (data-updates.lua)\n 1.580 Loading mod space-age 2.0.20 (data-updates.lua)\n 1.722 Checksum for core: 2863993211\n 1.722 Checksum of base: 3548713318\n 1.722 Checksum of elevated-rails: 2929976872\n 1.722 Checksum of quality: 3484764141\n 1.722 Checksum of space-age: 1973748825\n 2.103 Prototype list checksum: 3872509593\n 2.173 Loading sounds...\n 2.500 Info PlayerData.cpp:68: Local player-data.json unavailable\n 2.500 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1732104301\n 2.828 Initial atlas bitmap size is 16384\n 2.849 Created an atlas bitmap (size 16384x16380) [none]\n 2.877 Created an atlas bitmap (size 16384x16384) [none]\n 2.917 Created an atlas bitmap (size 16384x16384) [none]\n 2.918 Created an atlas bitmap (size 16384x15420) [none]\n 2.919 Created an atlas bitmap (size 16384x8392) [decal]\n 2.925 Created an atlas bitmap (size 16384x16384) [low-object]\n 2.925 Created an atlas bitmap (size 4096x960) [low-object]\n 2.926 Created an atlas bitmap (size 16384x13440) [corpse-decay]\n 2.926 Created an atlas bitmap (size 16384x5596) [none]\n 2.926 Created an atlas bitmap (size 1676x79) [not-compressed]\n 2.927 Created an atlas bitmap (size 8192x6112) [mipmap, linear-minification, linear-magnification, linear-mip-level]\n 2.936 Created an atlas bitmap (size 16384x16320) [terrain, mipmap, linear-minification, linear-mip-level]\n 2.937 Created an atlas bitmap (size 16384x4832) [terrain, mipmap, linear-minification, linear-mip-level]\n 2.937 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]\n 2.937 Created an atlas bitmap (size 4096x3104) [smoke, mipmap, linear-minification, linear-magnification]\n 2.937 Created an atlas bitmap (size 8192x2576) [mipmap]\n 2.938 Created an atlas bitmap (size 2048x1520) [mipmap]\n 2.938 Created an atlas bitmap (size 4096x3152) [mipmap]\n 2.938 Created an atlas bitmap (size 4096x3152) [mipmap]\n 2.938 Created an atlas bitmap (size 4096x3152) [mipmap]\n 2.939 Created an atlas bitmap (size 8192x3808) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]\n 2.940 Created an atlas bitmap (size 16384x6120) [alpha-mask]\n 2.973 Created an atlas bitmap (size 16384x16380) [shadow, linear-magnification, alpha-mask]\n 2.981 Created an atlas bitmap (size 16384x16368) [shadow, linear-magnification, alpha-mask]\n 2.981 Created an atlas bitmap (size 16384x8364) [shadow, linear-magnification, alpha-mask]\n 2.981 Created an atlas bitmap (size 8192x2352) [shadow, mipmap, linear-magnification, alpha-mask]\n 2.982 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]\n 3.222 Loading 3D bitmaps.\n 3.234 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82\n 3.251 Parallel sprite loader initialized (threads: 11, bitmaps: 8228)\n 49.460 Sprites loaded\n 49.484 Generated mipmaps (4) for atlas [5] of size 16384x16384 \n 49.495 Generated mipmaps (4) for atlas [6] of size 4096x960 \n 49.506 Generated mipmaps (3) for atlas [10] of size 8192x6112 \n 49.518 Generated mipmaps (3) for atlas [11] of size 16384x16320 \n 49.529 Generated mipmaps (3) for atlas [12] of size 16384x4832 \n 49.540 Generated mipmaps (3) for atlas [13] of size 8192x3872 \n 49.550 Generated mipmaps (3) for atlas [14] of size 4096x3104 \n 49.598 Generated mipmaps (3) for atlas [15] of size 8192x2576 \n 49.609 Generated mipmaps (3) for atlas [16] of size 2048x1520 \n 49.620 Generated mipmaps (3) for atlas [17] of size 4096x3152 \n 49.651 Generated mipmaps (3) for atlas [18] of size 4096x3152 \n 49.662 Generated mipmaps (3) for atlas [19] of size 4096x3152 \n 49.673 Generated mipmaps (5) for atlas [20] of size 8192x3808 \n 49.685 Generated mipmaps (3) for atlas [25] of size 8192x2352 \n 49.725 Custom mipmaps uploaded (3203)\n 49.733 Video memory usage: 3556.15 MB (Atlases: 3425.84 MB, Textures: 130.30 MB)\n 50.183 Factorio initialised\n 50.207 Steam Storage Quota: 23635/23841\n 159.095 Loading map C:\\Users\\uedii\\AppData\\Roaming\\Factorio\\saves\\Space Age Singleplayer[virtual-signal=signal-heart][virtual-signal=signal-ghost].zip: 28398682 bytes.\n 159.151 Loading level.dat: 71432512 bytes.\n 159.156 Info Scenario.cpp:178: Map version 2.0.20-3\n 160.035 Loading blueprint storage: Local timestamp 1732048257, Cloud timestamp 1732048255\n 160.052 Loading script.dat: 1222 bytes.\n 160.056 Checksum for script __level__/control.lua: 1487321736\n 833.748 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n 834.179 Info AppManagerStates.cpp:2095: Saving finished\n1144.548 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n1144.978 Info AppManagerStates.cpp:2095: Saving finished\n1445.014 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n1445.456 Info AppManagerStates.cpp:2095: Saving finished\n2654.597 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n2655.049 Info AppManagerStates.cpp:2095: Saving finished\n2958.998 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n2959.448 Info AppManagerStates.cpp:2095: Saving finished\n3259.465 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n3259.898 Info AppManagerStates.cpp:2095: Saving finished\n3442.928 Info AppManagerStates.cpp:2095: Saving finished\n3563.115 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n3563.537 Info AppManagerStates.cpp:2095: Saving finished\n3863.564 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n3864.014 Info AppManagerStates.cpp:2095: Saving finished\n4164.031 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n4164.488 Info AppManagerStates.cpp:2095: Saving finished\n4464.498 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n4464.931 Info AppManagerStates.cpp:2095: Saving finished\n4764.931 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n4765.367 Info AppManagerStates.cpp:2095: Saving finished\n4944.034 Error CrashHandler.cpp:641: Received SIGSEGV\nFactorio crashed. Generating symbolized stacktrace, please wait ...\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-5qgi5w\\libraries\\StackWalker\\StackWalker.cpp(924): StackWalker::ShowCallstack\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-5qgi5w\\src\\Util\\Logger.cpp(337): Logger::writeStacktrace\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-5qgi5w\\src\\Util\\Logger.cpp(379): Logger::logStacktrace\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-5qgi5w\\src\\Util\\CrashHandler.cpp(183): CrashHandler::writeStackTrace\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-5qgi5w\\src\\Util\\CrashHandler.cpp(654): CrashHandler::SignalHandler\nminkernel\\crts\\ucrt\\src\\appcrt\\misc\\exception_filter.cpp(219): _seh_filter_exe\nD:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl(304): `__scrt_common_main_seh'::`1'::filt$0\nD:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcruntime\\src\\eh\\riscchandler.cpp(389): __C_specific_handler\nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEEE71527F)\n00007FFEEE71527F (ntdll): (filename not available): _chkstk\nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEEE68E886)\n00007FFEEE68E886 (ntdll): (filename not available): RtlFindCharInUnicodeString\nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEEE71426E)\n00007FFEEE71426E (ntdll): (filename not available): KiUserExceptionDispatcher\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-5qgi5w\\src\\Graphics\\DrawEngine.cpp(1571): DrawEngine::drawIconLayers\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-5qgi5w\\src\\Graphics\\DrawEngine.cpp(283): DrawEngine::render\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-5qgi5w\\src\\Graphics\\GameRenderer.cpp(231): GameRenderer::renderInternal\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-5qgi5w\\src\\Graphics\\GameRenderer.cpp(182): GameRenderer::render\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-5qgi5w\\src\\MainLoop.cpp(718): MainLoop::mainLoopStep\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-5qgi5w\\src\\MainLoop.cpp(412): MainLoop::run\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-5qgi5w\\src\\Main.cpp(1357): fmain\nC:\\Users\\build\\AppData\\Local\\Temp\\factorio-build-5qgi5w\\src\\Main.cpp(1379): wmain\nD:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl(288): __scrt_common_main_seh\nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEED3A259D)\n00007FFEED3A259D (KERNEL32): (filename not available): BaseThreadInitThunk\nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEEE6CAF38)\n00007FFEEE6CAF38 (ntdll): (filename not available): RtlUserThreadStart\nStack trace logging done\n4945.867 Error CrashHandler.cpp:190: Map tick at moment of crash: 15724721\n4945.918 Info CrashHandler.cpp:318: Executable CRC: 1438233420\n4945.918 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.\nPlease also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.", "date": "2024-11-20T16:28:41+00:00", "quotes": [] }, { "author": "", "content": "There is something wrong with your system.", "date": "2024-11-20T16:34:18+00:00", "quotes": [] } ]
5
2024-11-20T07:06:25-06:00
forum-topic-124970
124970
Factorio Forums • How to actually buy factorio on the website
I wanted to buy the game as a gift, but the website was impossible to actually find the buy page for the base game while I was logged in. I spent 20 minutes with half a dozen people on discord and we eventually guessed the url: https://factorio.com/buy https://factorio.com/space-age/buy I'm getting kinda old and it's been a few years since I built web pages with an optimized a user funnel, but maybe as a start the Content pages for both Factorio and Factorio: Space Age should link to their respective Buy pages, you know, so people can actually buy the game?
[ { "author": "", "content": "There are big buttons \"Buy Factorio\" and \"Buy Factorio: Space Age\" if you are not logined. If you have already bought base Factorio and logged in then only \"Buy Factorio: Space Age\" will be shown. If you have bought it as well this button will also be hidden. Quite logical.", "date": "", "quotes": [] }, { "author": "", "content": "Only if buying as a gift is very rare. \n \nI think the link \"Buy Factorio: Space Age again\" is much better than completely hiding the purchase page. \n \n \n \n 12-22-2024, 19-12-59.png (100.97 KiB) Viewed 813 times", "date": "", "quotes": [ { "author": "", "content": "" } ] }, { "author": "", "content": "It's very weird, when logged in with my account that has bought both the base game and space age from the website, the only place I could find a 'buy' button was by clicking the 'Game' submenu:\n \n \n \n Screenshot_20241223-214225.png (410.75 KiB) Viewed 781 times \n \n \n\nNotice how it only gives an option to buy space age. \n \nNow clicking the 'Space Age' menu button, doesn't give me a buy option at all. \n \nAnd hovering over the menu buttons don't show either.", "date": "", "quotes": [] }, { "author": "", "content": "So hard to log out", "date": "", "quotes": [] }, { "author": "", "content": "Logging back in is the hard part! \nIt could also takes a while to work out that you should log out.", "date": "", "quotes": [ { "author": "Gummiente27 wrote: Sat Dec 28, 2024 3:31 pm", "content": "" } ] } ]
5
forum-topic-107796
107796
Infinity Cargo Wagon and Infinity Fluid Wagon
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=107796&p=587836
datarza
Please, add to `map editor` the following items: * `Infinity Cargo Wagon`, like usual `Cargo Wagon` with features of `Infinity chest` * `Infinity Fluid Wagon`, like usual `Fluid Wagon` with features of `Infinity pipe` Thank you
[ { "author": "", "content": "Why? Just replace the piece of rail that the cargo wagon or fluid wagon would sit on with an infinity chest or infinity pipe. It's functionally the same.", "date": "2023-07-17T16:21:33+00:00", "quotes": [] }, { "author": "datarza", "content": "For testing loading and unloading stations before creating or updating the blueprints. Infinity chest and infinity pipe should be removed manually from the map each time you creating or updating the blueprint and added to the map again for continue working on blueprint, that is not comfortable.", "date": "2023-07-17T16:48:26+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Jul 17, 2023 4:21 pm", "content": "" } ] }, { "author": "Xorimuth", "content": "The Editor Extensions mod has infinity cargo wagons FYI. Not sure about infinity fluid wagons.", "date": "2023-07-18T00:20:33+00:00", "quotes": [] }, { "author": "datarza", "content": "Please review this topic and inform if you have plans to add this feature into game in future.", "date": "2023-07-29T16:54:57+00:00", "quotes": [] }, { "author": "", "content": "There are no plans to do that.", "date": "2023-07-29T17:31:58+00:00", "quotes": [] }, { "author": "Hares", "content": "The Editor Extensions mod covers your case. \n \nSince Map Editor already breaks achievements, I see no reason not to use it.", "date": "2023-10-02T16:14:01+00:00", "quotes": [] }, { "author": "Hares", "content": "Partially implemented in 127257: Version 2.0.38 :", "date": "2025-03-04T12:54:14+00:00", "quotes": [ { "author": "FactorioBot wrote: Tue Mar 04, 2025 12:35 pm", "content": "" } ] }, { "author": "datarza", "content": "as usual, after 3 years implemented just in half, let's pray it does not have bugs, I will use wagons from Editor Extensions mod for a while, btw, thank you @Xorimuth and @Hares for suggestion, it helped me a lot last years", "date": "2025-03-14T21:50:54+00:00", "quotes": [ { "author": "Hares wrote: Tue Mar 04, 2025 12:54 pm", "content": "" }, { "author": "FactorioBot wrote: Tue Mar 04, 2025 12:35 pm", "content": "" } ] } ]
8
2023-07-16T22:09:56-05:00
forum-topic-100322
100322
[1.1.42] Unable to manually repair friendly unit type entities with repair kit
Not a bug
https://forums.factorio.com/viewtopic.php?t=100322
heyqule
What did you do? I tried to manually repair friendly unit type entity with repair kit in early game. What happened? It does not work. The unit doesn't get repaired. What did you expect to happen instead? I expected it to work just like repairing any friendly entities. However, I see that the units can be repaired by construction bots. I tested this on Klonan's https://mods.factorio.com/mod/Kombat_Drones and my mod. The units have same behavior.
[ { "author": "heyqule", "content": "I just did another test on mod robot army ( https://mods.factorio.com/mod/robotarmy ), which has similar unit type entity. Manual repair don't work on them as well.\n \n \n \n repairbug.png (4.12 MiB) Viewed 2382 times", "date": "2021-10-20T00:03:36+00:00", "quotes": [] }, { "author": "KeepResearchinSpoons", "content": "Proposed label: \nNOT A BUG. \n \nReasoning: \nThe screen provided shows a player inside a vehicle. \n \nHowever, Neither being inside a car nor being inside a spider allows you to use repair packs by hand. \nYou can try this with any damaged item being inside a car at any recent version. \n \nThe bots however can (and do) use your roboports which have no limits imposed on a player being inside a vehicle. \n \nThis can seem counter-intuitive, especially with the spider looking kinda like a bigger exo-suite and ability to use capsules (grenades) just fine. \n \nIIRC this had to do with players repairing each other's cars on the move or smth. Nano-repairs of the past... PVP did not get any better since and you still have no option to defend your land against but any geared player whatsoever. Regardless, you can repair the moving-by tank with another player inside, provided you have the reach range. \n \nYet, I want you to confirm that simply exiting a spider makes repair packs in Factorio great again. (and that the issue is no longer in place) \n \nGreetings, \nand best of luck.", "date": "2021-10-20T22:06:55+00:00", "quotes": [] }, { "author": "", "content": "Robot armies bots repair fine manually so you either actually did only try this within a vehicle or did something else wrong.", "date": "2021-10-21T14:37:37+00:00", "quotes": [] }, { "author": "heyqule", "content": "I retried Robot army without vehicle. It worked. \n \nThe prototypes were missing \"\"player-creation\" flag. Manual repair depends on this flag to work.", "date": "2021-10-21T15:14:17+00:00", "quotes": [] } ]
4
2021-10-19T13:59:32-05:00
forum-topic-32635
32635
How does this work?
Railway Setups
https://forums.factorio.com/viewtopic.php?t=32635
This board was created due to discussions in the forum: viewtopic.php?f=55&t=28032 Idea: New Sub-forum for all combinator related topics! viewtopic.php?f=6&t=31447 Combinator Sub-Forum Smart setups of railway stations, intelligent routing, solutions to complex routing problems. Please provide - only if it makes sense of course - a blueprint of your creation. We will see, how this works out in a couple of weeks. I recommend all users to post their railway related stuff here.
[]
0
2016-09-14T04:48:55-05:00
forum-topic-50669
50669
Yogscast Plays Factorio!
Spread the Word
https://forums.factorio.com/viewtopic.php?t=50669
olafthecat
These guys have done quite a bit of factorio in last few years, but not recently. If you want to watch it I recommend searching it up rather than going onto their channel. They have a modded play through as well. Here is Sips' play through: https://www.youtube.com/watch?v=CBh3Fn_25OQ Here is Lewis and Sips' play through: https://www.youtube.com/watch?v=KE4FZ68uZ64 Here is Lewis and Duncan's play through: https://www.youtube.com/watch?v=COWsBiT2y8c Here is Lewis and Duncan's live play through: https://www.youtube.com/watch?v=sR38Z-rBkTM Hope that will satisfy! NOTE: These are only the first episodes of their respective series'
[ { "author": "olafthecat", "content": "They recently have started a new modded series!", "date": "2017-10-02T12:15:03+00:00", "quotes": [] }, { "author": "olafthecat", "content": "Here are the first few episodes: \n \n1: https://www.youtube.com/watch?v=6gFwN6QZL2M \n SETTING UP BASE \n \n2: https://www.youtube.com/watch?v=5AMw7rTQLsk \n DON'T BODGE IT \n \n3: POLLUTION FACTORY: https://www.youtube.com/watch?v=WGxln7EfZEY \nProbably should have said occasionally \n \n4: TREEING IT UP: https://www.youtube.com/watch?v=RZ1AatprUKI \nLotsa greenery in this episode! \n \n5. DUNCAN'S TANK: https://www.youtube.com/watch?v=8STpmI5jYIo \nDuncan builds a tank to get rid of alien bases. \n \n6. THE FIRST DEATH https://www.youtube.com/watch?v=HwzQADzvSHE \n \n7. THIEVING BEES: https://www.youtube.com/watch?v=pMYzjcPy-DI \n \n8. WONKY ROCKET: https://www.youtube.com/watch?v=TcFjnjIu8b8 \nThe launch of the first rocket! \n \nThey steam it on twitch every week, or you can access them from the links above. \nIf they do not work, just go on Duncan's channel, they'll be there, probably.", "date": "2017-10-06T12:15:22+00:00", "quotes": [] }, { "author": "olafthecat", "content": "Another break... \nMay be back soon? \nSeem to be playing Ark Survival Evolved more than anything else \nIt is quite a good game though!", "date": "2017-12-12T10:59:21+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "BUMP !! \n \n(Previous threads featuring Yogscast members here (2014, Sips) and here (2016, Duncan and Lewis, no other posts) , but this more recent one seems more... complete.) \n \nYesterday's Tom vs Ben in friendly 30 vs 30 PvP : \nThis should be a fun stream to watch even without having participated (which was tons of fun, thanks !).\n \n \n \n TomVsBen_Yogscast.png (2.76 MiB) Viewed 8961 times \n \n \n https://www.twitch.tv/videos/1277777717 \n(Stream starts at 12:26, game starts at 43:17, end of annoying break at 1:39:45.) \n \nEDIT : Now on YouTube : https://www.youtube.com/watch?v=DBn9IQTxIvY \n \nFinal save here :", "date": "2022-01-28T20:35:07+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Another pretty nice PvP one from 5 months ago : \n(starting 21 vs 20, but without player limits, so in the end ??) \n Ben vs Harry \n \n \n \n BenVsHarry_Yogscast.png (2.18 MiB) Viewed 8840 times \n \n \n https://www.youtube.com/watch?v=VMms5_q7gdg \n Just a shame that it seems to have been marred by an oil placement bug \n viewtopic.php?f=7&t=101420 \nOTOH this allowed the game to end just in time !", "date": "2022-01-29T00:38:45+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Another PvP one : 50-100 vs 50-100, Left team slightly larger \n(from 2017, not sure why it hasn't been linked previously ?) \n \n Lewis vs Duncan \n \n \n \n Lewis_vs_Duncan_2017.png (2.7 MiB) Viewed 8642 times \n \n \n https://www.youtube.com/watch?v=hlfVVHoYS8I \n \nCast starts at 7:48, they manage to get networking to work and start the game at 33:21, poop talk stops at 47:34 and it only gets better from there on, though slightly marred by the game getting regularly paused when people keep getting dropped.", "date": "2022-01-30T23:28:09+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Rimmy - Downunder Gaming - \"Birthday Boy Survival\" \nFactorio MMO Death World, with a twist : perma-death : a player that dies gets banned from the server ! \n https://www.twitch.tv/videos/1472525714 \n \n \n \n permadeath_graveyard.png (3.72 MiB) Viewed 8021 times \n \n \n(No idea how long it will stay on Twitch ? And when/if it will be uploaded on his YouTube channel ...) \n \nHappy Birthday Rimmy ! \n \nP.S.: Permadeath Mod exists, though «Not tested in Multiplayer.» \n \nAlso while researching before this post I learned that Single Player used to be PermaDeath !", "date": "2022-05-02T23:20:27+00:00", "quotes": [] } ]
7
2017-07-07T14:56:30-05:00
forum-topic-124336
124336
Allow the use of "research-progress" type product with multple science packs.
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=124336
Poutinator
Hi, I experimented with the new "research-progress" product type. I have an idea that would be made much easier if it worked with multiple of these product to allow research with multiple different science packs to be done. To give a bit of context, I'd like to make some intermediate packs on planets where some primitive research could be done, but later, the "primitive lab" could instead craft a final planet science pack that would be sent to the planet with all other packs without needing to manage all the intermediates. Maybe there is a better way to do this already in the API that I don't know, but I think it's an interesting design space. Also, I don't know if I should make another post, but hovering hover an assembler with only a "research-progress" result crashes the game. I attached the small mod I made to test this with the log file.
[ { "author": "curiosity", "content": "This should be a bug report.", "date": "2024-12-13T12:25:05+00:00", "quotes": [ { "author": "Poutinator wrote: Fri Dec 13, 2024 5:02 am", "content": "" } ] }, { "author": "Poutinator", "content": "Yeah, that should have been obvious. I've made a bug report post. ( 124509 )", "date": "2024-12-15T23:10:27+00:00", "quotes": [ { "author": "curiosity wrote: Fri Dec 13, 2024 12:25 pm", "content": "" }, { "author": "Poutinator wrote: Fri Dec 13, 2024 5:02 am", "content": "" } ] } ]
2
2024-12-12T23:02:05-06:00
forum-topic-108225
108225
[1.88] Crash logging in to server - SE
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=108225
GGProGamin
After logging out earlier today, I tried logging back in after I left the world in the blueprint sandbox (no problems here it's worked fine before). However, the instant the game loaded in, it said the server was saving, then redownloading map, and then it gave the dsync error. After multiple tries it's here to stay. https://drive.google.com/file/d/1U0kt0M ... sp=sharing
[ { "author": "", "content": "Are you reporting a crash or a desync?", "date": "2023-08-15T11:50:04+00:00", "quotes": [] }, { "author": "GGProGamin", "content": "A dsync", "date": "2023-08-15T16:48:54+00:00", "quotes": [] } ]
2
2023-08-14T21:09:54-05:00
forum-topic-103649
103649
Heavy Modded server Nitrado constant Desynk.
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=103649
AutoChaos
Happens for no reason and just goes in a loop. Connect -> get desynked. https://we.tl/t-Kwk15npw7G I have no idea who causes it.
[ { "author": "AutoChaos", "content": "Removed many mods, but still desync. I hate it with passion. Logs don't provide me info on who did this. \n \n https://we.tl/t-6IxlGTVcIa", "date": "2022-10-04T11:21:10+00:00", "quotes": [] }, { "author": "AutoChaos", "content": "https://drive.google.com/file/d/1Q3JVs9 ... sp=sharing \n \nGoogle link to all file just in case u can't use another one.", "date": "2022-10-04T21:48:10+00:00", "quotes": [] }, { "author": "", "content": "Looking into the desync report i only see differences related to Rampant's units.", "date": "2022-10-11T08:40:48+00:00", "quotes": [] } ]
3
2022-10-03T14:44:47-05:00
forum-topic-108741
108741
Unlocking more logistics slots
Tools
https://forums.factorio.com/viewtopic.php?t=108741
blobfish1
An updated guide to adding logistics slots beyond the hardcoded limit of 1000 , for x86_64 version 1.1.110 1: Editing Get out a hex editor of any kind (I’d strongly recommend the browser-based hexed.it for this), open the executable file, and paste this into the hex search field: “4181F8E7”. Set the search parameters to only hexadecimal values, and it will take you to this string's location in the file. Click on “E7” in the highlighted region, and in the Data Inspector (little-endian) window, it should display 999 in a number of boxes. Click on any of these, and set it to one less than the number of slots you want (the number must be less than 65536). I wanted 2000 slots, so I typed in 1999. For the remaining bytes, click on “E8”, and type in the exact number of slots you want. FD81F9E8 B7C13DE8 B8E80300000F 2: Replacement Export the modified file. This will give a warning in Safari, which you should ignore. Run this terminal command: chmod +x "/Path/To/File". Now, place this modified file in /Applications/factorio.app/Contents/MacOS after deleting the old executable. Then, delete the _CodeSignature folder in /Applications/factorio.app/Contents. Both the old executable and old _CodeSignature folder should be stored somewhere safe by Copy and Paste (do not drag and drop). Then, run this command: codesign --force --deep --sign - "/Path/To/factorio.app". I’d suggest copying and pasting the new _CodeSignature and executable to a different safe location. Now, the logistics request table should extend and function beyond 1000 items. 3: Notes for how this affects game features Mods: It works with all mods in the Seablock Pack and Recursive Blueprints, so I’d assume it works with basically all mods. Save files: Any requests past the first 1000 are saved in the map data, and the modified map data also runs perfectly well on unmodified executables, making saves completely interchangeable with one exception that I detailed elsewhere. Multiplayer: I haven’t used multiplayer since swapping executables, so I don’t know. Updates: Mod updates work perfectly fine. However, base game updates require switching back to the unmodified executable, updating the game, then remodifying the new executable that takes its place. It's extremely cumbersome. As a note to myself, modifications are in these methods: __ZN20LogisticPointFilters17setLogisticFilterE2IDI13ItemPrototypetEtj __ZN16AutoTrashFilters9setFilterE2IDI13ItemPrototypetEjt __ZNK21ControllerLogisticGui20getRequiredSlotCountEv
[]
0
2023-09-15T18:19:54-05:00
forum-topic-92636
92636
Factorio Forums • [1.1.5] Inserter sets stack size from the wrong tick when unloading train
Steps to reproduce: - Train with contents arrives at station. Inserter is enabled/disabled on white dot > 0 and sets stack size on signal S. 2 constant combinators are set up to send 1 white dot and 3 signal S, but are switched off. Game time is paused. 1.png (987.41 KiB) Viewed 3278 times - Enable both combinators. - Move time forward one tick. - Disable both combinators. - Move time forward another tick. At this point, the inserter is enabled (green light is on), and the stack size has been overridden correctly: 2.png (1 MiB) Viewed 3278 times - Move time forward another tick. The inserter grabs the contents of the train. It should grab 3 items, but only grabs 1. 3.png (919.78 KiB) Viewed 3278 times This only happens on the first swing when the train has arrived. On subsequent swings, repeating the steps above will cause the inserter to grab 3 items, as expected. When an inserter is loading a train, repeating the steps above will cause the inserter to grab 3 items even on the first swing after the train arrives. In the scenario above (first inserter swing while unloading the train), the inserter appears to be setting the stack size from the wrong tick. The steps below reproduce this: - Same setup as above. - Enable only the white dot combinator. - Move time forward one tick. - Disable the white dot combinator and enable the S=3 combinator. - Move time forward one tick. - Disable the S=3 combinator. At this point, the inserter is enabled, but the stack size still shows one, as expected. 4.png (1.11 MiB) Viewed 3278 times - Move time forward one tick. The inserter has grabbed the contents of the train, but has grabbed 3 items instead of 1. Note that we can also see the inserter is now disabled (light is red) and stack size now shows 3, as it should be. 5.png (1.08 MiB) Viewed 3278 times Repeating this second set of steps for subsequent inserter swings will result in one item being grabbed, as expected. Again, train loading does not have the same issue.
[ { "author": "", "content": "Thanks for the report however I believe this is all working as intended. The stack-size logic only updates once per swing operation and that isn't likely to be changing any time soon.", "date": "", "quotes": [] }, { "author": "", "content": "The expected behavior (in my opinion) is that the stack size is read out the instant the items are grabbed. This would also result in \"one update per swing operation\", but would be much more predictable. (The current behavior seems to behave as if the stack size is read before putting the inserter to sleep rather than after waking it up - as far as I can tell, there is no reason to do it this way, but please do let me know if I'm missing something) \n \nFor reference: We have encountered this issue today in a setup where the inserter is set to enable on \"S > 0\" and set the stack size to \"S\". Now, \"S\" is set to the required stack size for one tick to trigger the inserter. This is required due to the tight constraints on timing, item management and cabling. With the current logic, this setup cannot be made to work properly, which would unfortunately make our whole base concept unviable.", "date": "", "quotes": [ { "author": "Rseding91 wrote: Mon Dec 07, 2020 9:28 pm", "content": "" } ] }, { "author": "", "content": "Could you please elaborate how this relates to the very first swing reading the stack size off a different tick than all subsequent swings? I don't really see the connection between these two statements. \n \nThis inconsistency between the first swing after seeing a wagon/chest/car and all subsequent swings (namely, reading the stack size from the circuit network with a 1 tick delay comapred to all the susequent swings) doesn't seem expected to me at all. Reading the stack size from the same tick that enables the inserter, as all the subsequent swings do, feels like the expected and most useful specification to me. However, it is really the inconsistency which makes this a bug for me; having a consistent behavior, even if this means always reading the stack size with a 1 tick delay, would at least give some well defined behavior that doesn't depend on an invisble internal state. (Having the expected behavior of always reading the stacksize off the enabling tick would of course be much preferred) \n \nMarking this report as WAI really feels like there is a misunderstanding in what this issue is about. At the very least, I think this should be classified as Won't Fix to at least acknowledge that the behavior shouldn't be expected. \n \nBest, \nPhiPro", "date": "", "quotes": [ { "author": "Rseding91 wrote: Mon Dec 07, 2020 9:28 pm", "content": "" } ] }, { "author": "", "content": "Thanks PhiPro. I also believe there may have been a misunderstanding with this issue, but wasn't sure how to bring it up. Since this has already been moved to Not A Bug will a developer see replies here?", "date": "", "quotes": [] }, { "author": "", "content": "This issue has, in some way, answered a problem that I have run into where I wanted to place a precise amount of items from a cargo wagon. I always ended up with more items than I had instructed the inserters to to place. Having been distracted by something else, I eventually abandoned the idea and tried something else. I bookmarked this report when it was first posted in the hope of some clarification, or fix. \n \nFrom the OP's excellent breakdown of the problem (albeit I needed to read through a few times to fully grasp what was being said) I can now see that the stack size input is read on the trailing edge of the swing and not the leading edge as I had expected. This behaviour is not documented anywhere, and does seem to be the reverse of what seems logical ie. the stack size input is parsed before any items are picked up. \n \nI also agree that the reported issue might have been misread or misunderstood (it took me a moment, but that's probably my problem). I also believe the response is also true. The stack size is indeed updated once per swing. The problem that caught myself, and it seems others, is exactly when it is updated. \n \nIt would be nice if this issue is checked again by one of the development team. If the current behaviour of trailing edge is indeed what was intended, then some confirmation of this would be desirable, and perhaps the order of execution documented so that others may be able to understand after they run into problems. \n \nThe alternative is to make a suggestion that the order of execution be changed to (in my mind) a more logical sequence.", "date": "", "quotes": [] }, { "author": "", "content": "I have just been looking into this deeper, and find I have to retract my previous assertions. \n \nThe hand stack size signal does not latch when the enable signal is applied, so therefore must be present for the start of the swing. If it is removed before the inserter swing begins, as is the case in the OP time stepping, or if there is any delay (>=1 tick) between the enable signal and the stack size signal being asserted, the inserter will default to a single item (default for stack size = 0) \n \nThe stack size amount is in fact parsed on the leading edge, but it must be held long enough for the inserter to react while it is enabled. \n \nAn example where this will become a subtle gotcha, is if the enable and stack size signals are both asserted for only one tick simultaneously. \n \nThe best practice would be to assert the stack size signal before the enable signal, and only remove it after the inserter has started its swing.", "date": "", "quotes": [] }, { "author": "", "content": "I don't think this is quite right. Most of the time you can enable the inserter and set the stack size simultaneously (both signals sent for just one tick). This doesn't work in what seems to be very specific situations. The only such situation I've found is the first swing unloading (but not loading) a train. for this swing, the stack signal must be sent the tick after the activation signal is sent to get the stack size set properly. \n \n\nYes, the inconsistency I've described above is only a difference of one tick. If you send the stack signal both at the same time as the activation signal, and also for the the following tick, the stack size should be set correctly in all scenarios. However, it would still be nice to fix the inconsistency.", "date": "", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "It seems like this was definitely an issue of clarity in the original post, not your problem .", "date": "", "quotes": [ { "author": "", "content": "" } ] } ]
8
forum-topic-74597
74597
Nauvis Post Collapse 1.0 (Pre-Alpha)
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=74597
lilstrip
https://mods.factorio.com/mod/Nauvis-Post-Collapse This story is only respective to this version of the map but will completely be unrelated to 2.0. 2.0's story will still be set in the Starsector universe. Story In the years before the gates shut Nauvis used to be a promising colony. Equipped with a massive orbital ring the planet was an absolute power house when it came to building ships for the Tyrador Safeguard Coalition. Sadly the colony was lost in the first AI war long after the collapse. In reality things weren't going too well in the first place after the gates closed, famine and unrest were a common occurrence for the colony of Nauvis. To this day [REDACTED] of the AI war still roam the system in massive numbers and eventually a few decades later the location of the colony was lost. Cycle 207, Corvus, Jangala, All that changed when a single heavily damaged Kite made it back to the core worlds and that is when you overheard the conversation of a commander saying he found the world while you were drinking your mediocre space drinks. You couldn't simply ignore the possibility of finding this world and bringing it back to its old glory so after conversing with the traumatized spacer he mentioned the presence of [REDACTED] guarding the prized world. Still, this surely wasn't going to stop you so after purchasing the survey of the world all you had to do is acquire what you thought at the time was a strong fleet to conquer the system and re-colonize the lost planet. Cycle 210, Unknown System, Nauvis, You worked so hard over the past cycles to acquire that onslaught but it was no match... So many lives lost during the escape. You entered the system with hopes of new found glory only to be met with ungodly huge resistance. There were hundreds if not thousands of ships... you had no choice! A few days have passed since you have ordered your fleet to do an emergency burn to the planet, there was no where else to go since fleets of [REDACTED] blocked any exit points to enter witchspace. Some of your ships crashed into the orbital rings which have been cold for decades but so far the occasional light bursts when you look up at the sky at night says that they aren't doing too well. Meanwhile the occasional mayday call getting more rare as the days go by suggests your crew on the ground isnt doing much better either. There might be things you could salvage from the crash sites but non of the ships you have purchased were made to fly in the atmosphere. Most of them either burned up in re-entry or crash landed so hard most if not all the equipment inside is toast. The good news is you weren't the first here. Thankfully you were able to guide some of your fleet to crash land near the capital of factoria situated inside a canyon. Most cities and roads have been protected by the harsh weather due to the topography but sadly that hasn't stopped the inimical biosphere to take over what was once untamed land. Another good thing about this world is that you are left with alot of pre-collapse tech which no one has claimed. You might be alone on this harsh world but if you start accepting your fate and start calling this home you will most likely have a better life than even the richest Tri-Tachyon businessman. No one will stop you with their building policies and the fact you seem to be alone wont attract orbital bombing from [REDACTED] fleets in orbit so hey, it ain't too bad after all! The bad news is that there is no women in sight, no beer, no Holonet and last but not least your food regime will consist of dead giant disgusting bugs... Hope you get used to it because you will be here for a while! Map showcase https://youtu.be/kBlFp9FF81k download: http://www.mediafire.com/file/jpj5qlbqg ... e.zip/file have fun!
[ { "author": "lilstrip", "content": "if anyone wants to modify this map and add stuff to it go ahead, no need to ask.", "date": "2019-08-16T07:55:13+00:00", "quotes": [] }, { "author": "lilstrip", "content": "quick update: \n \nremoved some almost all the behemoth bitters on the bridge and added some oil to the starting island just to speed up progression. \n \ntried to fix empty chunks on the map borders but for some reason alot of them wont unload so you will have to manually edit them using the /editor command \n \nlast but not least if you have UPS issues go in the editor and remove all the cars on the map and the trains. They are mostly there for immersion but if your computer cant run with a bunch of active chunks do that and it should fix ups. I get around 25 UPS with a bunch of mods so i dont remember if vanilla loads faster or not. As always, stay tuned for updates as I will most likely add more stuff over time. Most of the coastal regions will most likely have small towns but i dont know if i will do that or not after spending 1000 hours doing this map \n \nalmost forgot: if you play with angles and bobs mod dont feel bad if you have to add ressources to the map. I have to do this myself. I wont really support mods so be prepared to make changes to the map by yourself and feel free to post edits on the forums for others to enjoy! \n \nill enjoy the next few days since i havent really had time to play the game for a whole year basically. Payed off thought!", "date": "2019-08-16T10:01:01+00:00", "quotes": [] }, { "author": "AcolyteOfRocket", "content": "Yay - Starsector AND Factorio. \n \nHere we go ! \n \nThx bro.", "date": "2019-08-16T13:46:37+00:00", "quotes": [] }, { "author": "lava84flow", "content": "All it says for me is level.dat missing and it won't even let me try to load it", "date": "2019-08-16T16:45:20+00:00", "quotes": [] }, { "author": "catalyst518", "content": "Proper installation steps are detailed here: viewtopic.php?t=63668#p395924 \n \nSummary: Download the zip, grab the blueprint.zip and put it in a new folder in AppData/Roaming/Factorio/scenarios (create scenarios folder if needed)", "date": "2019-08-16T17:11:34+00:00", "quotes": [ { "author": "lava84flow wrote: Fri Aug 16, 2019 4:45 pm", "content": "" } ] }, { "author": "xrogaan", "content": "Is the minimal 16GiB ram required is quite a high amount. Has anybody tried with a lesser amount to see how the game fares?", "date": "2019-08-16T18:09:44+00:00", "quotes": [] }, { "author": "bigyihsuan", "content": "I have 16 GB but usually have only ~12 GB free. Loading the map takes a while, and I occasionally got UPS drops while exploring.", "date": "2019-08-16T19:23:58+00:00", "quotes": [ { "author": "xrogaan wrote: Fri Aug 16, 2019 6:09 pm", "content": "" } ] }, { "author": "xrogaan", "content": "Yeah, I don't believe there is any magic to reducing the memory footprint. The map is just too big. I only have 12GiB of ram installed on my system right now, and apparently that's how much the map is using during XTerminator showcase run. It is just crazy, does everything needs to be loaded in memory?", "date": "2019-08-16T20:54:22+00:00", "quotes": [ { "author": "bigyihsuan wrote: Fri Aug 16, 2019 7:23 pm", "content": "" }, { "author": "xrogaan wrote: Fri Aug 16, 2019 6:09 pm", "content": "" } ] }, { "author": "Alyssix", "content": "16 gb ram here only 14 available, running full space exploration suite and all of aai, total system freeze. \n \nRecommend more ram if using mods heavier than a clock", "date": "2019-08-16T21:25:58+00:00", "quotes": [] }, { "author": "FingerLinger", "content": "If your CPU isn't good ram won't do you know good. Lol go to system in control panel click on advanced then advanced system settings close cm on virtual ram and 7n tick the let windows choose then multiply how much ram you have by 1024 so let's say I have 32gb so 32x1024x1.5 then what ever your number may be everyone is different depending on how much ram you have click a drive with enough space and put the total amount to both boxes then click apply, apply then ok it should prompt to restart your computer go ahead then bamm you got ram. Let me know if this helps", "date": "2019-08-17T09:04:38+00:00", "quotes": [] }, { "author": "warmerspy", "content": "Umm I am having trouble loading the scenario. When I try loading it I only get a regular map. What am I doing wrong? I only copied the blueprint.zip to the Factorio folder which I made inside the scenarios folder.", "date": "2019-08-17T12:06:51+00:00", "quotes": [] }, { "author": "Splitframe", "content": "I really have to think bigger.", "date": "2019-08-17T16:24:38+00:00", "quotes": [] }, { "author": "catalyst518", "content": "The file structure should be \\AppData\\Roaming\\Factorio\\scenarios\\your_chosen_folder_name\\blueprint.zip \n \nVia the main menu, choose Scenarios, and then you should see it listed under User Scenarios as your_chosen_folder_name.", "date": "2019-08-17T17:54:36+00:00", "quotes": [ { "author": "warmerspy wrote: Sat Aug 17, 2019 12:06 pm", "content": "" } ] }, { "author": "warmerspy", "content": "Well I tried that and I got the scenario listed under User Scenarios but it just loads a regular map", "date": "2019-08-17T18:21:28+00:00", "quotes": [ { "author": "catalyst518 wrote: Sat Aug 17, 2019 5:54 pm", "content": "" }, { "author": "warmerspy wrote: Sat Aug 17, 2019 12:06 pm", "content": "" } ] }, { "author": "saphilpott", "content": "This looks fascinating! Thanks for sharing all you work. I hope someone does a playthrough because this looks a little intimidating.", "date": "2019-08-18T00:46:03+00:00", "quotes": [] }, { "author": "lilstrip", "content": "so basically the most fun way to play this map is a bit like a D&D campaign with friends. Currently playing with a friend and i essentially am in the editor mode and i help him progress and to be honest its necessary with all the crazy mods we have installed but essentially we setup a public server which is open to all and there are no rules \n \njust pure fun... hit me up if you want to join us on our quest to conquer this map Its really not balanced but at least its really fun lol", "date": "2019-08-18T04:29:35+00:00", "quotes": [] }, { "author": "lilstrip", "content": "damn i had no idea i was going to get so many replies hahaha! thx for the feedback guys and sorry if not everyone can play this map with the ram requirements. I mostly made this map to serve as a huge \"D&D\" styled campaign so yeah.... all the building space to the south east is mostly there to provide spots to build your endgame base if someone makes a free for all public server so at least you wont be stuck with griefers int he starting area :3 \n \none more thing, the UPS usually goes up over time if you destroy alot of entities so theres that. lots of active chunks will become innactive over time so theres that. At the moment me and this guy started playing and even though i am hosting hes getting twice the UPS i am getting for some reason so i dont even understand how thats possible but oh well... \n \none thing i know now is that any mods you install will DRASTICALLY change how you play this map. The more mods installed the harder it will be to progress but the bigger your bases will be so i strongly suggest starting vanilla and then installing stuff like bobs. Forget angels btw... only install that if you want to die early game lol", "date": "2019-08-18T04:35:36+00:00", "quotes": [] }, { "author": "lilstrip", "content": "yeah xterminator wants to make a playthrough but i dont know how that will pan out... ill give him tips on how to do that so he can do one that is both fun for him and the viewers", "date": "2019-08-18T04:40:30+00:00", "quotes": [ { "author": "saphilpott wrote: Sun Aug 18, 2019 12:46 am", "content": "" } ] }, { "author": "lilstrip", "content": "for those having issues installing the scenario:", "date": "2019-08-18T04:50:49+00:00", "quotes": [] } ]
19
2019-08-16T02:38:16-05:00
forum-topic-127308
127308
Add a new "Planet" tag to mod portal intended for standalone planets
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127308
ferrofibrous
There are now a number of standalone planets on the mod portal, but with no straightforward method to search and sort them based on downloads/popularity/etc. Most are under the Content category; some have Planet in the title, some have Moon, some have neither. Tags are a mixed bag as well depending on what it specifically adds. A new "Planet" tag would make them easier to find and evaluate.
[]
0
2025-03-06T15:54:25-06:00
forum-topic-56084
56084
Let the player configure target prioritization on turrets
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=56084
klanticus
TL;DR In the turrets config window, add a combo box/set of buttons that allow the user to select it's priority target, making it easier/more effective to use multiple turret types. What ? Instead of the turret just firing at the first target that enters its range, let the player (or a logistic network circuit) select which target it should select, when more than one is within range: Nearest Strongest Weakest Farthest Why ? This feature would make possible to mix turret types and configure them in a way to maximise their efficiency. Eg. High damage/slow fire rate: prioritize stronger enemies, low damage/high fire rate: kill weaker ones first
[ { "author": "Oktokolo", "content": "+1 as it would give more options when designing perimeter defenses.", "date": "2018-01-24T23:17:21+00:00", "quotes": [] }, { "author": "Vegemeister", "content": "If this were to be added, I'd want to prioritize by enemy attack range (behemoth spitters first), rather than any of the options you've listed.", "date": "2018-02-01T08:08:26+00:00", "quotes": [] }, { "author": "", "content": "https://www.youtube.com/watch?v=gAjR4_CbPpQ \n \nBack to topic : A choice between all enemy types, with the ability to order by priority would be ideal. This would be especially helpful while using mods that add enemies, because if we can choose amongst everything that's an \"enemy\", there wouldn't be need for additional development to support modded content.", "date": "2018-02-01T08:48:51+00:00", "quotes": [ { "author": "klanticus wrote:", "content": "" } ] }, { "author": "klanticus", "content": "Seems like a good idea, but will be the UI will become clumsy when there are many enemy types. \nI think a basic interface using some options like the ones I listed, and then an advanced mode where those options just sort the enemy list and then the player may fine tune the order the way he/she wants would be best.", "date": "2018-02-02T15:20:05+00:00", "quotes": [ { "author": "Koub wrote:", "content": "" } ] }, { "author": "mp0011", "content": "Guidance Computer. \n \nBuilding, connected with wires to radar(s) and Turret(s). \nThen, all unconnected turrets works as now, but others receives orders from Computer, based on Radar Data, and works as a team. \nAll settings You do are in Computer (one device). You may connect more computers to different turrets to set different priorities.", "date": "2018-02-02T15:50:53+00:00", "quotes": [] }, { "author": "Karlito15", "content": "Is it possible to set a specific turret (type) to only target a specific enemy? \n \nI'm playing a modded game with a friend. The two relevant (for this) mods are swarm and one that introduces rocket turrets. With the swarm mod, killed enemys spawn the smaller versions of themselves, so one behemoth biter becomes a horde of small ones. \nOur rocket turrets are very effective at killing behemoths due to high range and single target damage. But their efficiency is hindered quite a bit, when they start shooting 500+ damage rockets on 10-15 HP small biters... \nIs there a way to make them only target behemoth biters? Maybe a mod I didn't find or a line of code we could add to the rocket turrets mod? \n \nAny ideas are appreciated. \n \nThanks and greetings from Berlin!", "date": "2019-03-25T11:58:21+00:00", "quotes": [] }, { "author": "", "content": "It's not, as far as I know, and ... \n [Koub] Merged into older Suggestion topic on the same issue.", "date": "2019-03-25T14:26:13+00:00", "quotes": [] }, { "author": "heckad", "content": "I propose to add a filter to choose which enemies to shoot first. Let's discuss how to do it.", "date": "2019-08-03T00:29:44+00:00", "quotes": [] }, { "author": "slippycheeze", "content": "A better choice would be to tell us why you want to be able to do this. \n \nIf your idea is to solicit reasons this is useful, it ... probably isn't worth the electrons.", "date": "2019-08-03T02:30:33+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into older topic with same suggestion.", "date": "2019-08-03T06:35:51+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Moving this to implemented, a priority system for turrets has been added in 2.0", "date": "2024-12-18T19:09:23+00:00", "quotes": [] } ]
11
2018-01-02T10:20:31-06:00
forum-topic-122582
122582
Radars are no longer military targets
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=122582
Regnizigre
I don't remember seeing this mentioned anywhere. It's not in the 2.0 patch notes, and after a quick search, none of the 2.0 FFFs mention it. It makes me wonder what other stealth changes exist in 2.0 In any case, the Radar and Military Targets pages are inaccurate (I did also just request a wiki account to contribute these changes, but I thought I'd mention it here as well since the change is not mentioned in the patch notes, which is interesting)
[ { "author": "Regnizigre", "content": "Even more interesting, the lua-api site is incorrect? https://lua-api.factorio.com/latest/pro ... otype.html \nAt the bottom, the is_military_target override is listed as true, but in the in-game ctrl-shift-f menu, it's false. \n \n \n \n Screenshot 2024-11-22 205552.png (174.67 KiB) Viewed 687 times", "date": "2024-11-23T03:58:30+00:00", "quotes": [] }, { "author": "", "content": "Nothing interesting, docs say about default values and how they change between types but radar is not using a default, it has value given explicitly on the prototype.", "date": "2024-11-23T04:15:19+00:00", "quotes": [ { "author": "Regnizigre wrote: Sat Nov 23, 2024 3:58 am", "content": "" } ] }, { "author": "Regnizigre", "content": "I see, I guess it's just confusing then, that the in-game info shows false, even though it's true. Or am I misinterpreting your response? \nTo confirm, are radars military targets in 2.0?", "date": "2024-11-23T04:30:06+00:00", "quotes": [] }, { "author": "Regnizigre", "content": "I just tested in-game and radars were definitely ignored by nearby biters, which means the in-game info is accurate, and this was changed in 2.0. \n \nHowever I'm still confused by this on the radar lua-api page \n Code: Select all is_military_target :: bool optional \nDefault: true \n\nIs this overridden at runtime then?", "date": "2024-11-23T04:41:16+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "No, it's overriden here: https://github.com/wube/factorio-data/b ... .lua#L2834", "date": "2024-11-23T04:42:56+00:00", "quotes": [ { "author": "Regnizigre wrote: Sat Nov 23, 2024 4:41 am", "content": "" } ] }, { "author": "", "content": "Ctrl-shift-f tells the truth as it shows values as they are after loading prototypes. \n \nThe only reason why this could be confusing is that in base game there is only one radar defined and we decided to change this using data stage rather than by abusing our ability to change defaults. If by reading lua docs you would learn that RecipePrototype has energy_required default of 0.5, by seeing engine recipe have a different value then would it be confusing or obvious since different recipes can have different crafting times?", "date": "2024-11-23T04:45:16+00:00", "quotes": [] }, { "author": "Regnizigre", "content": "I see, that makes sense. Thanks!", "date": "2024-11-23T04:54:58+00:00", "quotes": [] } ]
7
2024-11-22T21:44:14-06:00
forum-topic-122051
122051
[2.0.15] Rotating a ghost doesn't get tracked for undo
Duplicates
https://forums.factorio.com/viewtopic.php?t=122051
kireitonsi
Not sure if this is a bug or a feature
[ { "author": "Muche", "content": "Duplicate of 75592 ctrl+z/undo doesn't undo rotations . \nWorks as designed.", "date": "2024-11-19T18:57:56+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "Also mentioned in FFF 412 :\n \n\nAlthough I wish they'd reconsider.", "date": "2024-11-20T16:23:15+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
2
2024-11-18T22:52:54-06:00
forum-topic-61276
61276
QOL/Upgrading -> Upgrade-Plan
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=61276
Cabble
Add another plan to blueprint/deconstruction named "upgrade-plan". The color could be yellow. - all objects marked by this plan will be replaced with the next level of it. - It can be configured to upgrade just 1 level or to the max level available by logistic network -- for example you mark a yellow belt, a red belt and a L1 assembler they will be replaced by red/blue/L2 assembler or by blue/blue/L3 assembler - It also can be configured to use as downgrade plan (also 1-step or max) - the construction robots will fly there with the upgrade on board, place it and fly back with the replaced item (rbot picks blue belt from red chest, flies to yellow belt, places blue, picks yellow, delivers yellow to logistic network)
[ { "author": "Jap2.0", "content": "This is already planned for 0.17.", "date": "2018-06-29T21:55:57+00:00", "quotes": [] }, { "author": "Cabble", "content": "Oh cool, thats nice. Thanks for info", "date": "2018-06-29T22:18:10+00:00", "quotes": [] }, { "author": "Jap2.0", "content": "No problem .", "date": "2018-06-30T14:38:13+00:00", "quotes": [] }, { "author": "Dev-iL", "content": "Also, there's a mode that does this - Upgrade Builder and Planner by Klonan .", "date": "2018-07-04T09:22:42+00:00", "quotes": [] } ]
4
2018-06-29T10:24:23-05:00
forum-topic-113959
113959
Friday Facts #416 - Fluids 2.0 - Page 24
News
https://forums.factorio.com/viewtopic.php?t=113959&start=460
half a cat
Will the valves in various mods work with the new fluid system? Since they allow or prevent flow by means of their fluid box height, they will only work if they don't join with connected entities into one big fluid box.
[ { "author": "Artanis_Mattias", "content": "For me, this is sad. \nSince in order to force the withdrawal or, on the contrary, the inflow of something somewhere, it was necessary to bother, I liked it, it is usually interesting and fun! And now it will be... too casual. \n \nIn my eyes, the development of this idea looks something like this: It is necessary to \"optimize\" the mechanisms and remove unnecessary pipes, taking the idea of ​​\"multiblocks\" from Minecraft and simply assemble a puzzle called \"oil refinery\".", "date": "2024-09-23T23:47:35+00:00", "quotes": [] }, { "author": "kakl", "content": "What is the maximum pipe length in Factorium 2.0? In the game (2.0.7) I get error \"pipeline has been overextended\".", "date": "2024-10-21T14:07:17+00:00", "quotes": [] }, { "author": "", "content": "The extent is 320 tiles. If you hover over the pipe it tells you the current extent in its tooltip. The location of the alert tells you where to place a pump.", "date": "2024-10-21T15:12:50+00:00", "quotes": [] }, { "author": "kakl", "content": "Thank you for the answer.", "date": "2024-10-21T16:23:35+00:00", "quotes": [] } ]
4
2024-06-21T06:00:04-05:00
forum-topic-127148
127148
Drag reorder "+add waiting condition"
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127148
erkki772
I would like to drag most used conditions to top position and least used to bottom
[]
0
2025-02-26T10:55:50-06:00
forum-topic-126612
126612
[2.0.32] Multiple coloured lights in close proximity combine RGB values incorrectly
Won't fix.
https://forums.factorio.com/viewtopic.php?t=126612
Cyren777
I suspect the cause is that coloured lamps emit an RGB light value, and if an area is in range of multiple lamps the RGB values are added separately, and anything over 255 is clamped - for instance, (0,250,100) + (0,250,100) = (0,300,200) -> (0,255,200), which is a much bluer shade of green. An ideal fix would preserve the hues of coloured lighting regardless of how many lamps are illuminating the same area I'm using coloured lamps to colour-code areas of my Aquilo base (as in FFF-432), and noticed that when multiple pink (255,140,255) lamps were in the same area, they ended up emitting white light with just the outer lit region retaining the pink colour. Monochrome R, G, B, and C, Y, M lights don't have this issue (because they only use values of 0 and 255), and when testing by placing 12 almost-red (255,20,0) lights together, they end up emitting yellow with a red border, as I'd expect from 12*(255,20,0) = (3060,240,0) -> (255,240,0)
[ { "author": "", "content": "Thanks for the report however this will not be changing.", "date": "2025-02-06T12:12:34+00:00", "quotes": [] }, { "author": "Cyren777", "content": "Interesting, can I ask why? I assume it isn't intended so would it just be too much of a pain to fix? No prob if so, just curious is all", "date": "2025-02-06T14:15:20+00:00", "quotes": [ { "author": "Rseding91 wrote: Thu Feb 06, 2025 12:12 pm", "content": "" } ] }, { "author": "", "content": "As far as I understand; the rendering logic just isn't setup to handle this and trying to make it work differently would be too much complication and or reduce performance.", "date": "2025-02-06T15:55:05+00:00", "quotes": [] }, { "author": "Hares", "content": "Let's just assume it's too bright so you a blinded with brightness and are no longer able to distinct colors.", "date": "2025-02-06T16:15:48+00:00", "quotes": [] } ]
4
2025-02-05T15:36:04-06:00
forum-topic-119398
119398
[2.0.13] Ctrl+z after copying train station settings doesn't undo the automatic train schedule change
Minor issues
https://forums.factorio.com/viewtopic.php?t=119398
tryton984
A simple, easy to reproduce inconsistency within game's logic. How to reproduce: 1. Create a rail with stations A and B at the ends. 2. Set a train to automatically travel between them (A -> B). 3. Copy train station A onto train station B. At this point in the train's schedule (automatically) station B will also change to the same name as station A, resulting in new schedule (A -> A). 4. Press ctrl+z (undo). Result: Train station B changes back to its original settings, but schedule of the train remains (A -> A). Expected result: The train schedule reverts back to it's original settings (A -> B). I'd assume that when undoing an action, all of its automatic side effects would also be undone. Especially that player is not notified of the automatic change, which can cause confusion when an action that one thought undone affects his game later. It's even more important given that now our train path is broken, as its end stations are A and B, but train is set to drive on (A -> A) schedule.
[ { "author": "Mo-666", "content": "Had the same issue, was about to report it, I accidently copied the wrong station and I pressed undo, ended messing up my smelting \nI also hope it would undo the change on the trains as well \n \n \n \n 733a077edbf00d91cdddac093606cd3.png (4.01 MiB) Viewed 270 times", "date": "2024-11-05T10:49:00+00:00", "quotes": [] }, { "author": "", "content": "The architecture of undo isn't really setup for situations like this, which I think are quite minor", "date": "2025-02-27T13:44:00+00:00", "quotes": [] } ]
2
2024-11-02T16:46:30-05:00
forum-topic-118234
118234
[2.0.11]Crusher recipe will be set based on materials in Space Platform Hub
Not a bug
https://forums.factorio.com/viewtopic.php?t=118234
GenosHK
A Crusher with "Set recipe" selected wired to a Space platform hub with "Read contents" selected the crusher's recipe will be set based on material inside the hub. If there is iron ore in the hub, the Crusher will swap to the recipe "Metallic asteroid crushing". If you remove the iron ore from the hub (and there is no Ice or Carbon in the hub) the Crusher recipe will be blank. If there is no Iron ore and there is Ice, then the recipe will be set to "Oxide asteroid crushing". If you remove the Ice (and there is no Iron ore or Carbon in the hub) the Crusher recipe will be blank. The same is true if you have Carbon, but no Iron ore or Ice in the hub. If you have no Iron ore, Ice, or Carbon and an "Oxide asteroid chunk" is placed into the hub, the Crusher recipe is set to "Metallica asteroid reprocessing". Removing the Oxide asteroid chunk(s) set the Crusher recipe to blank. The same happens if you place a Carbonic asteroid chunk into the hub. If you place a "Metallic asteroid chunk" into the hub, the crusher recipe changes to "Metallic asteroid crushing". Removal of the asteroid chunk resets the recipe to blank. I would expect the hub to not set recipes at all.
[ { "author": "", "content": "Thanks for the report however this is not a bug. Set-recipe will set the recipe from the signals it is receiving. You have connected it to the hub and told the hub to send its contents to the wire and it's doing exactly that. If you don't want that, don't connect the crusher to the hub.", "date": "2024-10-28T20:58:33+00:00", "quotes": [] }, { "author": "GenosHK", "content": "Oh jeez, I was so focused on sending the recipe signal from my combinators that I didn't even think about setting the recipe from the end result... \n \nthanks!", "date": "2024-10-29T02:43:37+00:00", "quotes": [] } ]
2
2024-10-28T15:38:07-05:00
forum-topic-51946
51946
RubberBelts - Easier belt laying in the early game without substantially changing progression
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=51946
Reika
Mod Info: I often find that laying belts in the early game is very painful, as the iron they consume is demanded by so many other things, yet is in such short supply. Indeed, it often has the effect of driving me away from belt-based setups for no other reason than cost, and this usually results in ugly makeshift factories until the midgame where iron is plentiful enough to justify spending 2 or 3 plates per belt tile. RubberBelts helps alleviate that, by replacing the iron plates (the belt "topping") in the belt with rubber. Nothing else changes. If you have rubber already in the game, it will use that; if not, it will create its own. Screenshots/Video: A sample wood->resin->rubber production area: Belt recipe:
[ { "author": "Pi-C", "content": "Bio Industries has two recipes for resin. With your mod installed, I see these under the \"Bio Industries\" tab, and one (which has the same ingredients as the first from Bio Industries, but yields more) under \"Intermediate products\". Could you remove the recipe \"1 wood --> 3 resin\" from \"Intermediate products\" if Bio Industries is installed, please? \n \n \n \n 2 Resin recipes (Bio Industries) resin_bio.png (2.05 MiB) Viewed 7165 times \n \n \n \n \n \n 1 Resin recipe (Intermediate products) resin_intermediate.png (2.46 MiB) Viewed 7165 times", "date": "2019-03-29T14:18:14+00:00", "quotes": [] }, { "author": "Reika", "content": "How can I be sure that Bio Industries being installed guarantees the presence of a resin recipe? What if he updates the mod and removes it, or the mod is modular?", "date": "2019-04-01T20:21:29+00:00", "quotes": [] }, { "author": "Pi-C", "content": "You've got a point there. Then again, you already did something like that for Bob's mods, apparently . \n \nThere is a mod called \"What is it really used for?\" that shows the recipe for resin from Rubber Belts and Bio Industries. Without knowing a thing about modding Factorio, I naively assume that it is possible, somehow, to check whether a recipe for a product already exists. So, let me rephrase my suggestion: Could you activate your resin recipe only if there is no other recipe for it? In case that only works for mods that have been loaded before your mod, would adding an optional dependency on BI help, perhaps?", "date": "2019-04-01T22:21:58+00:00", "quotes": [] }, { "author": "Reika", "content": "This is feasible, yes, but not always desirable. That said, I can add that as an option.", "date": "2019-04-02T23:14:49+00:00", "quotes": [ { "author": "Pi-C wrote: Mon Apr 01, 2019 10:21 pm", "content": "" } ] }, { "author": "Pi-C", "content": "Having that as an option would be perfect!", "date": "2019-04-03T06:00:35+00:00", "quotes": [] }, { "author": "Mernom", "content": "You could check the presence of the aftermentioned recipe, and only add yours if it doesn't exist.", "date": "2019-06-17T20:57:06+00:00", "quotes": [ { "author": "Reika wrote: Mon Apr 01, 2019 8:21 pm", "content": "" } ] }, { "author": "Pi-C", "content": "Hi, I've another compatibility request: \n \n math7 basic electric engine unit has an option to replace the iron gear in the transport belt recipe with a basic engine unit, but your mod reverts this change. Could you change your belt recipe to require a basic engine unit and rubber if that other mod is active, please -- similar like you did for AAI? \n \nEDIT: This has now been fixed in the other mod!", "date": "2019-08-08T12:13:17+00:00", "quotes": [] }, { "author": "Pi-C", "content": "Hi! Just downloaded the latest version and got this crash:\n Code: Select all 44.212 Mods to disable:Failed to load mods: __RubberBelts__/data-final-fixes.lua:3: __DragonIndustries__/recipe.lua:404: No such recipe 'wooden-belt'!\nstack traceback:\n\t[C]: in function 'error'\n\t__DragonIndustries__/recipe.lua:404: in function 'createConversionRecipe'\n\t__RubberBelts__/prototypes/overrides.lua:25: in main chunk\n\t[C]: in function 'require'\n\t__RubberBelts__/data-final-fixes.lua:3: in main chunk\nstack traceback:\n\t[C]: in function 'require'\n\t__RubberBelts__/data-final-fixes.lua:3: in main chunk\n\nMods to be disabled:\n• RubberBelts (1.18.2)", "date": "2020-06-07T06:38:44+00:00", "quotes": [] }, { "author": "TheRetroPerspective", "content": "Does anyone know how to solve this for the new update? Having the same problems as the above post. Got 3 pics here, first 2 are of the error I get with mods enabled then the other is with only rubber belts and dragonindustries. Cheers! =) https://drive.google.com/drive/folders/ ... sp=sharing", "date": "2020-06-11T14:07:51+00:00", "quotes": [] }, { "author": "TheRetroPerspective", "content": "I'm pretty sure my problem is with the AAI industry recipe which should be motor+rubber. The error comes up when both mods are loaded and I managed to get it working without AAI Industry but that's also an essential one for me. Anyone know the problem? ='(", "date": "2020-07-11T17:00:34+00:00", "quotes": [] }, { "author": "Reika", "content": "I fixed an issue like that a long time ago, and this thread is not for bug reports.", "date": "2020-07-26T22:50:26+00:00", "quotes": [ { "author": "TheRetroPerspective wrote: Sat Jul 11, 2020 5:00 pm", "content": "" } ] }, { "author": "Kople101366", "content": "Update to 1.1?", "date": "2021-02-03T05:05:22+00:00", "quotes": [] } ]
12
2017-08-17T15:04:13-05:00
forum-topic-126002
126002
5 suggestion (all different)
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=126002
Green Cat
For Aquilo only (to avoid any UPS impact that might happen due to extra calculation), a normal one heats 1 area next to each other, a uncommon 2, so on. With legendary more then 5. The night vision to be 1x1 insted of 2x2. I don't see any reason why it needs to be 2x2 in the 1st place. + if it's 1x1 + 1x1 no belt movement equipments = perfect for armour <- since most of the time, people add an extra 1x1 portable solar power since the 1x1 no belt movement mess up the "puzzle" Any tile type, exactly like since pack, to give extra. So a normal is 1x1, an uncommon, will be good for 1x2. An epic will cover 2x2. This is exactly because you needs tons of them to cover the "land". Plus, let's say an epic landfill covers 2x2 water, and you deconstruct it, you get 4 landfill VS currently if you use an legendary 1 landfill on water = 1x1 -> deconstruct it = 1 normal landfill. The folloing is an alternative for sugestion 1 & 3 and it's essentially a "clone" items but lower quality then the original. To make it more easy to understand, you use the recycle, you tick a new option. Now recycle want prometeus + any items except normal quality. And i thing it's clear what I mean. 1 uncomon + 1 UNcomon prometeus = 2 common items (no prometeus). 1 Epic item + 1 EPIC proteus = 2 Rare items = you need 2 RARE prometeus to further convert this 2 rare into 4 uncomon items. Due to the prometeus's quality needing to match the item's quality, this "cloning" is not gamebreaking, especially since the result is a lower rank quality despite getting 2. As a reminder, not everyone want or is enjoying the gambling called recycling and quality. This is an alternative to have control over what you do without the need of gambling items or destroying them. Craft Scap (the item you mine on Fulgora) using heavy oil + Prometeus + DOES NOT matter what items, what quality, absolutly nothing. Aka we never need to destroy anything, regadless what it is, regaldess of it's quality. Essentially, imagen you fill up the rocket with random stuff, aka there is no restriction what you put in. But, once it's "full", you add prometeus + heavy oil, and out comes the "Scrap" item. This way, when you are POST GAME, most people recycle anything they get from recycling the mined scap, excep whats needed for holmium. Aka, anything not needed for Holmium liquid, will get destroyed. With this, you essentially createa a " Kovarex Holmium enrichment process"
[ { "author": "Nemoricus", "content": "You should post each suggestion in a different thread per the forum rules.", "date": "2025-01-15T20:44:20+00:00", "quotes": [] } ]
1
2025-01-15T13:19:53-06:00
forum-topic-116201
116201
[2.0.7] Failed to load mod "space-age": Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=116201
TryFanGamer
Failed to load mods: Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1 Mods to be disabled: • space-age (2.0.7) Screenshot 2024-10-21 at 13.50.26.png (110.94 KiB) Viewed 1231 times Screenshot 2024-10-21 at 13.50.26 i did verify the files
[ { "author": "", "content": "Please post the log file . Are you using the Steam version or standalone DMG?", "date": "2024-10-21T12:10:18+00:00", "quotes": [] }, { "author": "TryFanGamer", "content": "0.000 2024-10-21 13:51:21; Factorio 2.0.7 (build 79385, mac-arm64, steam) \n 0.000 Operating system: OS X 15.0.1 \n 0.000 Initializing Steam API. \n 0.000 Program arguments: \"/Volumes/ADFSpace/MAC/steamapps/common/Factorio/factorio.app/Contents/MacOS/factorio\" \n 0.000 Config path: /Users/adrianf/Library/Application Support/factorio/config/config.ini \n 0.000 Read data path: /Volumes/ADFSpace/MAC/steamapps/common/Factorio/factorio.app/Contents/data \n 0.000 Write data path: /Users/adrianf/Library/Application Support/factorio [11049/233752MB] \n 0.000 Binaries path: /Volumes/ADFSpace/MAC/steamapps/common/Factorio/factorio.app/Contents \n 0.093 System info: [CPU: arm64, 8 cores, RAM: 8192 MB] \n 0.096 Display options: [FullScreen: true] [VSync: true] [UIScale: manual-pixels (125.0%)] [Native DPI: false] [Screen: 255] [Special: lmW] [Lang: en] \n 0.575 Video driver: cocoa \n 0.575 Available displays: 1 \n 0.576 [0]: 0 - {[0,0], 1710x1107, SDL_PIXELFORMAT_ARGB8888, 60Hz, 0x0001(0x01)} \n 1.773 Initialised OpenGL:[0] Apple M2; driver: 4.1 Metal - 89.3 \n 1.773 [Extensions] s3tc:yes; KHR_debug:NO; ARB_clear_texture:NO, ARB_copy_image:NO, ARB_pipeline_statistics_query:NO, ARB_gl_spirv:NO, ARB_ES2_compatibility:yes \n 1.773 [Version] 4.1 \n 1.773 Graphics settings preset: very-high \n 1.773 Dedicated video memory size 5461 MB (detected from Apple M2; VendorID: 0x1027f00) \n 2.165 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] \n 2.165 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100] \n 2.456 [Audio] Driver:coreaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100 \n 2.672 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true \n 2.672 Info ModManager.cpp:434: FeatureFlag freezing = true \n 2.672 Info ModManager.cpp:434: FeatureFlag quality = true \n 2.672 Info ModManager.cpp:434: FeatureFlag rail-bridges = true \n 2.672 Info ModManager.cpp:434: FeatureFlag segmented-units = true \n 2.672 Info ModManager.cpp:434: FeatureFlag space-travel = true \n 2.672 Info ModManager.cpp:434: FeatureFlag spoiling = true \n 2.686 Loading mod core 0.0.0 (data.lua) \n 2.728 Loading mod base 2.0.7 (data.lua) \n 3.150 Loading mod elevated-rails 2.0.7 (data.lua) \n 3.205 Loading mod quality 2.0.7 (data.lua) \n 3.241 Loading mod space-age 2.0.7 (data.lua) \n 4.152 Loading mod base 2.0.7 (data-updates.lua) \n 4.165 Loading mod quality 2.0.7 (data-updates.lua) \n 4.186 Loading mod space-age 2.0.7 (data-updates.lua) \n 4.288 Checksum for core: 649243273 \n 4.288 Checksum of base: 2653731351 \n 4.288 Checksum of elevated-rails: 1891730324 \n 4.288 Checksum of quality: 3715527832 \n 4.288 Checksum of space-age: 3499025889 \n 4.767 Prototype list checksum: 984080119 \n 4.802 Loading sounds... \n 6.524 Error GlobalContext.cpp:527: Failed to load mod \"space-age\": Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1 \n 6.677 Info PlayerData.cpp:68: Local player-data.json unavailable \n 6.677 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1729511218 \n 6.834 Initial atlas bitmap size is 16384 \n 6.835 Created an atlas bitmap (size 2048x848) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] \n 6.835 Loading 3D bitmaps. \n 6.869 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 36.09, BC3 PSNR: 33.82 \n 6.870 Parallel sprite loader initialized (threads: 5, bitmaps: 142) \n 6.962 Sprites loaded \n 6.975 Generated mipmaps (5) for atlas [0] of size 2048x848 \n 6.975 Custom mipmaps uploaded (116) \n 6.994 Factorio initialised \n 6.999 Failed to load mods: Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1 \n \nMods to be disabled: \n• space-age (2.0.7) \n 284.590 Quitting: user-quit. \n 284.854 Steam API shutdown. \n 284.934 Goodbye \n \n \nfactorio-previous.log \nfactorio-current.log \n \nher is the log fils", "date": "2024-10-21T12:12:44+00:00", "quotes": [] }, { "author": "TryFanGamer", "content": "I am using Steam", "date": "2024-10-21T12:13:11+00:00", "quotes": [ { "author": "Sanqui wrote: Mon Oct 21, 2024 12:10 pm", "content": "" } ] }, { "author": "", "content": "Are you able to launch the game when you download it directly from our website? You can use \"Sign-in with Steam\" to get access to website downloads. https://factorio.com/login", "date": "2024-10-21T12:21:32+00:00", "quotes": [ { "author": "TryFanGamer wrote: Mon Oct 21, 2024 12:13 pm", "content": "" }, { "author": "Sanqui wrote: Mon Oct 21, 2024 12:10 pm", "content": "" } ] }, { "author": "TryFanGamer", "content": "Yes it works now", "date": "2024-10-21T13:09:12+00:00", "quotes": [] }, { "author": "oddman", "content": "I’m also getting this exact issue when launching stand alone on PC. If I go to manage mods and disable Space Age it boots ok.", "date": "2024-10-28T10:48:18+00:00", "quotes": [] } ]
6
2024-10-21T06:54:00-05:00
forum-topic-127460
127460
Request: hollow spaces in space platform?
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=127460
ErubianWarlord
can anyone make a mod that allows you to build a platform with enclosed voids? i really want to be able to give mt platforms a scaffolding style of design
[]
0
2025-03-13T06:01:16-05:00
forum-topic-69911
69911
(Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not included)
Energy Production
https://forums.factorio.com/viewtopic.php?t=69911
Theikkru
Here's my take on the old problem. I've adapted a few things according to my preferences, since I want a nice, clean, simple setup for starting nuclear power: Clean fit up against a bus (yes, I put nuclear processing on my bus) Low cost to build (relatively speaking) High efficiency (respectable neighbor bonus) Auto-start (no priming necessary) Automated control (no fuel wastage) Manual overrides (for debugging/servicing) Deep throttling (between 0~480MW without energy loss) Failsafes (handles low/no fuel, power outages, contaminated belts, etc. gracefully) Customization (interface at steam/water pipes) bp.png (1.48 MiB) Viewed 1395 times 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4ZjpufKnsxDTxuMYet93h+9EGM9kQXypz+H60wUw2xJfKTDbEl8pOv40vlZ2OZcdjTecYXyo7HSu+VHbix5cne+LhK6eP2/7wfuS4ieNGOydOfKncxIkvlTt8P9rpJtsGFx8+GVrGPe8M5o470Wo3tVx8qfzUcvGl8tPZ+NGKyaL4UvnJivhSNdMRopGVb47bSh1+0Iw70y/il6umPW6rw0nE9yp1OIvR0GcLp724OvO4F9+t4qq249548vGPVUy88urM3qGFx99X8YFwN+69/Gy81PbgV+PFiJLuaa8Zf2en3zV6dK52OkJjKj3u6XHPxr3htKe90U2GPTP64eiUTx4Xf1HFx8j1Yc9U5uAVT3sH/1Lj8Vz9vBd/Z6bfRfaznYe9g9+YybkOPWU8bmUOV2qkVXHCXL0d+uVy190PPfl2te8e+uU6Rhqr+W3Um8/+MknZqz/YUP/5x+GDT12/Hbu587q1beuGkaZuvX18/A/iAah8 Copy blueprint As recorded, the blueprint is configured for belting use, but it can easily be converted for bots by removing the belts, replacing the two lower iron chests with fuel chests, and placing depleted cell collection chests under the appropriate long-arm inserters. I've intentionally excluded turbines and pumps from the blueprint, because I want flexibility in how to pipe in water, and I don't want to invest in 80-something turbines right off the bat. (I usually don't need that much power to start.) I've therefore made the water and steam pipes accessible around the edges instead. It's also possible to lop off up to 34 heat exchangers and their heat pipes for further build cost reductions, without compromising the overheat protection, so long as you don't try to tax the plant above its new, reduced power limit (-10MW per exchanger excluded): lop.png (2.43 MiB) Viewed 1395 times I did design and test for all the weirdness that may occur during normal operation of a factory, (e.g. fuel starvation, blackouts, brownouts, waste backup,) and this setup will simply stop whenever a blocking condition occurs, and resume operation normally once that condition is removed. Finally, the logic is designed to start from the blueprint state without priming, so I think I've achieved my goal of set-and-forget; once you hook this up, you shouldn't have to futz with it. Also, consider connecting this plant through a complementary autobreaker to prevent blackouts from affecting it. Control Circuitry The control circuit tests for the following conditions before it activates the fuel cell inserters: ① the system is not manually disabled ② there are no fuel cells outstanding in any of the reactors, ③ reactor temperatures are within operting margins, ④ all 4 of the fuel cell chests have fuel, and ⑤ steam is low. Once all conditions are met, all fuel cell inserters grab fuel cells simultaneously. (Inserters will grab from entities with just 1 tick of enabling signal, but they cannot do the same from belts, so the fuel chests are helpful, even with belting.) The constant combinator provides manual override access; turning it off will suspend operation, whereas setting the inserter signal will force-feed the reactors. 1.0 version preview.png (1.11 MiB) Viewed 6050 times example.png (2.62 MiB) Viewed 6050 times 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 Copy blueprint Control Circuitry circuit.png (766.22 KiB) Viewed 6050 times Combinator description by dot color: Red: Start condition checkers. From left to right, steam detector, fuel chest tallier, reactor cell counter, manual override reader. Steam detector is set to activate below 15k steam per tank. Green: Fuel chest checkers. Check chests individually to prevent uneven distribution of fuel (e.g. from fuel on the belt running out, or a player dumping fuel cells in a random chest) from causing activation when only some of the reactors have fuel in their chest. Cyan: Edge finder. Converts the hand contents signals from the inserters to positive and negative pulses when they grab and drop their loads, respectively. Yellow: Pulse filters. Isolate the relevant (new cell dropped and empty cell grabbed) pulses from the edge finder output to send to the memory cell for tracking. Magenta: Spent cell signal converter. Converts pulses of fuel cell signal to spent cell signal to be recognized by the memory cell. Blue: Memory cell. Keeps track of fuel cells currently outstanding in the reactors by counting and remembering pulses from all reactor inserters; fresh cell pulses decrement, while spent cell pulses increment. Resets if the manual memory reset is triggered. White: Start poller. Sends activation signal to fuel cell inserters if all 4 conditions are met. Constant combinator: Provides manual override access. H signal halts operation, while R signal resets memory (which shouldn't be necessary unless tampering with control circuitry or fuel in the reactors.) Manual priming instructions 1. Disconnect any turbines (or other steam drains). The fastest way to do this is probably to remove any turbines, pumps, or pipes directly connected to the steam pipes around the edges of the build. Disconnecting the turbines from all consumer electrical connections (including the control circuit) will also work, if you're not using the steam for anything else. 2. Enable the manual reset signal. (See circuitry section for details.) If you haven't used any manual overrides yet, this means turning on the constant combinator, and setting the R signal to 1. 3. Prime each reactor with 2 fuel cells if cold-starting (from 15℃), or 1 cell if hot-starting (from ~500℃). 4. Go do something else while the reactors run. 5. When the reactors are done running, (and you remember to check,) reconnect your turbines, and wait for all depleted cells to be emptied out of the reactors. 6. Once all depleted cells have been emptied, disable the reset signal (by setting the R signal to 0), and turn the constant combinator off. The system should now operate normally.
[ { "author": "Theikkru", "content": "Blueprint updated with minor cosmetic wiring optimizations, and circuit limits added to fuel cell chests to make startup easier when fuel is scarce.", "date": "2019-05-27T18:57:11+00:00", "quotes": [] }, { "author": "Theikkru", "content": "Finally did some heat tests, and adjusted the steam trigger to 20k/tank to improve steam buffering and flow behavior. Even with 6 exchangers missing and no steam drain, reactors do not overheat. Blueprint and text in first post updated.", "date": "2019-06-17T02:51:55+00:00", "quotes": [] }, { "author": "mrvn", "content": "You only have one pipe going from the steam tanks to the turbines. And a lot of pipes between the tanks and the first pump. How many turbines can you power with that? \n \nThe reason why I ask is because I think you have too many heat exchangers. It might be the right number for the reactor but there is little point producing steam much faster than you can consume.", "date": "2019-06-17T14:46:29+00:00", "quotes": [] }, { "author": "Theikkru", "content": "The blueprint doesn't include the turbines; that image was just an example where I was using it and I didn't need that much power (which is why I put in the exclusion lines). As I wrote earlier, you can knock off heat exchangers to save on building costs if you don't need that much power initially, but I'm putting them all in the blueprint so you can repaste it later to expand. The pump is definitely overkill at the new steam trigger level. You can just connect turbines directly to the steam pipes around the edges if you wish.", "date": "2019-06-17T15:09:53+00:00", "quotes": [] }, { "author": "Theikkru", "content": "I've updated the wiring in the blueprint to account for a case where the circuitry could possibly get stuck depending on the signal timing when reloading fuel under low power conditions. (I've had some trouble reproducing it reliably.) Hopefully I've serialized it enough that it can't get jammed anymore. I've also updated the pictures to take advantage of the high-resolution sprites in 1.0.0.", "date": "2020-10-29T17:30:13+00:00", "quotes": [] }, { "author": "gGeorg", "content": "Your setup is unfortunate. You actualy need about 4 steam tanks to hold the heat to prevent overheating. Make the math. \n \nEdit: \nOr check mine math for my plant thermal balance \n viewtopic.php?f=208&t=96233", "date": "2020-11-07T23:25:06+00:00", "quotes": [] }, { "author": "Theikkru", "content": "I'm not sure what you're trying to say. It's primarily the heat pipes that store the heat and prevent overheating, not the tanks. The steam tanks are mostly there as an extra backup for usage spikes (since you can attach an arbitrary number of turbines). Their other purpose is to act as an indicator for when to trigger the next reactor cycle. (See circuitry explanation in main post.)", "date": "2020-11-08T03:13:11+00:00", "quotes": [ { "author": "gGeorg wrote: Sat Nov 07, 2020 11:25 pm", "content": "" } ] }, { "author": "gGeorg", "content": "Look, Storage tank holds about 2,5 GJ of energy, heat pipe holds 0,5GJ. \n Thermal capacity of the design covers the drops in consumption. Your Power plant thermal capacity is way overboard. \n Spikes could be covered by extra turbines, which are over the regular (480MW) capacity. But they are not inculded in your design. \n\nYou are somewhat mashing everything into everything. \nEdit : \nCheck data \n viewtopic.php?f=208&t=96233", "date": "2020-11-09T15:02:18+00:00", "quotes": [ { "author": "Theikkru wrote: Sun Nov 08, 2020 3:13 am", "content": "" }, { "author": "gGeorg wrote: Sat Nov 07, 2020 11:25 pm", "content": "" } ] }, { "author": "Theikkru", "content": "That's the point; it's a one-size-fits-all design that has enough heat buffering to prevent overloads under intermittent use, while also maintaining a healthy steam buffer to handle spikes above rating. As I mentioned above, the turbines are left out intentionally to make setting it up simpler when resources are limited. The blueprint would be a lot more awkward to fit around terrain and other parts of the factory if it came with over 80 turbines stuck to it. Tacking them on after the fact is pretty trivial since the steam pipes are exposed all around the edges. \nYou could even hook it up as a steam depot instead of a direct power plant, and export the steam by train to distant outposts or something. \nThis build isn't tuned to a minimum heat buffer because that's not one of the design goals.", "date": "2020-11-09T16:24:25+00:00", "quotes": [] }, { "author": "echo_aka_echo", "content": "Very nice! This didn't work for me because the 3rd Decider from top left which checks if the reactors are empty was expecting input \"0\" but was receiving \"-4\" from the four empty reactors. \n \nEverything works after I changed that Decider to \"< 0\". I don't know if the blueprint is wrong or if I did something wrong when setting it up.", "date": "2020-11-11T22:54:19+00:00", "quotes": [] }, { "author": "Theikkru", "content": "That's odd, there shouldn't be any normal case where the fuel count gets below 0. Did you happen to prime the reactors by manually putting in fuel? As another possibility, was your factory low on power when you started up this plant? \nYou can restore it to normal behavior by undoing your change to the decider setting and briefly turning on the memory reset signal (R signal on the constant combinator) while the reactors are empty. \n \nEdit: I've updated the blueprint and first post again to improve some failsafe and error tolerance behaviors. Most importantly, I've included an update to the circuit that should work around an incompatibility that I recently discovered between inserter pulse signals and combinators under low power conditions. The energy-storing components of the build haven't moved, so it's possible to update to the new version without wasting any energy (if you're careful to engage the manual halt and deconstruct the 4 fresh fuel inserters first). \nThere may, hypothetically, still be an edge-case where the circuit can get desynced if the build is never supplied with 100% electricity through construction and initial startup. That case can be avoided by either ensuring the logic circuit gets some full power sometime between construction completion and first reactor startup, or making sure that all combinators in the build first get power at the same time. \nAs a footnote, the new circuit's memory cell now normally counts between -4 and 0, instead of the 0 to 4 in previous versions.", "date": "2020-11-12T01:23:34+00:00", "quotes": [] }, { "author": "echo_aka_echo", "content": "Yes I both primed manually and there was no power when I set it up. Mind you I am completely new at this. I did try a lot of resets, but it was always following a blackout, so with manual priming and no backup power I wasn't able to 'snap out' of the -4 signal problem. \n \nAnyway now that I understand the decider logic a bit better I reverted my change and sent the reset signal and now everything is working as intended! I'm also excited to try out the new blueprint. Thanks!", "date": "2020-11-12T20:58:28+00:00", "quotes": [ { "author": "Theikkru wrote: Thu Nov 12, 2020 1:23 am", "content": "" } ] }, { "author": "Theikkru", "content": "Erp. Unfortunately, there's no way to build a combinator logic circuit that can work while unpowered, (so the reset won't help there,) and an auto-starting circuit is going to get confused if you just manually prime the reactors and leave the system to its own devices. I hadn't considered trying to boot the system from a cold blackout; I've added an instruction set for that in the main post.", "date": "2020-11-13T01:51:17+00:00", "quotes": [] }, { "author": "NotRexButCaesar", "content": "You can make a separate solar grid to power the combinators/inserters", "date": "2020-11-13T02:40:55+00:00", "quotes": [ { "author": "Theikkru wrote: Fri Nov 13, 2020 1:51 am", "content": "" } ] }, { "author": "Theikkru", "content": "I know, but then it's not a pure nuclear build, and wouldn't be compatible with the \"Steam all the way\" achievement. Adding a solar backup is a pretty trivial exercise, so I figure I'd assume it unwanted, and leave it to the end-user to tack one on at runtime if desired. I never thought of the blackout scenario because I'd just assumed the presence of legacy boiler power, but that turned out to be a bad premise, so here we are.", "date": "2020-11-13T03:38:04+00:00", "quotes": [] }, { "author": "gGeorg", "content": "For a reason to stay away from solar, you can add a normal burn boiler, with burner inserter, then attach the 165C steam to the power plant system. It can prime itself this way.", "date": "2020-11-14T03:02:51+00:00", "quotes": [ { "author": "Theikkru wrote: Fri Nov 13, 2020 3:38 am", "content": "" } ] }, { "author": "Theikkru", "content": "You can definitely do that, but I don't see much reason to include it in the blueprint, since you could just plunk down a boiler in place of one of the heat exchangers temporarily and dump fuel into it manually. No need for any additional infrastructure, so it's even more trivial than auxiliary solar. \nI'm assuming worst case scenario for compatibility reasons, so if someone's in the position where they need to boot this system from a cold blackout, I suppose no fuel for boilers, ergo priming instructions. Knowing how to cold-start the system sans alternate power sources won't hurt if an easier option is readily available. Brownouts, blackouts, no solar, no boiler fuel, etc.; I'm just covering all the bases.", "date": "2020-11-14T03:57:46+00:00", "quotes": [] }, { "author": "Theikkru", "content": "Minor edit eliminated the need for 1 arithmetic combinator. First post updated. \n \nEdit: steam trigger adjusted to 15k after some additional testing. Turbine distribution needs to be a bit more even now, but tolerance to other weird conditions (power draw spikes, missing heat exchangers, etc.) has improved.", "date": "2022-10-30T00:48:43+00:00", "quotes": [] }, { "author": "Theikkru", "content": "Overhauled this thing to take advantage of the new mechanics in 2.0. It's now cheaper to build, more compact, and even more tolerant to extreme conditions: it can be overdrawn at 550MW for 3 full reactor cycles before running out of steam, and, with all exchangers, should be impossible to overheat without outright creating/deleting steam or steam connections. \nI've left the 1.0 version in at the end for posterity's sake; it also still works just fine. \n \nEdit: did more reworking because reactors can be circuit-connected now. Manually priming the reactors with fuel no longer requires any additional preparation, and has no ill effects (besides slight fuel inefficiency).", "date": "2024-11-27T20:05:20+00:00", "quotes": [] } ]
19
2019-04-24T07:12:35-05:00
forum-topic-62398
62398
DewPointAggregator - This or a train full of water
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=62398
Reika
Ever built an outpost - nuclear, smelting, oil processing, or otherwise - out in the middle of nowhere and then realized that you have no way to feed it the thousands of units of water it requires every second? You could run pipe-to-ground for 500 tiles, but the throughput when doing that sucks. So too does water by train, unless you have six cars devoted to it. Enter the Dew Point Aggregator, which centrifuges water from the air, costing nothing but power. Quite a bit of power. But it works absolutely anywhere, though dry environments will impede its generation capacity (and wet ones aid it). Simply hook it up and it will generate water for you. The generation is less than that of an offshore pump, but that is what you get for otherwise free water.
[ { "author": "nastyslave", "content": "Please get a time and do some changelog then. \nI think people don't want to use unknown black box with unknown changes. And people don't want to download two nearest versions and parsing files for find all changes. \nBest regards.", "date": "2020-06-12T09:14:46+00:00", "quotes": [] }, { "author": "Reika", "content": "What are you talking about? This mod has never undergone substantial changes.", "date": "2020-06-17T23:04:36+00:00", "quotes": [ { "author": "nastyslave wrote: Fri Jun 12, 2020 9:14 am", "content": "" } ] } ]
2
2018-09-05T18:23:01-05:00
forum-topic-112847
112847
PUBLIC SERVER COME PLAY - SE/LTN
Multiplayer
https://forums.factorio.com/viewtopic.php?t=112847
jasoncasey264
Please join me at Casey Technologies v2 (Latest Experiemental version) Host: 23.112.36.213:34200 or casey-technologies.com:34200 Also publicly listed. You wont see it if you do not have the latest experiemental version enabled for factorio. Come join and have fun. Will be streaming as well in the evenings. More details on that to come. DISCORD: https://discord.gg/Ynuh7P9krh
[]
0
2024-04-03T10:11:31-05:00
forum-topic-106005
106005
Biomass Power Generation Missing Steam Recipe
PyMods
https://forums.factorio.com/viewtopic.php?t=106005
salbris
I was hoping to do biomass power stage 1 before any of the others so I could start to get rid of all the Biomass building up but the tech is missing the pressurized steam recipe. It's there for coal and oil but not biomass!
[ { "author": "Budda", "content": "Did you mean to burn biomass in a boiler? It works for me. \n \nMy way to consume excess of biomass was to generate Carbon dioxide in a high-pressure furnace: it gives CO2 at a high-speed and is IMHO very CPU efficient. \n \nHowever, I also have powerplants that heat molten salt and can produce energy.", "date": "2024-03-31T17:03:23+00:00", "quotes": [] } ]
1
2023-04-24T21:54:26-05:00
forum-topic-112802
112802
[1.1.104] Crash on --dump-icon-sprites (linux)
Minor issues
https://forums.factorio.com/viewtopic.php?t=112802
KeepResearchinSpoons
seen from at least v1.1.100 (also v1.1.104 ), game crashes on using ` ./bin/x64/factorio --dump-icon-sprites ` kinda works for some(?) items, but then crashes up with "pls report". (( side note, would have been NICE if it dumped icons under `./script-output/icons/all-the-folders-go-HERE` instead of `./script-output/all-the-folders-go-HERE` but that is purely taste preference )) the setup has 25 tiny mods, think FNEI , Train_Control_Signals , Jetpack , PickerBeltTools ... but that is probably irrelevant, since same have also be observed with other mod groups. specs are x11 , mesa , kde , not sure if relevant either. the log tail (v104) is Code: Select all 3.524 Factorio initialised 4.633 Error CrashHandler.cpp:639: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... /tmp/factorio-build-MzGUjo/src/Util/Logger.cpp (336): Logger::writeStacktrace(FileWriteStream*, StackTraceInfo*) /tmp/factorio-build-MzGUjo/src/Util/Logger.cpp (346): Logger::logStacktrace(StackTraceInfo*) /tmp/factorio-build-MzGUjo/src/Util/CrashHandler.cpp (188): CrashHandler::writeStackTrace(CrashHandler::CrashReason) /tmp/factorio-build-MzGUjo/src/Util/CrashHandler.cpp (642): CrashHandler::commonSignalHandler(int) /tmp/factorio-build-MzGUjo/src/Util/CrashHandler.cpp (648): CrashHandler::SignalHandler(int) 0x7f8d1e44251f /tmp/factorio-build-MzGUjo/src/Graphics/DrawCommandBatch.cpp (599): DrawCommandBatch::drawSpriteFromTiledTexture(BlendMode, SamplingMode, TiledVideoBitmap const*, float, float, float, float, Color32, float, float, float, float, float, float, float, DrawingFlags, GraphicsEffect) /tmp/factorio-build-MzGUjo/src/Graphics/DrawCommandBatch.hpp (94): DrawCommandBatch::drawSprite(BlendMode, SamplingMode, VideoBitmap const*, float, float, float, float, Color, float, float, float, float, float, float, float, DrawingFlags, SpriteEffectData const&, GraphicsEffect) /tmp/factorio-build-MzGUjo/src/Graphics/ImageDrawOrder.cpp (116): ImageDrawOrder::render() const /tmp/factorio-build-MzGUjo/src/Graphics/DrawQueue.cpp (2156): DrawQueue::renderOthers() const /tmp/factorio-build-MzGUjo/src/Graphics/ScreenshotRequest.cpp (150): RenderIconsRequest::draw(DrawQueue&, Sprite const&, Filesystem::Path) /tmp/factorio-build-MzGUjo/src/Graphics/ScreenshotRequest.cpp (111): operator()<PrototypeList<EquipmentPrototype> > /tmp/factorio-build-MzGUjo/src/Util/MplVector.hpp (10): forEach<RenderIconsRequest::renderIcons() const::<lambda(auto:135)> > /tmp/factorio-build-MzGUjo/src/Graphics/ScreenshotRequest.cpp (101): RenderIconsRequest::renderIcons() const [clone .constprop.0] /tmp/factorio-build-MzGUjo/src/Main.cpp (941): main ../sysdeps/nptl/libc_start_call_main.h (58): __libc_start_call_main ../csu/libc-start.c (392): __libc_start_main_impl 0x783342 0xffffffffffffffff Stack trace logging done 4.803 Error Util.cpp:100: 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. have fun with the bug-hunting! ( me available for other steps, if necessary )
[ { "author": "", "content": "Cannot reproduce with the provided information. I'm on x11, proprietary nvidia driver, kde. \n \nIt may be helpful if you provide the full log because it contains information on the used graphics settings.", "date": "2024-04-02T10:03:36+00:00", "quotes": [] }, { "author": "KeepResearchinSpoons", "content": "I also went to backups to confirm the same on 1.1.80 \nwell, the difference really seems to only in video drivers? using the on-the-chip graphics on this box. \n \nhere's logs for vanilla 104 and vanilla 80 (actually verbose huh)\n \n \n factorio-current.v1-1-104.log \n (6.96 KiB) Downloaded 46 times \n \n \n \n \n factorio-current.v1-1-80.log \n (8.27 KiB) Downloaded 43 times \n \n \n \nhope this helps... \n Edit: \nokay. now it goes into stranger things land. \nclean v104 (from the site) plays the music (with no screen gui, huh) but actually succeeds with no crash.\n with predictable log \n Code: Select all 0.118 Initialised OpenGL:[0] AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.54, 6.5.0-17-generic); driver: 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n 0.118 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes\n 0.118 [Version] 4.6\n 0.118 Verbose GraphicsInterfaceOpenGL.cpp:944: [Caps] Tex:16384, TexArr:2048, TexBufSz:262143kB; TexUnits:192; UboSz:2097151kB\n 0.118 Graphics settings preset: very-high\n 0.118 Dedicated video memory size 8192 MB\n 0.128 Verbose PipelineStateObject.cpp:89: Time to load shaders: 0.010097 seconds.\n 0.133 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] [Color: 32bit]\n 0.133 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100]\n 0.384 [Audio] Backend:SDL(default); Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100\n 0.485 Loading mod core 0.0.0 (data.lua)\n 0.510 Loading mod base 1.1.104 (data.lua)\n 0.614 Loading mod base 1.1.104 (data-updates.lua)\n 0.670 Checksum for core: 607699937\n 0.670 Checksum of base: 1054619811\n 0.814 Prototype list checksum: 3034860339\n 0.816 Verbose ModManager.cpp:608: Time to load mods: 0.3328\n 0.844 Loading sounds...\n 0.922 Info PlayerData.cpp:78: Local player-data.json unavailable\n 0.922 Info PlayerData.cpp:83: Cloud player-data.json unavailable\n 0.961 Crop bitmaps.\n 1.468 Parallel Sprite Loader initialized (threads: 15)\n 4.751 Verbose ParallelSpriteLoader.cpp:183: Sprite loader stats> Worker loaded max size: 72.04MB, Total worker loaded max size: 941.61MB\n 4.762 Initial atlas bitmap size is 16384\n 4.783 Created atlas bitmap 16384x16372 [none]\n 4.785 Created atlas bitmap 16384x13232 [none]\n 4.785 Created atlas bitmap 8192x4188 [decal]\n 4.785 Created atlas bitmap 16384x5568 [low-object]\n 4.785 Created atlas bitmap 8192x4432 [mipmap, linear-minification, linear-magnification, linear-mip-level]\n 4.786 Created atlas bitmap 16384x6064 [terrain, mipmap, linear-minification, linear-mip-level]\n 4.786 Created atlas bitmap 4096x3216 [terrain-effect-map, mipmap, linear-minification, linear-mip-level]\n 4.786 Created atlas bitmap 4096x1840 [smoke, mipmap, linear-minification, linear-magnification]\n 4.786 Created atlas bitmap 4096x3104 [mipmap]\n 4.786 Created atlas bitmap 8192x2272 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]\n 4.786 Created atlas bitmap 8192x1496 [alpha-mask]\n 4.788 Created atlas bitmap 16384x14764 [shadow, linear-magnification, alpha-mask]\n 4.788 Created atlas bitmap 8192x2352 [shadow, mipmap, linear-magnification, alpha-mask]\n 4.788 Created atlas bitmap 2048x240 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]\n 4.794 Verbose TextureProcessor.cpp:1125: GPU accelerated compression test: Time 5.687 ms; YCoCg_DXT PSNR: 35.83, BC3 PSNR: 33.82\n 4.794 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82\n 5.275 Parallel Sprite Loader initialized (threads: 15)\n 9.258 Sprites loaded\n 9.280 Generated mipmaps (4) for atlas [3] of size 16384x5568 \n 9.288 Generated mipmaps (3) for atlas [4] of size 8192x4432 \n 9.302 Generated mipmaps (3) for atlas [5] of size 16384x6064 \n 9.304 Generated mipmaps (3) for atlas [6] of size 4096x3216 \n 9.306 Generated mipmaps (3) for atlas [7] of size 4096x1840 \n 9.330 Generated mipmaps (3) for atlas [8] of size 4096x3104 \n 9.334 Generated mipmaps (5) for atlas [9] of size 8192x2272 \n 9.336 Generated mipmaps (3) for atlas [12] of size 8192x2352 \n 9.345 Custom mipmaps uploaded (1942)\n 9.345 Verbose AtlasSystem.cpp:967: Atlas memory size: 1231.19MB; 0.00MB (virtual)\n 9.345 Verbose AtlasSystem.cpp:968: Size of sprites outside of atlas: 0.13MB\n 9.345 Verbose ParallelSpriteLoader.cpp:183: Sprite loader stats> Worker loaded max size: 74.02MB, Total worker loaded max size: 996.84MB\n 9.411 Factorio initialised\n 10.203 Goodbye\n \n \n\nand I've even run the win-zip version (virtually) on the same box; it also succeeds, but this time around it actually shows the gui while playing the music, hehe. \nfun fact: the (output) folders actually differ (haha) for all 1278 files (win folder came out a bit smaller in size as well). Might look into it on pixels with some scripts later to see if non-meta differs, too lazy-busy rn tho. \n \n \nWhile I could fuzz/bin-search for the crashing config, it would be nice to get some pointers on what could be the glaring offender right away \nthe \"uncommented\" part of 104 config.ini has these in [graphics]:\n Code: Select all [graphics]\ncache-sprite-atlas=true\ncompress-sprite-atlas-cache=true\ngraphics-quality=normal\nfull-screen=false\nshow-smoke=false\nshow-clouds=false\nshow-decoratives=false\nshow-item-shadows=false\nshow-inserter-shadows=false\nshow-tree-distortion=false\nv-sync=false\nhigh-quality-animations=false\nhigh-quality-shadows=false\nhigh-quality-terrain=false\nshow-game-simulations-in-background=false\nvideo-memory-usage=medium\n \nI mean, it should not go down if I do a medium mem usage? Or crank down some shadows? Too lazy-busy to test right now (still, not too much to fuzz about \"in total\"). \n \n \nas usual, me ready for some more bug crunching... \ngood luck and have fun with tracing it all up", "date": "2024-04-03T10:22:18+00:00", "quotes": [] }, { "author": "KeepResearchinSpoons", "content": "could be triaged as minor issue or duplicate \nOkay; to me this seems like a duplicate of a known issue with \"linux vram size detection is broken\". \nmostly means \"video-memory-usage\" has to be set to \"all\" (as is by default). \n \nNot sure if it's even worth it on time-investment, assuming the workaround is possible. Not sure if fix-able at all of some specific setups. \nCould be a minor issue, could be a duplicate, could be whatever. Not really matters. ¯\\_(ツ)_/¯ \n \nCasually confirm rsed on 1/0 linux magic policy (2020-05-06)\n \napparently we've made if work yet again. Somehow. So much for capable linux users, I guess. \n for those 2 hundred views that came around \nset `video-memory-usage=all` in [graphics] section. \nhere's a small-and-simple JS script that does implement a neat-enough workaround. \nmostly to put all the dumps under specific folders data | icons | locales under `/tmp/prefix/` (in RAM-mapped tmpfs). \n \nthere is no reason to use JS, but why not. *casually confirms rsed yet again* . \nWe shall need:\n \n shelljs (DT) (aka \"some\" unix commands; used for simplicity sake), \n js-ini (TS) (just about any edit-ini works; even naive regexp one) \n this little sparce ~150 lines file \n \n example.js \n (7.28 KiB) Downloaded 55 times \n \n \n \n\nAfter getting the dumps, you *might* want to do some more steps.\n recipe normalization at least \nWell, with dumping ready and smoking, we are done. Mostly. \nBut there is a lot of \"garbage\" in what we've got that we can strip-off and we also need some normalization. \nHardly matters since we can't avoid it (and cuz tmpfs is usually RAM-mounted anyways), but a good note if you have them items many. \n \n if you use any sort of browser-something or the like, there are 2 major stuff on icons.\n \n set a reply header for cache-me-pls \n and provide predictable static path as to not bork the caching. \n \nI trust it you can make a hash-based general store for all the dumps icons or maybe even assemble sprite-sheets kirk-like with python's PIL or smth yourself. Not a definitive requirement for localhost anyways. \n you can *probably* drop half the exported json data with noise-stuff. Never gonna need it. \nexcept... when you try to mimic autoplace ratios stuff? but you need a solid Lua-awareness either way by that time, for milestones, triggers and the like. \nI've made a trivial split-files-by-prototype-class just as a simple example so you can see how much whichever takes. \n recipe data normalization is kinda a cool stuff to consider. \nrecipe item could be a `string`, a `[name_string, amount_number]`, or even an object with a \"type\" key, to name a few.\n \n If you think that is all, no. All of it could be boxed under normal/expensive keys. \"Fixed\" in 2.0, btw. You can't use both same-map anyways. Except for \"Journey\"-like map with \"resets\" maybe. Still stands, you probably want to select *either* preset to work your way with anyways. \n If you think THAT is all, then, well, also no. \nwhat do you think a spider is? an item? a pigeon? a fluid? no, it's a spider 'of cause. \nI mean, I do have a joke-mod with spider-fluid among other things, but that is unrelated. \nSame goes for grenades, capsules, remotes... you name it. \nGladly, you get the auto-barelling recipes explicitly available, hehe, lucky. \nAnd yes, you can also safely set up caching here, since protos data is as static as can be. \n \n \n \n \nI do not really thing this is worthy to get into technical-help forum; but I doubt it has much use in bugs list either. \nAnd since wiki is cumbersome, dated and you get most of your data elsewhere (aside from its policy of no-crude-examples such as this one) this little tool does not belong there anyways. And I doubt the original tool where this part was actually extracted from does it any better. \nBut if getting-dumps is all you need *and* you have npm/node on your toolbox somehow? then it just works. \n \nHave fun, and may the gear force and fish luck be with you.", "date": "2024-04-08T21:23:16+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
3
2024-03-31T04:50:38-05:00
forum-topic-124783
124783
Paste improved quality
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=124783
Olorin
TL;DR Paste a blueprint of higher quality over existing lower quality What? I want to copy paste a blueprint with higher quality (e.g. an array with rare accumulators) over an existing installation with the same items with lower quality without having to force-paste, so anything that does not match the blueprint is left alone Why? If I pick a single quality item and hover over an existing building of same class but different type, it shows green and I can just drop it. If I Copy the same building (or more) and hover, it shows red even if it is just a quality upgrade. In this case, I have to force-paste, which might destroy other buildings. Pasting should work the same way as plain building
[ { "author": "", "content": "Is there a compelling reason you don't use the upgrade planner instead of a blueprint ?", "date": "2024-12-23T10:30:16+00:00", "quotes": [] }, { "author": "Olorin", "content": "Good point, mainly because I did not know the configurable upgrade planner...", "date": "2025-01-05T20:45:45+00:00", "quotes": [] }, { "author": "", "content": "[Koub] OK moving this to implemented then, the upgrade planner does the job.", "date": "2025-01-06T12:26:47+00:00", "quotes": [] } ]
3
2024-12-19T16:01:38-06:00
forum-topic-126579
126579
[Poll] Would you be happy to pay for more official planets and expansions? - Page 2
General discussion
https://forums.factorio.com/viewtopic.php?t=126579&start=20
quineotio
I'm not upset with there being new ways to do things. I should have been more clear on this point. My point is that the way the game is designed, a lot of the design work went into stuff like different types of power generation and different ways to make the basic recipes. This would be ok if there was more content after that, but as it stands, a lot of the new content is redundant. To take it further, I think more could be done to make the new stuff interesting. Let's use power generation on Fulgora as an example. As it stands, the lightning mechanic is pretty forgettable. I make a grid of power/lightning collectors over the island I'm building on, and never have to interact with it again. The second tier of collectors is completely unnecessary. One way that this mechanic could be further utilized is by having something that draws a LOT of power, but only intermittently, so that you had to manage the day night cycle, rather than just plopping down a bunch of accumulators and forgetting about it. Or some way to use the excess power you get from the lightning strikes - using them directly, rather than just storing in accumulators. I hope that illustrates what I'm talking about. The lightning IS a new mechanic, but it doesn't really add anything beyond the first fifteen minutes on Fulgora, and I suppose having to build around the lightning collectors... but this isn't much of a challenge. As it currently stands, no the hub isn't really a bottleneck, but I was referencing the cursed design. If SA involved more interplanetary logistics and a higher volume of throughput - not just for science packs but for a bunch of other resources as well, the hub starts to become a limiting factor. Not necessarily limited in terms of throughput, because you can use bots, but bots are kind boring. But if you had, let's say, 20 different items regularly being shipped in large quantities, the hub could be a bit annoying to work with. It's difficult to know because that's not the game we have. Perhaps situating the hub next to a train depot would solve this problem. But the other problem with the hub is Gleba science, which highly incentivizes you to put the labs hear the hub, which makes it a crowded area already, especially when you consider you need a bunch of bays. Not exactly. I was responding to the idea that "the game starts at 60", or in this case "the game begins after you launch a rocket". I don't think that's true in SA because of how long it takes to get through it. There's definitely a difference between the sandbox that is 1.0 and the adventure that is SA. I think it's a matter of preference which style of game you enjoy more, but I think SA fails at both these things by kinda but not really doing both. If SA is going for the more sandbox vibe, all the tools need to be given earlier so that it doesn't take as long to start making the designs you want to make. If SA is an adventure, the ending sucks. This was true in 1.0, but as I said above, the length of time it takes to get all the tools make just getting to the end a much bigger part of the game. The most fun I've had in factorio is the logistics problems that come from scaling. Transporting large quantities of resources isn't just building more, you actually have to change the way you do things. The current design of SA works against this somewhat with all the productivity bonuses, and even the faster stacked belts. I don't think this is necessarily a problem > being able to scale further with less stuff. But it needs to be replaced by something, like more complex recipes. Which goes into my complaint about quality and suggestion to change it to require more complex recipes to make - and increased productivity requiring more complex recipes. If you can transport huge quantities of stuff in a small space on a stacked green belt, then the challenge isn't moving resources any more - it's organizing them. This is why I like Fulgora - the sorting mechanic is very complicated if you want to be efficient and avoid waste while also not jamming. It's the most interesting thing in the expansion for me.
[ { "author": "meganothing", "content": "Yes, the new production buildings are not what would draw me to Space Age. Though the design of different types of power generation was done for 1.0. I fail to see what design work done for 1.0 has to do with space age. \n \n\nThis may ultimately lead to a great idea, but at the moment the obvious solution to something that draws a LOT of power is ... more accumulators. Even if we say the power is more than even LOTS of accumulators can handle and we need a new thingy that has a cool name but is essentially a big accumulator, we still have no interesting problem here. \n \nSame with your second idea to use the power directly. Lets say Wube would add a new assembler which works only when it gets hit by lightning, then what? What makes this into a puzzle? \n \n\nYes. A little sharade to make the lightning into some integral part of the factory would probably not helped provide a challenge either, but it could have been a boost to immersion and coolness factor. \n \n\nAnother solution to that problem is stack inserters, belts, and splitters to the sort the 20 items if not already done with the inserter filters, all already in the game. You are just limited to 31 stack inserters+belts to get everything out. If that isn't enough you really need bots on top or check if trains can handle more. But isn't that exactly the type of problem you listed as one you would like to solve? \n \n\nYou say you responded to the idea? Who brought it up? I thought you did, by saying you want to get faster to the \"end game\" so you can build your megafactory. \n \n\nI agree, Fulgora is a lot of fun because of all this sorting, but it is quality sorting on top of item sorting that makes Fulgora shine.", "date": "2025-03-12T04:47:15+00:00", "quotes": [ { "author": "quineotio wrote: Tue Mar 11, 2025 10:20 pm", "content": "" }, { "author": "meganothing wrote: Tue Mar 11, 2025 5:01 pm", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "meganothing wrote: Tue Mar 11, 2025 5:01 pm", "content": "" }, { "author": "meganothing wrote: Tue Mar 11, 2025 5:01 pm", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "quineotio", "content": "I was talking about lightning collectors, power from sulfur, the heating tower etc. They weren't in 1.0. \n \n\nMore accumulators is the exact same thing as we have now. I'm talking about something that DRAWS a lot of power, but only needs to run intermittently. At the moment you just build enough accumulators to satisfy demand. What if there was something that created a large spike in power so that you could only use it at night? It's just one example of how to further utilize a unique aspect of Fulgora. Having a building that worked off being struck by lightning could be interesting - maybe you have to be more careful about lightning protection to make sure that building gets hit (i.e. is not protected by lightning collectors). \n \nBut the real thing I'm pointing to is a lack of depth and/or a lack of progression. Each planet only really scratches the surface of what's possible. It's fun to learn the new things, but also fairly quick. And after that the difficulty doesn't ramp up much. The concepts aren't explored deeply. Once you understand how to \"do\" the planets, the challenge is basically over. It feels like the first half of a full experience. \n \n\nThe problem is that if you increase the number of items you have to pass through the hub it eventually becomes unwieldy. Even as it stands you basically have to use bots. If you could have multiple hubs, you could be more specific about what you request at each hub, or perhaps even use space to send materials a long distance. As I understand it, the devs didn't want this to be possible because it bypasses a logistics challenge... but it creates a different problem by restricting design space, so even if the restriction on hubs accomplishes one purpose it creates a new issue. \n \nIt also doesn't really make sense. You'd think the power of space would be to drop things anywhere.", "date": "2025-03-12T05:45:14+00:00", "quotes": [ { "author": "meganothing wrote: Wed Mar 12, 2025 4:47 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "mmmPI", "content": "I see many topics where players ask for foundations to be unlocked earlier, or at least a way to connect all the island with power grid early in the game, \"it's a sandbox game why don't we have all the tools available at the start ?\". And then the sometimes the same players complain that there is a lack of progression feeling in the game, i guess not everyone understand progression in the same way, because to me it seem that those are mutually exclusive.", "date": "2025-03-12T07:49:07+00:00", "quotes": [] }, { "author": "quineotio", "content": "Although being a sandbox and having good progression aren't mutually exclusive, I think this points to Space Age falling short as both a sandbox AND with progression. \n \nTo try to describe why they aren't mutually exclusive I'll use the example of 1.0. In 1.0 you have to do the initial research and build your starter base. Then you can expand and build something bigger. As you grow bigger the challenge changes and new problems emerge. For example, how you create enough iron for 4k science per minute is fundamentally different to creating enough iron for 500 spm. \n \nAnd as I've said above, the length of the experience also factors in. If you're expected to play for two weeks before you unlock everything, then it's not really a sandbox - and not just because of how long it takes to \"get started\", but also because of the size of the \"starter base\", and the fact that you need working factories on five planets before you get all the tools, which makes it more daunting to then, after you've already spent a lot of time and effort, to scale up. \n \nAnd there's not that much utility to building big as you go (e.g. build big on Nauvis, then build big on Vulcanus, then Fulgora etc.) because you don't have all the tools, and also there's basically no reward for doing so. I tried using quality en masse on Nauvis before Fulgora and it just sucked. You need a way to void items if you put quality modules in your miners and furnaces. And in Space Age you're almost always better off building small, because productivity bonuses and quality are an adequate way to scale with less effort. The easiest way to scale up is to just wait on quality and drag with the upgrade planner while research ticks on. \n \nI could choose to not use quality, or not to get the productivity research, but is the answer to not use parts of the game? I already turn off cliffs because I don't want to have to go to Vulcanus first (because I hate having slow bots so it's Fulgora), and enemies because I don't like the higher health on biters, and you don't get artillery or better shields, or the spidertron, or better explosives etc. until you've left the planet. But it feels like part of the game is missing (because it is). But I have to make a choice between forgoing the interesting parts of playing with enemies or putting up with the things I find annoying, and on the whole I'd rather turn them off. Maybe I'd have more fun if I just played in the editor? \n \nIf it's a sandbox, I want to do what I want to do. If it's progression it needs to feel meaningful and not just be a number getting higher. If the fastest/easiest way to increase production is to sit idle until productivity research is finished then it's not gameplay. I don't want to have to actively fight against/disable the game's systems to have fun. \n \nAlso, the progression in Space Age just doesn't make sense. You're an engineer solving complex problems, but just not certain obvious glaring issues that seem like they'd be easy to solve, like blowing up cliffs (even though you can make explosives) or putting down concrete over oil sands (even though you can fill in oceans).", "date": "2025-03-12T09:05:02+00:00", "quotes": [ { "author": "mmmPI wrote: Wed Mar 12, 2025 7:49 am", "content": "" } ] }, { "author": "Tertius", "content": "Actually, my approach is using the map editor for factory development. And deployment on the real map. My factory development approach is to put one manufacturing machine on the map, then set the recipe for the product I want to produce (for example science packs). I look what ingredients I need, then for every ingredient I add another machine with that ingredient. And the same for the ingredients of these, and so on, until only raw resources remain as input. Now I have an unorganized bunch of manufacturing machines on the map, and I know what I have to produce. Then I decide what modules and beacon density to use and add the corresponding items. Then I use rate calculator to see how many machines I need for every product and intermediate, and how much material input I have to provide. This gives me a huge heap of manufacturing machines, each duplicated as many times as needed to provide the proper ratios. \nFinally, I arrange them and connect them with inserters/belts/bots, so there is one input (the raw material) and one output for the whole production line. Then I provide the input from infinity chests to see if it works as intended. \nThis approach is best supported by the map editor, because I constantly cut+paste things back and forth to arrange them. One tile to the left, 2 tiles to the bottom, split here, duplicate that. This really just works well with the map editor. \n \nAnd if it works as intended, I blueprint the contraption and use it on the real map. \n \nThis way I have time to tinker with the thing, debug and inspect it, especially stop time and single step ticks, add circuits and debug them without having to care for the existing parts of the factory. It also allows me to investigate the game mechanics without any pressure. Pressure is what I cannot stand and what disables strategic thinking for me. May be it's not the intended way to play Factorio, but this is what is most fun for me. First planning in map editor and develop my own blueprints, second step is deployment on the real map. Crucial thing is stopping time - if stopping and single stepping though ticks was a real map feature, I would probably not resort to the map editor.", "date": "2025-03-12T10:31:16+00:00", "quotes": [ { "author": "quineotio wrote: Wed Mar 12, 2025 9:05 am", "content": "" } ] }, { "author": "quineotio", "content": "I do something similar but use ghost display panels. And with Gleba I've used the editor because it's annoying to deal with spoilage otherwise. In 1.0 when I was designing a 4k spm base I designed all the pieces in the editor. I don't worry about ratio calculators - I just run it and see when it maxes out, and check the production stats. Being able to spawn and delete items indeed makes it very convenient to test things. \n \nIt's a bit of a disconnect if I'm playing \"properly\" though. There's something about doing it all in game that's different. Not necessarily better, but different.", "date": "2025-03-12T11:27:39+00:00", "quotes": [ { "author": "Tertius wrote: Wed Mar 12, 2025 10:31 am", "content": "" } ] }, { "author": "mmmPI", "content": "nice one ! Good illustration of what i mean by some players remove from the game what constitute a sense of progression to make the game easier for themselves and have all the good late game tool at the start, and then complain", "date": "2025-03-12T14:45:02+00:00", "quotes": [ { "author": "quineotio wrote: Wed Mar 12, 2025 9:05 am", "content": "" } ] }, { "author": "quineotio", "content": "You should make a mod where you only unlock tier 2 assemblers and red belts after you get prometheum science.", "date": "2025-03-12T15:01:51+00:00", "quotes": [ { "author": "mmmPI wrote: Wed Mar 12, 2025 2:45 pm", "content": "" } ] }, { "author": "Muche", "content": "You need at least AM2 for barrels filling/emptying. Without fluoroketone and fusion power, reaching SSE will be extra hard.", "date": "2025-03-12T15:13:25+00:00", "quotes": [ { "author": "quineotio wrote: Wed Mar 12, 2025 3:01 pm", "content": "" } ] }, { "author": "meganothing", "content": "Ah, okay. Though you are again assuming there could be layers of difficulties that Wube could have implemented but I don't see anything that could really add meaningfull complexity, see below (IMHO). Energy is a very boring resource as it is a single number at any time that either is enough for the demand or not. Its easy distribution drastically limits how much Wube can complicate its use and it would be a bit of a stretch to prevent say power poles on other planets just so there could be a new puzzle. \n \n\nI don't see it. It is exactly what I was already talking about in my previous post. The obvious solution is accumulators for the problem you are describing. They store surplus energy to be used in the instant when normal energy supply is not enough. \nAt least in reality it is, in Factorio even fission reactor plants can instantly react to demand, so steam turbines combined with storage tanks actually provide more instantly available energy per area than accumulators. \n \n\nYes, that you need to exclude the building from the protection network would have been a really nice touch. And additionally it would be nice if you would have to still include them in the power network so you would need protected power stations that still reach the buildings . But it isn't at all complex to set this up correctly, you could still (rightly) complain that everything is trivial and lacks depth. \n \n\nHuh?? Are you seriously saying you cannot do this currently with up to 31(!!) lanes of belts and instead you need bots? Can it be that you always build on large spaces and never tried to use space efficiently? Are you shying away from using a dense setup simply because it doesn't look good or is below your standard to do puzzles at that level? \n \nI mean, do the math: Max belt capacity is at 240 items /s , times 31 means you can import 7440 science packs per second just with belts. Divided by 6 science packs outside nauvis means roughly 1240 full science pack sets available per second and **roughly** you need more than 1000 science labs to use all that, **as it stands**. I have no idea where megafactories are at, is 1000 science labs operated continuously normal? Can 7440 items per second be delivered through space with workable UPS? \n \n\nYes it does restrict design space (if I understand the term correctly), like every restriction in the game does as well. The game IS made out of restrictions or rules like every other game out there. \nin this specific case it creates the logistics challenge as you yourself mention. There is no \"different problem\" here, it forces you to this bottle neck and distribute the items to where they are needed. \n \nBecause of very slow spoilage it makes sense to have the science labs not too far from the space port. Is that really a meaningful limitation when there is absolutely no other criteria that demands where to put it? And \"not too far\" means that each minute of transport (on belt that would be 450 tiles away) costs you 1.6% efficiency. \n \n \nPS: Judging from your posts I have a theory why you don't like SA: All the new planets have rather heavy placement restrictions (similar to cliffs and water on nauvis) making it hard to treat those planets as a canvas for \"painting\" huge cleanly laid out factories. The player needs to go into the details instead. Factorio has multiple groups of players and one of those groups is not getting the planets they want. \nMy advice: If you every want to play with SA stuff without playing SA I would recommend adding the mod that transplants all the SA features back to nauvis, it may be called \"One planet\" or similar.", "date": "2025-03-12T17:10:27+00:00", "quotes": [ { "author": "quineotio wrote: Wed Mar 12, 2025 5:45 am", "content": "" }, { "author": "meganothing wrote: Wed Mar 12, 2025 4:47 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "coffee-factorio", "content": "Looks in curiously. \n \n\nI believe sir, you need to be a bit careful here. The fusion reactor is essentially the one from Krastorio with a coat of paint. But what Krastorio has that Space Age does not is a matter balancing system where you could melt down trees for a few hundred megawatts to raw matter and transfer that back into the equivalent of holmium. By neglecting the infinite character of that system, and the overall science fiction promise of a relatively cheap energy source by making the thing take finite, easily refined holmium it falls flat if you've seen it done differently, you get into the sort of territory Space Age finds itself in where someone can dismiss it as tedious. \n \nSo it's a rough spot. Because assuming you're being honest in your argument, you're defending a good implementation. \nAnd say with cargo handling on Space Platforms you'd be right. That was a novel experience in an interesting environment for me. \n \nThe second I go groundside I'm dealing with an oversized train dock that thinks it's too important to be built twice. And as soon as I throw about thousand or so robots at it it'll roll over and pretend to be an infinitely linked storage chest. \n \nI might not do 10K science but it's been done, so a 7440 capable system divided for a few thousand is deficient in that respect and a google search will yield videos from five years ago when that was not simply accomplished but overmatched. And the issue is that design space doesn't merely mean physical space. It could options that are practically available to design with. If I can't pull up a 40 car train to it how ever will I compare to Dosh Doshington and his concrete factory in 1.x? Whether or not I can practically do it (doubt it, and I'm maybe one of five people on the internet who'll just own that) that's the light it gets judged in in general. \n \nIf I say I do not want it, it's because the product delivered just didn't stand up to prior technology and that's okay. A quality product was delivered, and regardless of my criticism I think that it is a quality product. But Wube can't be in two places at once, and if this is what I got I'd rather get a game where I was an amateur again, like everyone else with a new set of rules.", "date": "2025-03-14T02:35:49+00:00", "quotes": [ { "author": "meganothing wrote: Wed Mar 12, 2025 5:10 pm", "content": "" } ] }, { "author": "Eternal", "content": "my concern was that game will start lagging... im not oposing more planets, im oposing more useless planets...i would prefer more features from Space Exploration mod, and even then , more space related stuff \n \nbtw i just tested a mod for a new water planet, i can see moders putting a lot of work there...but i couldnt force myself to play it more than 1 hour ... it just feels pointless... im planing to start a new megabase in vanilla factorio with the new toys in hope that will keep me entertained a bit more...", "date": "2025-03-15T11:51:06+00:00", "quotes": [ { "author": "meganothing wrote: Sat Feb 22, 2025 4:11 pm", "content": "" }, { "author": "Eternal wrote: Sat Feb 22, 2025 1:43 pm", "content": "" } ] }, { "author": "MEOWMI", "content": "I struggle to see how anyone would vote no, if there were more expansions and they were of the same high quality, but I think that's also the catch: It would be an enormous amount of work. \n \nA second expansion would be exponentially more difficult to execute well on and just as much more work. The incredible depth of existing gameplay and the extreme degree, to which it could be disrupted by additional content and mechanics, is not something to be taken lightly. I would definitely not want any loosely added extra expansion packs because they would almost 100% guaranteed not stand up to the quality of the game as a whole. I think it belongs to the realm of mods, and right now I can only dream of the amazing things modders will accomplish. Passion project mods still have the potential to stand up to Factorio's amazing quality. \n \nWube has worked really hard on Factorio and on polishing Space Age, but they have suggested that it is soon time for Factorio to be finished as a product, which I compassionately agree with. \n \nAs a result, I am reluctant to vote \"yes\" because it seems so unrealistic, but if it was a reality, I would absolutely buy them.", "date": "2025-03-15T16:17:35+00:00", "quotes": [] } ]
13
2025-02-04T05:47:29-06:00
forum-topic-121283
121283
Prioritize local tab behavior over global tab keybind (logistics signals)
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=121283
dingus
When you have a modal window open that is setting the value for a logistics signal or a value in a constant combinator pressing tab should move cursor focus to first/next text field, instead of opening the map (assuming default keybinds), even if you haven’t selected another text field in that model yet. I’ve currently unbound tab because it makes it much less cumbersome for me when updating/setting many logistics signals. Also just seems like more sensible less surprising behavior. (Thanks in advance, love factorio and love to see it keep getting better!)
[ { "author": "grossws", "content": "Same thing when configuring parameterized blueprint and not focused on input field. For example if you missed when selecting new field with mouse (instead of hitting tab/shift+tab several times) and than hit tab you are switched to remote view and loose all blueprint parameter configuration.", "date": "2024-11-14T23:14:19+00:00", "quotes": [] }, { "author": "falk", "content": "+1 \nI also had to unbind TAB from Toggle Remove View just because of this. Which is a shame since TAB is an amazing hotkey for it.", "date": "2024-11-14T23:29:12+00:00", "quotes": [] } ]
2
2024-11-13T08:10:09-06:00
forum-topic-125408
125408
[2.0.28] Event to detect when a blueprint entity is pasted on an identical entity
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=125408
thesixthroc
This is the final piece of the puzzle to allow mods to define custom entity settings that behave the same as base game entity settings. I believe it's currently possible to detect cloning, bot placement, blueprints, setting pasting, etc, but not this event.
[ { "author": "curiosity", "content": "Duplicate of viewtopic.php?f=28&t=103934", "date": "2024-12-31T18:53:40+00:00", "quotes": [] }, { "author": "bunshaman", "content": "This is possible to do via scripting actually, it's just kinda hacky. The gist of it is: \n1. Detect on_pre_build and check if the cursor stack contains a blueprint item. \n2. If yes, then you get the blueprint entities of this blueprint. \n3. Then, find the bounding box of the blueprint (I think flib has something for this, but I didn't bother) by checking each entities position (as the position is relative to the blueprint) and their selection boxes combined. \n4. From this, you can find the center position of where the blueprint was taken from on your surface \n5. With the center of the blueprint on the surface, the relative positions from the center of the entities pasted, you can find the positions of the entities got pasted. \n5a. If the blueprint was rotated, you can detect this from on_pre_build and just swap the coordinates. \n6. For each entity, check if the type/name is the same at the pasted position \n \nI do this in my mod promethium crafting rework if you are interested in seeing how I did it for my use case", "date": "2025-01-01T01:43:19+00:00", "quotes": [] } ]
2
2024-12-31T11:00:19-06:00
forum-topic-110816
110816
Friday Facts #394 - Assembler flipping and circuit control
News
https://forums.factorio.com/viewtopic.php?t=110816
Here it is! (beep boop) https://factorio.com/blog/post/fff-394
[ { "author": "gGeorg", "content": "Assembling machine circuit control applyed on centrifuge removes challenge of designing efficient enrichment process. \nI am not sure it is correct approach.", "date": "2024-01-19T12:09:01+00:00", "quotes": [] }, { "author": "koliw_br", "content": "Good post! I waited for mirroring Oil refineries a long time! Now just wait for someone to make one assembler run", "date": "2024-01-19T12:10:16+00:00", "quotes": [] }, { "author": "danbopes", "content": "Thanks for listening to our feedback regarding bulk/stack inserters. I'm happy to see that was switched. I recommend releasing an update in the 1.x branch with the name change to make is less of a harsh transition in 2.0.", "date": "2024-01-19T12:11:56+00:00", "quotes": [] }, { "author": "FuzzyOne", "content": "This is sooo good, I'm just going to flip out!!", "date": "2024-01-19T12:16:30+00:00", "quotes": [] }, { "author": "ElderAxe", "content": "I was waiting for both of these features for a long time. Configurable assemblers, flipping fluid inputs... just perfect. Thank you. \n \nOne thing still missing is being able to read a list of ghost entities from a roboport. Then everything can be automated.", "date": "2024-01-19T12:19:01+00:00", "quotes": [] }, { "author": "mexmer", "content": "sounds flippin' awesome", "date": "2024-01-19T12:21:43+00:00", "quotes": [] }, { "author": "tolomea", "content": "Will an assembler use inputs from the dump slots? \nSo if I need to do a chain of operations where the output of one is the input of the next can the ingredients stay in the machine or do they need to come out and back in?", "date": "2024-01-19T12:21:54+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "Nice changes, though the combinator one is over my pay grade! Nice to see you changed the name of bulk/stack inserters, much more natural.", "date": "2024-01-19T12:24:08+00:00", "quotes": [] }, { "author": "gGeorg", "content": "An opposite of megabase here the new term minibase is born. \nArchetype - One assembler surrounded by combinators.", "date": "2024-01-19T12:25:07+00:00", "quotes": [ { "author": "koliw_br wrote: Fri Jan 19, 2024 12:10 pm", "content": "" } ] }, { "author": "shlainn", "content": "Oooooh! Now that it has a name, I want it really bad !", "date": "2024-01-19T12:31:09+00:00", "quotes": [ { "author": "gGeorg wrote: Fri Jan 19, 2024 12:25 pm", "content": "" }, { "author": "koliw_br wrote: Fri Jan 19, 2024 12:10 pm", "content": "" } ] }, { "author": "husnikadam", "content": "Is the assembler's dump inventory limited? I mean slotwise and amountwise. Can you in theory store all crafted items from many different recipes in there as you wouldn't be emptying the dump? If it is limited, does the overflow just chestplode?", "date": "2024-01-19T12:31:20+00:00", "quotes": [] }, { "author": "vjbone", "content": "Google \"micro factory factorio\"", "date": "2024-01-19T12:33:53+00:00", "quotes": [ { "author": "gGeorg wrote: Fri Jan 19, 2024 12:25 pm", "content": "" }, { "author": "koliw_br wrote: Fri Jan 19, 2024 12:10 pm", "content": "" } ] }, { "author": "Straugh", "content": "Can we do a related change to a requester chest? \n \nHow does this work with fluids?", "date": "2024-01-19T12:34:24+00:00", "quotes": [] }, { "author": "husnikadam", "content": "This made me thinking... Can you dump fluids in assemblers? If yes, how does it work? If not... this can be abused to destroy fluids automatically. You could be automatically resetting a recipe which takes an undesired fluid.", "date": "2024-01-19T12:39:05+00:00", "quotes": [ { "author": "Straugh wrote: Fri Jan 19, 2024 12:34 pm", "content": "" } ] }, { "author": "ledow", "content": "Or you could do the far more sensible thing, and allow people to configure which physical input/output corresponds to which item required/produced. \n \nHaving a fixed order or heavy, light, gas will always create problems with flipping. \n \nBut if you just have it input/output heavy, light, gas and *I* can choose which of its input/output pipes are which, then rotation logic isn't required.", "date": "2024-01-19T12:40:49+00:00", "quotes": [] }, { "author": "DeadMG", "content": "Both of these are great additions! My only comment about the bulk/stack inserter thing is that maybe the best solution is just to merge them into one inserter.", "date": "2024-01-19T12:43:22+00:00", "quotes": [] }, { "author": "Xeridanus", "content": "I don't understand why a distinction had to be made between input and output pipes for flipping buildings. That's the only reason I can see why the Space Manufactory isn't considered symmetrical, because if output and input are considered the same, it is symmetrical. In the blueprint case, all the infrastructure around the building is going to be moved as well, so pipes that input resources will still input resources correctly after the flip. In the case of flipping a building that's already built, you're not checking if the fluids will be valid so why would it matter if there's a machine trying to output to another output? Or you are checking in which case it should be blocked on that grounds. What am I missing? \n \nTo add more sanity damage: Pumpjacks, which were mentioned before the Space Manufactory, are diagonally symmetrical. Are they able to be flipped as well? \n \nTL;DR: The diagonal distinction makes no sense for Space Manufactory but does make sense for Pumpjacks.", "date": "2024-01-19T12:48:24+00:00", "quotes": [] }, { "author": "Terry", "content": "Flipping fluid inputs/outputs is one of my most anticipated features for the expansion. After playing Nullius I really miss making visually pleasing chemical plant arrays. I'm glad it made it in!", "date": "2024-01-19T12:57:51+00:00", "quotes": [] }, { "author": "Teura", "content": "So now we're only missing reactor circuit control to get the temperature directly, instead of doing some detection logic based on steam and output of used fuel cells. But I guess that's coming as well in due time.", "date": "2024-01-19T13:03:01+00:00", "quotes": [] } ]
19
2024-01-19T06:00:03-06:00
forum-topic-105691
105691
Endgame with "Industries" feels wrong.
Angels Mods
https://forums.factorio.com/viewtopic.php?t=105691
arbu32
Hi, I may have a fundamental misunderstanding. Or maybe I'm missing something. But the endgame with the mod enabled doesn't feel right. Active mods: Bioprocessing, Industries, Petrochemical Processing, Refining, Smelting My problem is the production of the "rocket fusion reactor" which are needed to lauch a rocket. To do that, you necessarily need one "deuterium fuel cell". For that you need one "Muon fusion catalyst". But the only chance to get one is by recycling 10 "Used-up thorium fuel cell". However, the chance of getting one is then only at 13,3%. Therefore, I need a ton of "Used-up thorium fuel cell" to build a rocket. In the entire process before that, "Uranium-234" is also produced as a by-product, which has to be processed. The only way to consume this is also in the form of fuel cells. From all this it follows that I have to consume extreme amounts of energy to keep going. This feels extremely wrong and can't be intentional, can it? Efficiency is punished to the maximum. Please tell me if I made an error in reasoning.
[ { "author": "kingarthur", "content": "Nope. It pretty much wastes a ton of energy", "date": "2023-03-28T13:50:01+00:00", "quotes": [] } ]
1
2023-03-25T01:52:14-05:00
forum-topic-91254
91254
making motion-design video on Factorio
Fan Art
https://forums.factorio.com/viewtopic.php?t=91254
takeshi37
Hi, I'm making a video now. I want to lay down the essence of the game in 17-20 seconds, so that it looks beautiful . First of all, I'm doing it for the fans of the game, because I am myself, and that new players would also join in. Already made some sketches, it is a frame from the middle of the video, so far without textures and lighting, but I think that in the final version will turn out beautiful. Write please, what do you think?
[ { "author": "NotRexButCaesar", "content": "These are pictures, not a video. Am I missing something?", "date": "2020-11-12T21:43:57+00:00", "quotes": [] }, { "author": "Jap2.0", "content": "The video isn't done.", "date": "2020-11-12T22:10:12+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Thu Nov 12, 2020 9:43 pm", "content": "" } ] }, { "author": "Impatient", "content": "I can't identify what is in the pictures. In the lower one, is this an assembler?", "date": "2020-11-12T22:43:23+00:00", "quotes": [] }, { "author": "MassiveDynamic", "content": "I saw your video on Reddit. I don’t get it. It doesn’t resemble Factorio in any way.", "date": "2020-11-12T23:01:49+00:00", "quotes": [] }, { "author": "NotRexButCaesar", "content": "So we are supposed to just guess what we think the video will look like and base our opinion on that?", "date": "2020-11-12T23:40:39+00:00", "quotes": [ { "author": "Jap2.0 wrote: Thu Nov 12, 2020 10:10 pm", "content": "" } ] }, { "author": "Goobis", "content": "I also want to make such a motion-design video. What tools should I use?", "date": "2024-02-28T21:33:03+00:00", "quotes": [] }, { "author": "Groove20", "content": "I had a similar challenge when I was making a video for a game I love. The hardest part was getting the visuals just right to appeal to everyone. I used Movavi to help with the editing, and it was a lifesaver, especially when I needed to adjust the video's aspect ratio to make it look perfect on different platforms. I found out how to change video aspect ratio with Movavi really easily. You just download Movavi Video Converter, add your file, and then you can edit and choose the right aspect ratio under the Crop tab. After saving, you just hit convert, and you're done. It made my video look so much better and fit the screens it was played on just right.", "date": "2024-02-28T21:35:25+00:00", "quotes": [] } ]
7
2020-11-12T09:30:36-06:00
forum-topic-123761
123761
Can i set a filter for an spoiled amount
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=123761
its a me
I want to use an inserter to burn any pentapod eggs that are a certain amount spoiled so they don't hatch but all i can find is the setting to take spoiled ingredients first but i don't want to be burning perfectly good pentapod eggs that are still like 80% good.
[ { "author": "danbopes", "content": "There's no current way to read the spoilage level from either a belt or chest. This has been a highly requested feature, but the devs haven't commented on it yet.", "date": "2024-12-05T04:55:50+00:00", "quotes": [] }, { "author": "SirSmuggler", "content": "I've been looking for this as well. The closest I've managed is to ensure there are enough of the item to ensure there are atleast 2 separate stacks in the chest, then an inserter set to take spoiled first will atleast chose the more spoiled stack to pick from. It's far from ideal, but for some applications at atleast gets the jobb done.", "date": "2024-12-05T06:59:28+00:00", "quotes": [ { "author": "its a me wrote: Thu Dec 05, 2024 3:37 am", "content": "" } ] }, { "author": "Vasya228", "content": "I set up an inserter which offloads most spoiled eggs to a heating tower if there are more than N in a chest. \nWorks well your production is running constantly, as I beleive it should on Gleba", "date": "2024-12-05T11:16:48+00:00", "quotes": [] }, { "author": "jdrexler75", "content": "My solution to this was to not put them in chests and limit production to demand so that they never back up too much on the belt. They just don't have time to spoil.", "date": "2024-12-05T14:56:44+00:00", "quotes": [] }, { "author": "Nemoricus", "content": "For pentapod eggs specifically, since they always start at full freshness when crafted, just burn any that aren't immediately used up.", "date": "2024-12-05T14:58:06+00:00", "quotes": [] } ]
5
2024-12-04T21:37:53-06:00
forum-topic-14638
14638
Producing food / Herbalism / Health / Eat and Drink / Sleep
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=14638
This is about producing food or herbs to generate health for the character, but also lots of ideas about feeding colonists, even feeding biters etc. It is just so, that the community doesn't want to have a survival game. Related Lists In my opinion food makes only sense in this game, if you can save it. Therefore you need clearly somthing like a "central place": viewtopic.php?f=80&t=191 Throne room / Command center, camera and bots remote control viewtopic.php?f=80&t=22919 Decorations / Headquarters / Home / Houseing Suggestions viewtopic.php?f=80&t=154 producing food viewtopic.php?f=80&t=163 producing food (herbalism) viewtopic.php?f=6&t=368 Fishery viewtopic.php?f=6&t=17630 Hunger viewtopic.php?f=6&t=18076 More endgame contect "Food milk processing" viewtopic.php?f=6&t=20525 Farming Idea/Suggestion viewtopic.php?f=6&t=22481 Bio-based chemical feedstocks viewtopic.php?f=6&t=26989 FOOD! ( very comprehensive) viewtopic.php?f=6&t=28731 Inserters pick up fish viewtopic.php?f=6&t=34871 Farming viewtopic.php?f=6&t=35128 Keeping fish alive / placing fish in water viewtopic.php?f=6&t=35638 Terraforming: Green planet viewtopic.php?f=6&t=38772 More survival requirements viewtopic.php?f=6&t=41524 Fish viewtopic.php?f=6&t=47823 Food and sleep? viewtopic.php?f=6&t=49492 Fish Ponds From viewtopic.php?f=6&t=34871&p=217140#p216958 There's a huge number of mods that do this already * https://mods.factorio.com/mods/TheSAguy/Bio_Industries * https://mods.factorio.com/mods/Arch666A ... processing * https://mods.factorio.com/mods/kaueNP/NPUtils * https://mods.factorio.com/mods/SlopppyE ... ng/BioTech * https://mods.factorio.com/mods/rasby/BioTech-Extended * https://mods.factorio.com/mods/kij336/cook * https://mods.factorio.com/mods/Blu3wolf/Treefarm-Lite * https://mods.factorio.com/mods/LukeM/TreeSaplings * https://mods.factorio.com/mods/The_Evil_Pickle/Arborium * https://mods.factorio.com/mods/JJtJJ/TreeSeeds * etc... Related: viewtopic.php?f=80&t=262 Water as limited ressource viewtopic.php?f=6&t=7407 Pacifying agent - alternative to peaceful mode. (algae farm) viewtopic.php?f=6&t=20852 Toilet viewtopic.php?f=80&t=14638 Producing food / Herbalism / Health / Eat and Drink
[ { "author": "Hakusho", "content": "Hi ssilk! \njust wanted to note that the links for producing food, Herbalism and Fishery are not working, or at least \"The requested topic does not exist.\"", "date": "2016-03-02T10:49:42+00:00", "quotes": [] }, { "author": "", "content": "This is interesting. The first 3 threads are gone. I make a bug report.", "date": "2016-03-02T11:45:38+00:00", "quotes": [] } ]
2
2015-08-08T11:54:10-05:00
forum-topic-26831
26831
Friday Facts #143 - Nat Punching Again
News
https://forums.factorio.com/viewtopic.php?t=26831
This time we provide some information on the last piece in the puzzle for 0.13 MP improvements: https://www.factorio.com/blog/post/fff-143
[ { "author": "vaderciya", "content": "I got super excited today expecting factorio to release it's next version, but as usually it was postponed again. I'm not mad or anything about that, I somewhat expected it like always. \n \nI'm a little jaded with factorio. I was playing it a week ago, and I got to the point where the game couldn't run anymore because there were too many things going on. But there wasn't enough production to build the (vanilla) items I needed at a less than snail's pace. I have a good, beefy computer too, but for the first time Factorio just couldn't keep up. \n \nSo now I'm super bored. It's been way too long since we got any new content, and we can't even go for the achievements yet. Every Friday for me has been \"oh they might finally update it!\" \"No, of course they didn't\" \n \n \nI really want all the new toys and features, everything already in the game has been done so much that it's just mehhhh right now. \n \nIt would certainly help if we had a meaningful endgame, and not just \"put resources into rocket\" \"done\" ???? \n \nHere's to the 27th, I guess", "date": "2016-06-17T16:37:00+00:00", "quotes": [] }, { "author": "Kewlhotrod", "content": "what a hilarious intro, oh well.", "date": "2016-06-17T16:39:24+00:00", "quotes": [] }, { "author": "Jonathan88", "content": "It is in alpha though...", "date": "2016-06-17T16:40:18+00:00", "quotes": [ { "author": "vaderciya wrote:", "content": "" } ] }, { "author": "Ausprit", "content": "Someone forgot to finish a paragraph", "date": "2016-06-17T16:40:33+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "patmo98", "content": "Glad to see hole-punching is working. I use manual port-forwarding, but it's nice to know it'll work for more people. \n \nIs it possible for a client to download a missing mod from the server, (or if not that, then an HTTP/HTTPS URL in the mod's info file)? I'm hoping that multiplayer's mod-syncing will work, even if the mods aren't uploaded on the central mod server. This would be really nice when I want my own \"variant\" because I don't like something in a mod.", "date": "2016-06-17T16:41:44+00:00", "quotes": [] }, { "author": "Sebb767", "content": "Same here. When I realized that the 1.6. is so close I was extremly excited and wanted to play it right now. But I didn't want to trash my world after a few days, so I waited. And waited. By now I'm hardly exited any more, except on fridays \n \n(Yeah, I know, its better this way and not the devs fault, but this doesn't help)", "date": "2016-06-17T16:45:36+00:00", "quotes": [ { "author": "vaderciya wrote:", "content": "" } ] }, { "author": "orzelek", "content": "Moving release past the Steam summer sale makes it.. less exciting to wait for. Altho after 3 weeks of waiting for it most of excitement is already gone.", "date": "2016-06-17T16:46:37+00:00", "quotes": [] }, { "author": "Xterminator", "content": "Welp, I'm a bit disappointed about no release this week or next week, but oh well. As usual, I would rather wait an extra week or so to get more bug-free version, than to have it right now or last week with more bugs that could potentially foil up the gameplay, especially in Multiplayer since I will be doing a lot of that once 0.13 hits. \n \nI'm glad you guys are having some luck with the set er thing. Will be awesome to not have to directly under out my IP to everyone I want to play with. \n \nI will anxiously be waiting for the 27th, and next Friday Facts about the graphics stuffs!", "date": "2016-06-17T16:52:11+00:00", "quotes": [] }, { "author": "lrb2_", "content": "I'm saddened. At least there is now a definite probable release date set. I really wish that the release date was before the Steam Summer Sale; now, Factorio will have competition with whatever games I get during the sale... \n \nHopefully, due to the delays, my first experience with the 0.13 update will be quite bug-free... \nMaybe, during my wait, I should do some of the campaign!", "date": "2016-06-17T16:57:34+00:00", "quotes": [] }, { "author": "slindenau", "content": "I can live with the 27th.", "date": "2016-06-17T16:58:23+00:00", "quotes": [] }, { "author": "", "content": "When are you going to release this news on Steam?", "date": "2016-06-17T17:02:10+00:00", "quotes": [] }, { "author": "aklesey1", "content": "27th June It will be long week", "date": "2016-06-17T17:03:11+00:00", "quotes": [] }, { "author": "Speadge", "content": "Im fine with a postpone. \ni have nothing against the \"alpha-stat\" the game is in... or its said to be.. but as long as new features are not as good as the devs want them or they find bugs on their own.. it woul be a waste of time and not enjoying for us to play it.", "date": "2016-06-17T17:04:08+00:00", "quotes": [] }, { "author": "DOSorDIE", "content": "Thanks Dev that we have now a fix date ... and dont must look every hour if is something new. \nSo it is much better ...", "date": "2016-06-17T17:05:29+00:00", "quotes": [] }, { "author": "lancar", "content": "Oh well. \n \nI wasn't really expecting a release this weekend. It seems to be a cardinal rule that whenever the devs say that there's a possibility for a new Factorio release, it most certainly is NOT going to happen. It's a good thing Factorio is in such a great state as it is, with loads of content already and great fun to play. With a development speed like this, most other early access games would've been strung up and quartered. The constant Friday Facts probably also help quite a bit. \n \nSo... at the rate you're going, with progressively longer development times per patch, I'm estimating the release of the space platform update somewhere around the end of 2017? \nIt seems reasonable considering this current cycle will clock in at about about 11,3 months on the 27:th, so only a little short of a year, and I recall I read Koverex responding to one of my posts on the matter mentioning the cycles seem to be getting longer and the versiona more content heavy. \n \nHell, I'm not against it. If this model feels right for you then by all means, I don't mind. But do give the heads up beforehand, yes? Prevents accidental disappointment buildup.", "date": "2016-06-17T17:08:49+00:00", "quotes": [] }, { "author": "gacekssj4", "content": "We know, griefers", "date": "2016-06-17T17:09:32+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "vaderciya", "content": "Whether or not someone puts the \"alpha\" label on something is irrelevant. Factorio has the most content and least bugs out of pretty much every game. But you clearly missed the point.", "date": "2016-06-17T17:12:48+00:00", "quotes": [ { "author": "Jonathan88 wrote:", "content": "" }, { "author": "vaderciya wrote:", "content": "" } ] }, { "author": "kiba", "content": "For everything else, there's mods.", "date": "2016-06-17T17:14:12+00:00", "quotes": [ { "author": "lancar wrote:", "content": "" } ] }, { "author": "vaderciya", "content": "I just want the end game to actually mean something ): \n \nIt's like we put all this work and stuff into the game, and that's great! But then it just... ends... \n \nIt is disappointing to have a game as awesome and fulfilling as factorio to just have this placeholder rocket as the so cold end game.. \n \nAnd we all know that the combat in the game is just a place holder because they felt something needed to be there. But let's be honest, the enemies serve no purpose besides to annoy you with alarm sounds and to harvest purple science. \n \nMaybe the next FFF could be a forum of ideas to improve the late game and combat based on what the players actually want? That'd be cool...", "date": "2016-06-17T17:17:16+00:00", "quotes": [] } ]
19
2016-06-17T11:23:19-05:00
forum-topic-127305
127305
[raiguard][2.0.32] Liquid voiding on automatic recipe change on chained units
Assigned
https://forums.factorio.com/viewtopic.php?t=127305
BBBBSammich
out.mp4 (1.48 MiB) Downloaded 13 times This is a continuation of the following issue . In a direct insertion processing unit recycling setup, an unexpected amount of sulfuric acid was used, after which the above issue was opened. After the gained information an appropriate change was made to the design in which the fluid system was kept half full. Liquid was however still disappearing at about the same rate. After further investigation I have discovered that not all liquid is returned specifically from chained plants as in the above video, with method as follows. The fluid system is filled and is shut off from the source so that no more fluid can be introduced into the system. A note is taken of the amount of fluid in the tank as, 10201 units. The first plant’s recipe is removed, and its fluid is moved into the pipe system to where the tank reads, 10749 units, which is a positive difference of 548 units. The first plant’s recipe is then reset, and the fluid returns into the plant to where it once again reads 10201 on the tank, signifying that no fluid is lost. This is repeated to reinforce the point. The second plant’s recipe is then removed and it’s fluid contents moves into the system to where the tank reads 10359 units, a change of 158 units. The second plant’s recipe is then reset, and the fluid returns into the plant where the tank now reads 9818 units, a negative change of 541 units, signifying a voiding of fluid. This is once again repeated to force the point that fluid is being voided. Testing setup blueprint: Code: Select all 0eNrtW9uO6jYU/RdL56VKprk5F9T+Qn9ghKKQGMZqbnXs6eGM+Pez7QABxhwmJFKryLywCfbay8vO8g4JH2hTCtIyWnO0+kA0b+oOrV4/UEd3dVbKY3VWEbRCpCQ5Z02V7WrCaW63ZQZ9LPSPyErK99CiJDtSFxnbo4OFaF2Q72jlHtYWIjWnnJIeWH3Yp7WoNoRBA+uUoKAdYO7tNqtJCcBt00GvppYcAMl2XecFWwgyeV74giEHkAVGZbohb9k7bZhs2WYM4DhhfTZoUpxRtpR1PB1GxvetTPxOGYdBoDOTvoX9F+pzdFyOdOXID5XE5zIV+lMNM++hH0A56HCwZmXjTmDjzs7Gm8DGm52NP4GNPzubYAKbYHY2eAIbPDubcAKbcHY20QQ20exs4gls4tnZJBPYJMBmrQjdmL/3dfN3EmP+xvyN+RvzN+a/DPP3R5h/ZMzfmL8xf2P+xvyXYf7BCPMPjfkb8zfmb8zfmP8yzB+PMH9szN+YvzF/Y/7G/Jdh/uG5ZcYof6vUzWRIs6G1SvPrG7/xnS1gwErPAnTPKtARiZFeGC/sA01LQAdFC32Dfo3grRiHfNDpEY3X4+JeyPL0iJ/QI1qwHskTeoQL1kNijxYEL1mQ4RGaTmwgocqhs9GjBr6jhRluxp54P7Ll4KSq76ravKCM5H2TWK9y13/fXcdQs58eF7JA7/JcyQ9Hj8xa1uSk62i9s0VNrx8/qhtWKdlu9ix5QKhJgA1prZdwuBdBiE3rLQXwvZ3luahEKZHsltEqY3u7nzWtHP5ZXgttxHZLGEzuDwCN/dPrpX9LwsR1Qw+M3I+wjk8wei78xcwFnlIgKPH/+/P79znP73BKhbBEQaIpJcISBYmn1AhLFCSZUiPMJsi2FLS4IC3KrWBAJMvhsFaTa0l+m1ESz/lalZAkvyoSvItaA3TMdsQG5n8/0NO/3ZECHfRQf9x71Piz74fHDPd+GewITyErlZJxJshB/7yyhU6NNLta/1X6aXPTjcF/YgzexRiud+2KMibHIZn/P8Y31CUt9LF5Y+8YbOjFgz0I3y4A19Oh4zHo0X107fIKr8AfWKKE1IEMO08rqla/7O+PWT+HOWW5oDwldbYpSXGe7uPhKb/nkHfC9vwNJvvmh2QHXjfF2R/y56M7T/N/FiIeM1X+2IWQaMvxO/OWxDfwpw4pnB0cxt5d/Ivh2oMBjLAcsoORKfflpFL+Kxjp12PVFGoX4XZJso4j7YNMztfFSJJxy9Z3x14JOMNV2f07Jk/X/g8WHCPFuOsAT67E47XA2kL/ghoy5atreVZoBWvr1YMoUpEPUayiAKJERRgiqCRkGMoQqzCSYd89lmHfP5FhDwBdIO4h4PoZUBwLy1hmg53Ik7HMAo6uYjwguuEA6UYXmPEFpswFm6XsC28QRJYrY9nel8dhsBRWG6gx/AHHQnC+dmoyceglQZJgjN04CIPD4SdMElrV
[ { "author": "Muche", "content": "The issue seems to be related to the behaviour of EMP's thru-pipeline when it's not directly connected to an outside pipe. \nWhen the recipe is cleared, only the thru-pipeline's fluid is flushed to the storage tank's pipeline. Recipe input's fluid (400 units) ignores the neigbour's thru-pipeline. \nAdding an external pipe solves it:\n \n \n \n 127305-OneExternalPipe.jpg (121.72 KiB) Viewed 160 times \n \n \nBoth thru-pipeline's and recipe input's fluid get flushed into storage tank's pipeline, then thru-pipeline is disconnected (and the fluid amount in that one external pipe rises proportionally, it does not try to take all the fluid being flushed out). \n \nThis \"thru-pipeline not connected to an external pipe doesn't count as pipeline\" also affects when fluid mixing warning during a manual pipe placement is issued, see viewtopic.php?p=635413 .", "date": "2025-03-06T20:22:20+00:00", "quotes": [] }, { "author": "BBBBSammich", "content": "Is there an update on this? The fluid mixing topic was solved a different way.", "date": "2025-03-10T15:00:06+00:00", "quotes": [] } ]
2
2025-03-06T12:38:03-06:00
forum-topic-41722
41722
Fluid physics (fix bizarreness, no extra calculation) - Page 2
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=41722&start=20
Factorio calculates with fixed floats. That is like integer with a comma at position 4. 100 fluid is in reality calculated as 100.0000. An amount of fluid of 0.0001 is then just "shifted" over the length of pipes; most pipes have zero, only one pipe has 0.0001.
[ { "author": "Aru", "content": "I'm not totally sure what you're saying Mobius1, but I think in the scenario you're describing, the system behaves mostly the way I would expect it to, with or without the placement-order artifacts. Naturally if you have a machine consuming fluid \"upstream\" of another consumer, and it's using all the fluids, then the one downstream will not be able to get any. Also the closer the consumer is to the source, the higher the throughput can potentially be. This sounds like maybe you want pipelines to always be equalized from end to end, all the time, in which case it's a totally separate suggestion, should have it's own thread. (That said, I really am a fan of the way the fluids work right now, I think it's impressive and awesome. I just would prefer for it to work *correctly*, because nothing kills both immersion and the willingness to analyze and optimize a design-oriented game quite like finding inconsistent artifacts in it's implementations which cannot be fixed in-game.) \n \n\nTotally not relevant, but I think factorio only uses floating point math underneath as is native to C++, even if the game displays them as fixed point. Also the phrase \"fixed float\" is self-contradictory, hah, fixed point and floating point are opposites.", "date": "2017-03-14T02:27:52+00:00", "quotes": [ { "author": "Mobius1 wrote:", "content": "" }, { "author": "ssilk wrote:", "content": "" } ] }, { "author": "SkullTitsGaming", "content": "I'm hardly one to be able to talk, but it sounds as though the problem lies in \"we are using this method as a kludge for computational efficiency\" and many folks are complaining about the kludge, correct? Maybe it would be helpful to have an example of the efficiency saved/lost for each model? I hate to be discriminatory, but depending on how much work it would be, maybe we just need to drop some lower end support for those still running on older processors? \n#UnpopularOpinion", "date": "2017-03-14T02:53:11+00:00", "quotes": [] }, { "author": "Aru", "content": "I think I'm the only one really complaining here. I just really like this game, and I think this aspect can be better. I don't like the fact that placement order influences results, and that the moment someone actually pays attention to how the fluid moves, they notice artifacts scattered all over. I could give a more detailed solution if I understood more about how the code is structured, but, I can't see it. So, the relatively detailed solution I had before is somewhat abstract, sadly. I could also give better calculations regarding each model, as you say, if I knew more. From what Rseding said, I am now suspecting that maybe the pipes are calculated in such a way that values have to be fetched somewhat randomly from within the fluid box array, in order to fetch volumes of adjacent boxes when simply iterating through the array. (Not really, but there's nothing enforcing correct order, being usually in order is only a convenient result of the fact that players usually place them in order.) In that case, the method I described before would actually be much faster, while also removing the artifacts. \n \nBut like I said I don't know how much sense it really makes because I don't know how it works graphically. Perhaps it is reduced to scattered access in order to update the graphics, perhaps it's scattered access times two, perhaps it's scattered but both are done at once in which case making one faster would not fix the other so it's still scattered access regardless, perhaps it is possible to fix both, perhaps the graphics aspect is not so scattered, I don't know.", "date": "2017-03-14T03:36:10+00:00", "quotes": [] }, { "author": "Shiandow", "content": "I think this is probably the best way to solve things. You will run into some minor problems because the pipes also modify each other's value, so you need to make sure that the first pipe modifying 'value[gametick + 1 mod 2]' updates it to 'value[gametick mod 2]' first, but other than that it should work.", "date": "2017-03-14T16:26:45+00:00", "quotes": [ { "author": "PunPun wrote:", "content": "" } ] }, { "author": "", "content": "Indeed. I thought it has to do with the rounding problems.\n \n https://en.wikipedia.org/wiki/Fixed_float \n https://www.google.de/search?q=site:fac ... d-point%22 &* \nAnd Factorio uses it's own datatypes cause it's C++", "date": "2017-03-14T17:48:47+00:00", "quotes": [ { "author": "Aru wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "torne", "content": "That's a really terrible wikipedia page written by someone who doesn't know the correct terminology for https://en.wikipedia.org/wiki/Fixed-point_arithmetic", "date": "2017-03-14T17:54:36+00:00", "quotes": [] }, { "author": "PunPun", "content": "That would break the whole thing. The point of the pingpong method is that you only read value[gametick mod 2] and only write value[gametick+1 mod 2]. The whole point here is to make the result be the same no matter what order the pipes are handled. If you start updating other pipes than the pipe you are currently handling then you are back to square one. \n \nHow you would go about this is that for each pipe you you calculate the difference in fluidlevel to all adjacent pipes then sum them up and divide by the number of adjacent pipes*2 and you get the change in this pipe. Ofcourse this has its own problems... This kind of simulation makse the fluid really viscous and makes the fluid move very slowly through the pipes. Also you run into problems with floating/fixed point accuracy and you can end up losing or generating fluid into/from nothing. If you want to avoid that then your only solution is to have a two pass approach. In the first pass you calculate how much fluid should move from each pipe to the next and in the second pass you aclually move the fluid. There's just no way around that.", "date": "2017-03-20T14:22:46+00:00", "quotes": [ { "author": "Shiandow wrote:", "content": "" } ] }, { "author": "DerivePi", "content": "I get the strange feeling that no one has bothered to look at the code snippet I linked previously so here it is specifically. \n Code: Select all struct FluidPrototype {\n double flowToEnergy; // Comes from Lua. Vanilla fluids have 0.59 here.\n double pressureToSpeed; // Comes from Lua. Vanilla fluids have 0.4 here.\n};\nstruct Connection {\n FluidBox *other;\n Connection *facing;\n enum { INPUT, OUTPUT, BIDI} directionality; // Not sure of all the conditions here\n double flowEnergy; // This \"remembers\" the flow being transferred.\n};\nstruct FluidBox {\n FluidPrototype *fluid;\n double amount; // How much fluid is in here?\n double baseArea; // Max fluid = amount * base_area * 10\n double baseLevel; // Default = 1\n std::vector<Connection> connections;\n\n double get_pressure() { return amount / baseArea + 10 * baseLevel; }\n double transferFluid(double transfer) {\n transfer = min(amount, baseArea * 10 - transfer);\n amount += transfer;\n return transfer;\n }\n void update() {\n for (Connection &cxn: connections) {\n if (!cxn.other) continue;\n if (cxn.other->fluid && cxn.other->fluid != fluid) {\n /* Mismatched fluids, don't know steps here yet */\n } else {\n double speed = get_pressure() - cxn.other->get_pressure() * fluid->pressureToSpeed +\n cxn.flowEnergy - cxn.facing->flowEnergy;\n if (speed > 0 && cxn.directionality != OUTPUT) {\n double amountTransferred = cxn.transferFluid(speed);\n amount -= amountTransferred;\n cxn.flowEnergy = min(baseArea, amountTransferred * fluid->flowToEnergy);\n cxn.facing->flowEnergy = 0;\n }\n }\n }\n }\n};", "date": "2017-03-20T14:48:30+00:00", "quotes": [] }, { "author": "PunPun", "content": "that's because it has the same problem the current system has. Depending on wich order the pipes are added and processed it gives different results.", "date": "2017-03-20T17:24:03+00:00", "quotes": [ { "author": "DerivePi wrote:", "content": "" } ] }, { "author": "DerivePi", "content": "I was actually thinking that by looking at the code snippet, we could work on something a bit more specific. \n \n \n \nDelaying the transfer of fluid by a tick does not solve any of the current problems. I'm sure you can be more specific now that you can see how the developers have already implemented the flow of fluids. Arguably, using the previous flow rate is using previous result to obtain a better result. How would you do it differently?", "date": "2017-03-20T18:19:42+00:00", "quotes": [] }, { "author": "PunPun", "content": "Okay lets be very spesific. First the pingpong method does not delay the transef of fluid by any amount. you read value[gametick mod 2] and write to value[(gametick+1) mod 2] and then display the value[(gametick+1) mod 2]. Value is an array with a size of two and [gametick mod 2] is resolved to [0] on even ticks and [1] on uneven ticks. And [(gametick+1) mod 2] is resolved to [1] on even ticks and [0] on uneven ticks. Then you always display the value of [(gametick+1) mod 2] as it is the updated value. The change is as instant as any other method. The point of it is that it also preserves the value that was set the tick before so you can calculate the new value using unmodified data. \n \nFor example with the current system and your code snippet if we have pipes A, B and C in a line. Pipes A and C are empty and B is full. Now if you process A first then some fluid is transfered from B to A and then if you process C next then it gets less fluid because B is no longer full. The pingpong method avoids that. You calculate how much fluid should be transfered and save it into a different variable so all the other adjacent pipes can see the same starting value. Ofcourse the math gets complicated real fast using this method so it would propably be better to go for a two pass system. You first calculate the velocity of fluid in each pipe and after each and every pipes fluid velocity has been calculated you start applying it. It is still an O(n) problem even tough you need to go over every pipe twice. But going through every pipe twice is still better than having inconsistent behaviour.", "date": "2017-03-21T12:05:46+00:00", "quotes": [ { "author": "DerivePi wrote:", "content": "" } ] }, { "author": "DerivePi", "content": "Using our pipe with connections A, B, and C, the developers currently have the pipe reach into each adjacent pipe and transfer that fluid explicitly in the order the pipe connections are constructed. Under the ping pong method, you transfer fluid based on the previous unmodified amount. What happens when demand exceeds supply? Say pipe connections B and C demand more than what is delivered by A and exists in the pipe? B looks at the previous amount and says I can have my demand satisfied as does C. But, B and C together can't be fully satisfied. I'd also think there is a concern for infinite fluctuations between the ping and pong states.", "date": "2017-03-21T13:38:31+00:00", "quotes": [ { "author": "PunPun wrote:", "content": "" } ] }, { "author": "PunPun", "content": "Wich is the problem as it makes the result depend on the order of execution.\n \nThe math gets pretty complex here but the gist of it is that each pipe distributes its content to ALL adjacent pipes evenly. Wich is the goal here. This part also gets a bit computationally heavy compared to other methods.\n \nThere is no \"state\" here. With the pingpong method you on tick 1 you read value[0] and write to value[1] and display value[1] and on tick 2 you read value[1] and write to value[0] and display value[0] and on tick 3 you read value[0] and write to value[1] and display value[1] and on tick 4 you read value[1] and write to value[0] and display value[0] and so on. You are always reading the value that was calculated on the last tick and writing and displaying the value for the next tick. It generates no addinational fluctiations whatsoever. \n \nOr you could do it the professional way and use the tried and trued method of first calculating the velocity of fluid between each pipe first and then apply fluid transfer on a second pass. The added overhead of going over each pipe twice is not that bad compared to the benefits of getting more uniform distribution of fluid.", "date": "2017-03-21T22:48:11+00:00", "quotes": [ { "author": "DerivePi wrote:", "content": "" }, { "author": "DerivePi wrote:", "content": "" }, { "author": "DerivePi wrote:", "content": "" } ] }, { "author": "Aru", "content": "The point of the delay (at least in my most detailed post), is that it avoids cache misses (a single pass, single iteration through fluid box junctions) when doing calculations for long, serial pipelines (which are most of the fluid boxes in the game, especially in large bases, which are the only bases where performance considerations matter) while also doing the calculations correctly (avoiding all of these implementation artifacts), while not creating any new arithmetic operations (essentially, the same physics basis the game already uses but done \"right\"). And my idea was not a one-tick delay, it's a one-pipe-segment delay between the flow calculations and the application of the flow. That is, updating fluid quantities after flows are calculated, rather than basing each new flow calculation on the updated quantity of the previous flow calculation, which is indeed a kludge for avoiding cache misses which produces terrible, non-physical, disruptive artifacts which no doubt no-one foresaw when the system was first decided upon. \n \nI could give more implementation details if I knew the structure of the game code, I could even write the physics overhaul myself if I could see the code. The biggest downside of doing it as I detailed, as far as I can tell, is the added complexity. But it would still use the same numbers, still produce similar results as far as the rest of the game can tell, so at least bugs would be self-contained and therefore easily fixed (assuming there would be any).", "date": "2017-05-08T11:37:54+00:00", "quotes": [ { "author": "DerivePi wrote:", "content": "" } ] }, { "author": "", "content": "[Koub] Implemented in 2.0 yay \\o/ : \n https://factorio.com/blog/post/fff-416", "date": "2024-06-21T12:29:11+00:00", "quotes": [] } ]
15
2017-02-22T20:06:42-06:00
forum-topic-101789
101789
[1.1.55] Server filters are reset on restart
Not a bug
https://forums.factorio.com/viewtopic.php?t=101789
KeepResearchinSpoons
WHAT? recently the headless thingy got added as the 4th filter; However, when you exit-and-restart the game the filters are reset to ANY state (at least for me) 2022-03-07_f1.1.55__broken_filters.png (15.48 KiB) Viewed 3029 times Same goes for the sort-by-column thing that gets reset to by-name... other half-on-topic stuff imo, passw and mods filters at least are pretty much important to be persistent. Not only it could be possible to request a smaller json, (I do not care about the other half (or 3/4?) of the tree right now, right?) if you set the filters right in the first place (aka faster "load" time), but you would save the player a few clicks (and possibly list render time) each time they start a game anew! these are actually important extra clicks in the usual hot path btw UX wise, the usual "average" player has the walk path as one of the following: [*] Mutilplayer -> Host new game -> re-set the cliffs and stuff -> play (because SP has troublesome issues, thus host-new-game) [*] Mutilplayer -> Host saved game -> browse through folders since ctrl-f search does not work on nested save folders -> play (same SP issues. thus host MP) [*] Mutilplayer -> Browse public games -> wait a few sec for the list to load -> ( this bug: set the filters again, was not the case before ) -> check the "pinned" communities for map name, online time, player counts -> select and play (or select another random place, if they have a "small" playtime yet) It would be awesome to have a hidden tickbox in "the rest" that would put the MP buttons as the second column in the main menu to save even more clicks on the hot path. But well, this is out of scope for the bug and would totally require more effort I suppose. Thus, please, do another "beta" release, as 1.1.55 is not ready to be the stable version imo. This *little* detail is quite oblivious each time you (re)start a game, so I am pretty surprised it was not reported before.
[ { "author": "", "content": "Thanks for the report however that change was done on purpose.", "date": "2022-03-07T20:55:05+00:00", "quotes": [] }, { "author": "KindOne", "content": "Any reason why this was done on purpose? \n \nI would call this a regression since the settings are not being saved. \n \nI don't play on servers with mods. \nI don't play on servers with passwords. \n \nHaving to filter them out each time is very annoying. \n \nCan this be made a setting?", "date": "2022-03-08T00:39:56+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "(Sounds like a suggestion thread should be made.)", "date": "2022-03-08T01:26:09+00:00", "quotes": [] }, { "author": "MiniHerc", "content": "Griefing the playerbase was done on purpose? Why? Those settings need to be saved. \n \nThis means that every time someone loads it up, they have to set the filters all over again, adding up to years of additional effort forced upon the playerbase. I thought Factorio was about efficiency.", "date": "2022-04-02T21:39:45+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Mar 07, 2022 8:55 pm", "content": "" } ] }, { "author": "typical_guy", "content": "This was done on purpose? wut? why? \n \nFor me, i never play on server with passwords, i never play with on servers with 0 people and i never play on servers with mods. \nThis is definitely a regression. \nNow every time i load the multiplayer screen, i have to click on those 3 radio buttons, super annoying. \n \nAnother thing that doesn't get preserved anymore is the sorting of the games, I always sort by player count descending.", "date": "2022-04-08T23:50:02+00:00", "quotes": [] }, { "author": "Timin8ore", "content": "I agree with all these points, it is annoying to have to select all these every time I restart, when I chose the exact same options each time", "date": "2022-04-08T23:59:14+00:00", "quotes": [ { "author": "typical_guy wrote: Fri Apr 08, 2022 11:50 pm", "content": "" } ] }, { "author": "_CodeGreen", "content": "Sounds like it could be in the settings, \"save public game browser filters,\" and set it to default off. That way, you guys don't have to complain about clicking 3 times and new players don't have to complain about why they can't see their friend's game.", "date": "2022-05-06T17:02:53+00:00", "quotes": [] } ]
7
2022-03-07T11:24:38-06:00
forum-topic-40579
40579
[0.14.x][Angel's Addons - Locales] - Page 2
Angels Mods
https://forums.factorio.com/viewtopic.php?t=40579&start=20
Firerazer
Hello, I have trouble with the translation for angels-storage-tank-1 to angels-storage-tank-2 The angels-storage-tank-1 is name "Petrochem Gas Tank" The angels-storage-tank-2 is name "Petrochem Oil Tank" The description for tank1 and 2 are "Tank to hold any fluid. [...]" whereas the name are clearly not for any fluids. I found that strange, but if it's not for you, I will translate without further questions Thanks for your answer!
[ { "author": "ukezi", "content": "the game doesn't have any distinction between gases and fluids. so you can just put water in a gas tank. I personally would call it a high capacity tank and be done with it. The name Gas Tank was a bad idea from the start.", "date": "2018-07-21T09:24:35+00:00", "quotes": [] }, { "author": "nuhll", "content": "Can i help translating german?", "date": "2018-07-21T09:45:22+00:00", "quotes": [] }, { "author": "Firerazer", "content": "If you want to help, go to the website I mentioned above \n \nI remove all mentions to gas and liquid in names (in French only - don't have the hand/skill for other languages), but this one trouble me... I will translate it as it and look forward to have a change in names from Angel!", "date": "2018-07-23T07:18:10+00:00", "quotes": [] }, { "author": "valneq", "content": "Development in Angel's mods has increased in pace over the last months, so it would be great if we could enjoy Angel's mods in our own native language. \n \n Angel's Addons - Locales now has also seen increased activity. I invite everyone who is interested to help translate Angel's mods. \n \nMany languages have lost accepted translations because of changes in the English source, but Crowdin does keep some level of memory of previous translations of similar strings. So head on over to Crowdin and let's get all the languages to 100%, as we just have done with German and Czech: \n https://crowdin.com/project/angelsaddons-newlocales", "date": "2020-08-30T01:10:16+00:00", "quotes": [] }, { "author": "pezzawinkle", "content": "For the storage tanks, and train tankers... the gas/oil names are more about the style of tanks (oil being cylindrical, gas being spherical), they both hold any fluid, but are based on the differences in IRL tanks. \n \nThat is actually a good question, I would change the internal name to un-link them, but that is not really worth it at this point", "date": "2021-10-26T01:33:20+00:00", "quotes": [ { "author": "Firerazer wrote: Fri Jul 20, 2018 12:19 pm", "content": "" } ] } ]
5
2017-01-30T08:06:09-06:00
forum-topic-29669
29669
Inventory Management: Show Total Amount of Items
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=29669
Like so: This is just an example. Suggestions viewtopic.php?f=6&t=3545&hilit=Show+amount+inventory My (controls) suggestions after player 37 hours freeplay viewtopic.php?f=6&t=6823 Game should show me total amount of items (e.g. Belts) / Count all items in inventory when an item is in hand viewtopic.php?f=6&t=29586 Show total number of items in inventory when placing structures (not stack number). Mods viewtopic.php?f=86&t=8336 [v0.11 !!!]
[]
0
2016-07-23T08:32:20-05:00
forum-topic-123423
123423
Can't attach files
This Forum
https://forums.factorio.com/viewtopic.php?t=123423
IsaacOscar
Anyone else having this issue? I was recently making a bug report and successfully attached most of the images, but I couldn't attach the last one (it just shows like it's uploading but never progresses). I can't even attach a 5B txt file. (Attempting to attach a 0B txt file tells me the "file is too large"). I've tried with two different devices with different internet connections. Is it possible I'm being throttle for posting too many images or something?
[ { "author": "IsaacOscar2", "content": "Nope, a freshly created account doesn't let me attach files either.", "date": "2024-12-01T06:27:23+00:00", "quotes": [] }, { "author": "", "content": "Can reproduce : can't upload a random image either. I guess some disk space must be full.", "date": "2024-12-01T09:35:29+00:00", "quotes": [] }, { "author": "", "content": "Fixed for now, we will add monitoring for the attachments quota being full.", "date": "2024-12-01T16:29:57+00:00", "quotes": [] }, { "author": "Hares", "content": "File upload works, but is extremely slow on my end.", "date": "2024-12-01T17:13:46+00:00", "quotes": [ { "author": "Sanqui wrote: Sun Dec 01, 2024 4:29 pm", "content": "" } ] } ]
4
2024-12-01T00:20:13-06:00
forum-topic-92545
92545
train schedule condition: outer AND support
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=92545
oleg4f
Hi. We have an outer OR in a train schedule condition. But we also need a support for outer AND. If i need something like this in a departure condition - (C1 || C2 || C3) && C4, then i need to transform it to (C1 && C4) || (C2 && C4) || (C3 && C4) which looks ugly and hard to read. Outer AND feature allow to not to transform a complex condition to an even more complex and ugly to read condition. Example: Condition: (red < 100 OR green < 100 OR blue < 100 OR gray < 100 OR pink < 100 OR yellow < 100 OR white < 100) AND 30s passed Must be transformed to: (red < 100 AND 30s passed) OR (green < 100 AND 30s passed) OR (blue < 100 AND 30s passed) OR (gray < 100 AND 30s passed) OR (pink < 100 AND 30s passed) OR (yellow < 100 AND 30s passed) OR (white < 100 AND 30s passed)
[ { "author": "", "content": "And why do you need that?", "date": "2020-12-05T08:30:36+00:00", "quotes": [] }, { "author": "jodokus31", "content": "I think the why is clear, isnt it? \nTo dont have to transform a complex condition to an even more complex and ugly to read condition. \n \nThe question for me is more, do I have to create such complex condition for trains? How would it be possible gui-wise, etc.? \n \nI remember that it was a topic some time ago and was rejected bc too much effort or sth? Cant search properly atm.", "date": "2020-12-05T09:23:02+00:00", "quotes": [ { "author": "ssilk wrote: Sat Dec 05, 2020 8:30 am", "content": "" } ] }, { "author": "asheiduk", "content": "An example from my actual base: A train supplies the science packs to my lab cluster. The train shall fetch new science packs when/if one of the colors is below a certain threshold AND a certain time has passed. The later term prevents immediate departure when the last run did not fetch enough packs i.e. production is blocked or to slow. In that case immediate departure is futile. \n \nThe actual condition is: \n \n(red < 100 AND 30s passed) OR (green < 100 AND 30s passed) OR (blue < 100 AND 30s passed) OR (gray < 100 AND 30s passed) OR (pink < 100 AND 30s passed) OR (yellow < 100 AND 30s passed) OR (white < 100 AND 30s passed) \n \nIs is PITA to setup and even more PITA when I want to change the timeout. An \"outer AND\" would simplify it to: \n \n(red < 100 OR green < 100 OR blue < 100 OR gray < 100 OR pink < 100 OR yellow < 100 OR white < 100) AND 30s passed", "date": "2020-12-05T10:00:29+00:00", "quotes": [] }, { "author": "steinio", "content": "Yes, please.", "date": "2020-12-05T10:23:00+00:00", "quotes": [] }, { "author": "oleg4f", "content": "Hm. This is obvious and jodokus31 already answered this: \n \nTo dont have to transform a complex condition to an even more complex and ugly to read condition. \n \nI have a case exactly like asheiduk wrote: \n \n(MANY_OR) AND TIME passed \n \nBut factorio doesn't allow to write outer AND, thus i transform this expression to ugly: \n(AND) OR (AND) OR .... \n \nAnd when i need just to change time value i need to change it in many places. This is uncomfortable and whole expression looks ugly and hard to read.", "date": "2020-12-05T12:41:37+00:00", "quotes": [ { "author": "ssilk wrote: Sat Dec 05, 2020 8:30 am", "content": "" } ] }, { "author": "Squelch", "content": "I beleive what is being implied is the template is not being followed. \n \nTo aid the developers, that template helps to quickly assess what areas the suggestion covers, the reasoning behind it, and additionally, any problems/impact that may be foreseen. The last point usually comes from replies by others. \n \nThat said, I do agree with the request, but may I also suggest you format the OP correctly too?", "date": "2020-12-05T13:32:28+00:00", "quotes": [ { "author": "oleg4f wrote: Sat Dec 05, 2020 12:41 pm", "content": "" }, { "author": "ssilk wrote: Sat Dec 05, 2020 8:30 am", "content": "" } ] }, { "author": "jodokus31", "content": "Ok. You're right, of course. Didnt think of that", "date": "2020-12-05T13:39:45+00:00", "quotes": [ { "author": "Squelch wrote: Sat Dec 05, 2020 1:32 pm", "content": "" } ] }, { "author": "Squelch", "content": "The problem - Using @asheiduk's example, the train stop schedule looks like this:\n \n \n \n No_Outer_AND.PNG (235.43 KiB) Viewed 5201 times \n \n \n \nIt uses excessive amounts of screen space, and would require a lot of scrolling to be able to scan any subsequent schedules. \n \nIf the operator buttons were able to be dragged left and right to sort the order of operation in combination with the automated parenthesis, this suggestion could be realised.\n \n \n \n Drag_for_Outer_AND.png (15.99 KiB) Viewed 5201 times \n \n \n \nThe result would look like this:\n \n \n \n Outer_AND.png (176.46 KiB) Viewed 5201 times \n \n \n \nThis uses far less space, and is far easier to read in my opinion.", "date": "2020-12-05T21:40:40+00:00", "quotes": [] }, { "author": "", "content": "Ok, I understood now, but when I’m asking for the why, I do that because I cannot imagine for what use case this could be used. What’s for you obvious is for others something I never thought about.", "date": "2020-12-06T09:05:58+00:00", "quotes": [] }, { "author": "asheiduk", "content": "Note that in my example \"red\", \"green\", ... do not refer to the color-signals but to the science packs of the mentioned color. Sorry for being not precise enough.", "date": "2020-12-06T11:36:10+00:00", "quotes": [ { "author": "Squelch wrote: Sat Dec 05, 2020 9:40 pm", "content": "" } ] }, { "author": "Squelch", "content": "Hehh, yes I thought it might have been, but only after I'd mocked it up. The actual signals don't really matter after all. \n \nDo the images help? \n \nSeriously though, although an extreme example is presented, the omission of having AND as the primary qualifier is both puzzling, and annoying at times. The workaround is to reduce the logic in combinators at the station, but that is abstract, not necessarily understood by all players, and a duplication of resources for every station stop with the same/similar conditions. \n \nMy feeling is this is an oversight, not a deliberate implementation.", "date": "2020-12-06T15:40:51+00:00", "quotes": [ { "author": "asheiduk wrote: Sun Dec 06, 2020 11:36 am", "content": "" }, { "author": "Squelch wrote: Sat Dec 05, 2020 9:40 pm", "content": "" }, { "author": "ssilk wrote: Sun Dec 06, 2020 9:05 am", "content": "" } ] }, { "author": "", "content": "No, you’re right, it makes sense to have “brackets” to set calculation priorities. \nBut I’m quite sure, that this issue has a low priority, because it is so from the start of the current scheduler. So it might be a high effort to change it, combined with low game play value (I need to ask why this is needed).", "date": "2020-12-07T08:55:17+00:00", "quotes": [] }, { "author": "oleg4f", "content": "i write the request according to this link. Here: \n \n\"which looks ugly and hard to read.\" \n \ni specified why this is needed - to make life easier and easy to read/use of schedule. It obvious that need to transform every expression to DNF doesn't make life easier. Thanks for more detailed examples to others interested in this improvement . \n \n\nDone.", "date": "2020-12-07T11:38:30+00:00", "quotes": [ { "author": "Squelch wrote: Sat Dec 05, 2020 1:32 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "eradicator", "content": "+1 \n \n \n\nYe, know, i don't want to be rude but the implication of that sentence is that anything you personally don't understand has \"low game play value\". Seriously? You shouldn't use your own playstyle as an argument for what is and is not important. To anyone who's remotely familiar with predicate logic the @OPs intention is so blatantly obvious that it's rather suprising that this *isn't* already possible.", "date": "2020-12-07T12:08:56+00:00", "quotes": [ { "author": "ssilk wrote: Mon Dec 07, 2020 8:55 am", "content": "" } ] }, { "author": "nosports", "content": "is it not possible to do this with the logic-thingys already in the game.... \nAnd the last one should hand out then only one signal (to Station, or a rail signal)", "date": "2020-12-07T12:29:45+00:00", "quotes": [] }, { "author": "foamy", "content": "I know it's tripped me up before. It's possible to transform them, but I actively resent having to do it. I get enough of that with Skyrim's CK, which *also* has the issue of OR precedence. It works and I imagine it was implemented like that in both cases because it is a minimal way to give access to the full logic.", "date": "2020-12-07T12:31:52+00:00", "quotes": [ { "author": "eradicator wrote: Mon Dec 07, 2020 12:08 pm", "content": "" }, { "author": "ssilk wrote: Mon Dec 07, 2020 8:55 am", "content": "" } ] }, { "author": "oleg4f", "content": "Do you talk about internal things or the interface?", "date": "2020-12-07T12:43:39+00:00", "quotes": [ { "author": "nosports wrote: Mon Dec 07, 2020 12:29 pm", "content": "" } ] }, { "author": "Impatient", "content": "+1", "date": "2020-12-07T12:45:15+00:00", "quotes": [] }, { "author": "oleg4f", "content": "I don't talk about nest OR or nest AND. No. imho, outer AND will be enough. And i don't think that this important improvement is so hard to implement .", "date": "2020-12-07T12:47:54+00:00", "quotes": [] } ]
19
2020-12-04T06:06:27-06:00
forum-topic-123805
123805
[MOD 2.0] Train station renamer
Mods
https://forums.factorio.com/viewtopic.php?t=123805
floydwalker
Checked out factorio 2.0, saw train schedule interrupt and item interrupts are now a thing! wow nice poor man can't afford all that space nonsense but now I can try out some big train solutions I wanted. But.. but.. what, why can't we actually change train station names to work nice with this wildcard thing? Thankfully there's chatGPT because I don't know about lua. It helped me out nicely to get going, then I got it. Here's the mod: https://mods.factorio.com/mod/circuit-t ... op-renamer I'm having an absolutely fantastic time scaling up a megabase and other then silly funny mistakes in factory or combinator decisions, it all went superfast and super smooth and with a rail layout that may be of megabase spaghetti level, thanks to very efficient train routes it just never blocks or jams. Like to hear your feedback
[]
0
2024-12-05T12:07:23-06:00
forum-topic-109940
109940
Version 1.1.99
Releases
https://forums.factorio.com/viewtopic.php?t=109940
Bugfixes Fixed that reset technology effects would advance infinite research in some cases. ( 109866 ) 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": "Ludwig234", "content": "Hop aboard the 1.1.100 hype train!", "date": "2023-11-28T10:00:54+00:00", "quotes": [] }, { "author": "Magisitas", "content": "Imagine if it's 2.0 :0", "date": "2023-11-28T11:10:10+00:00", "quotes": [] }, { "author": "Shadow_Man", "content": "I will wait for 1.1.111", "date": "2023-11-28T11:28:00+00:00", "quotes": [ { "author": "Ludwig234 wrote: Tue Nov 28, 2023 10:00 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "Roughly August 2024 at the earliest. \n \nBesides, we still gotta go through 1.2.x, 1.3.x, 1.4.x....", "date": "2023-11-28T14:33:50+00:00", "quotes": [ { "author": "Magisitas wrote: Tue Nov 28, 2023 11:10 am", "content": "" } ] } ]
4
2023-11-28T03:51:32-06:00
forum-topic-18993
18993
New Feature: Allow reordering logistics requester slots
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=18993
factoriouzr
It would be nice to drag and drop logistics slots to re-order their position. This is useful to keep a consistent order in items requested for organization and readability (especially with mods adding more slots). Without this feature to reorder would require removing and re-setting all logistics slots after the insertion point. This is not a crucial feature, but a nice to have and goes along with general gui polish and improvement, more interactivity, and modern features like drag and drop.
[ { "author": "", "content": "Hmm. I suggest an autosort for the slots instead - like the inventory. \nI think this is much simpler implemented and doesn't bother the player to learn how to order slots.", "date": "2016-01-08T05:54:01+00:00", "quotes": [] }, { "author": "factoriouzr", "content": "the only issue with an auto sort is that it's arbitrary and can't be customized. I want my belt and my underground and my inserter and my splitter and power pole beside each other on the toolbar, thought this is not as big of an issue with the requester slots so either would work but a drag and drop would be better. It's also standard in GUI design.", "date": "2016-01-08T12:07:45+00:00", "quotes": [] }, { "author": "factoriouzr", "content": "Add ability to drag and drop slots in toolbar, logistics request, logistics trash, trains and other containers. \n \nDragging a slot should insert the dragged slot where the mouse pointer is and move whatever is at that location and before to the left one. \n \nThis would allow reorganizing items in all these containers a lot easier and help keep things organized. For example, If the player requests 1 type of inserter, then later needs to request another type of inserter, they might have already used the other adjacent requester slots for other items. For oganization the player might want to put all similar items next to each other to see what they are requesting easier. Right now, it's not practical to do this as you would have to remove all subsequent items and manually re-add them all one space shuffled over. When you have lots of items this is just tedious and not workable. \n \nThis feature would be useful in the same way for cargo wagons. Realizing you need another stack of an item when you have reserved 3 full cargo wagons of things is a pain to add if you want to stay organized. The only real option is to put the new stack in the next free space. This is usually not next to the same item which you already added previously. \n \nI know you guys are reworking the GUI and a GUI update is much requested. This is just something else to keep in mind and implement to bring the GUI to a modern standard or pick the library you want to use wisely so it allows for things like this.", "date": "2016-11-22T18:36:58+00:00", "quotes": [] }, { "author": "", "content": "Hm. English seems not to be your first language. I need to say in your interest, that it's difficult to follow this suggestion. \nCan you eventually create some screenshots and explain it with pics, what you mean.", "date": "2016-11-22T22:23:07+00:00", "quotes": [] }, { "author": "factoriouzr", "content": "Simple allow dragging and dropping slots (eg. logistics requester slots). Have you ever dragged and dropped something in a GUI (eg an image in a document) and had the rest of the elements move out of the way to make room for the element you are dragging? This is the feature I want. To drag and drop logistics slots so that you can change their order without clearing them and setting them all up again.", "date": "2016-12-06T15:20:18+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "kaavik", "content": "I have this problem too. \n \nThe issue is that a user typically adds items to Logistics slots as the need arises. As time progresses, the user has a lot of items specified but they are not in any useful order. If they auto-sorted using the same logic as standard Inventory, that would work well enough because users eventually learn / memorize the Inventory order. Alternately, a click/drag or manual-sort option could be useful but AT LEAST please enable the auto-sort - even just as a simple checkbox - so that people who want to use the \"standard\" inventory sort, can have a familiar ordering. \n \nNOTE: The issue is exacerbated by the fact that the logistic request limits (which is a GREAT feature!!) overlay the icon and partially obscure the icons such that it is EVEN MORE DIFFICULT than it would already be to find the item you're looking for (e.g. to adjust number of concrete requested to build a new rocket silo). \n \nI continue to play of course, but would enjoy the late game MUCH MORE if there was a way to auto-sort the same as Inventory view and/or manually [re]sort existing logistic requests.", "date": "2020-06-27T19:31:14+00:00", "quotes": [] }, { "author": "kaavik", "content": "TL;DR \nPersonal Logistics GUI does not sort properly in 0.18.34 (and earlier versions). \n PROBLEM: Sorting does not work for Personal Logistics GUI \nThe issue is that once a user gets personal logistic slots, they typically add items to as the need arises and NEVER REMOVE THEM (and you can't list the same item twice). As the game progresses, the user continues adding item requests and has a lot of items specified but they are not in any useful order. \n \nSOLUTION #1: \nIf they auto-sorted using the same logic as standard Inventory, that would work well enough because users eventually learn / memorize the \"standard\" order from Inventory GUI. \n \nSOLUTION #2: \nAllow users to click/drag or other method to manually sort via some means WITHOUT having to remove their current inventory settings. This might be accomplished using similar drag interface as used in Character GUI for weapons and/or equipment for Power Armor. \n Why it matters \nWhile arguably trivial, it adds time/delay to making adjustments to logistic requests (because if you already have a lot of logistic requests configured but can't find the request you need and the GUI doesn't allow you to re-add / replace it (which makes sense) so you have to keep searching for the original request to update it). The issue is further exacerbated by the fact that the logistic request limits overlay the icon (which is a GREAT feature!!) and partially obscure the icons such that it is EVEN MORE DIFFICULT than it would already be to find the item you're looking for (e.g. to adjust number of concrete requested to build a new rocket silo).", "date": "2020-06-27T19:49:06+00:00", "quotes": [] }, { "author": "", "content": "I do not remember ever seeing sorting logistic requests. Because of this it does not belong to \"bug reports\" but to \"ideas and suggestions\"", "date": "2020-06-27T19:59:22+00:00", "quotes": [] }, { "author": "", "content": "merged double post into same zombie post — ssilk \n@kaavik: please do not double post to different boards. \n@boskid: kaavik has found it. \n \nInteresting: the OP is now 4 years old and still relevant. \n \n \nHa! Now I had that, too. It’s indeed quite difficult to see the icons behind the numbers, I searched for over 30 seconds going several times through all slots and still didn’t see it. \n \nWho has also had this kind of problem?", "date": "2020-06-28T05:22:22+00:00", "quotes": [ { "author": "kaavik wrote: Sat Jun 27, 2020 7:31 pm", "content": "" } ] }, { "author": "Hellspawn", "content": "Hi I just wanne hope in a give that idea a big +1! \n \nI play a Seablock A+B Game with a hell of a lot of items i wanne requesting/get ride of with the help of the logistic slots. I have almost 300 different slots in use and it´s really anoing to try to find the item you looking for to change its value. \n \nThank you! \n \nRegards, \n \nHellspawn", "date": "2020-07-20T11:03:01+00:00", "quotes": [] }, { "author": "foamy", "content": "I only found out a couple of days ago that there's a search function, which has been a life-saver, but the ability to reorganize my logistic request slots would be fantastic .", "date": "2020-07-20T20:21:40+00:00", "quotes": [] }, { "author": "-DeadlyKitten", "content": "TL;DR \nOne sentence to describe your idea with a bit different words than in the subject \n \nwhen you click on a request slot when there is already a request slot move the request location instead of giving an error \n What ? \nwhen in the invintory looking at the logistic menu, click on an empty box and request something already requested in another slot. an error will open with 'this item is in another slot'. my suggestion is to instead open the item request menu with the current configuration (lower/upper limits set as they currently are) and if the user presses enter/ clicks the green check to apply the change then put the item request in the new slot and empty the old slot. \n Why ? \nI think it will increases the value of Factorio as a game because it will \na) allow for much easier rearrangement of the request slots, \nb) remove the need to tediously search dozens or (in modded games) hundreds of items to find the item whose request you want to remove.", "date": "2021-01-11T06:02:49+00:00", "quotes": [] }, { "author": "Sad_Brother", "content": "+1", "date": "2021-01-12T15:20:33+00:00", "quotes": [] }, { "author": "NotRexButCaesar", "content": "+1 searching for the request is quite annoying.", "date": "2021-01-12T23:47:08+00:00", "quotes": [] }, { "author": "", "content": "Counter suggestion would be to highlight the doublette. That would be also less invasive. \n \nI’m sure that has been already suggested, but could not find it.", "date": "2021-01-13T06:22:33+00:00", "quotes": [] }, { "author": "Sad_Brother", "content": "But this suggestion allow to change location easily.", "date": "2021-01-15T06:22:58+00:00", "quotes": [] }, { "author": "", "content": "We don’t need to invent the wheel new. If I want to move things, I want to drag and drop it.", "date": "2021-01-15T23:33:12+00:00", "quotes": [] }, { "author": "-DeadlyKitten", "content": "a combo of both features would def be nice", "date": "2021-01-16T02:56:38+00:00", "quotes": [] }, { "author": "dugen", "content": "TL;DR \nWhen you try to assign an already configured request into an empty space, instead of \"Request for this item already exists\" populate a panel with the current request configuration, and if they save it, move the request to there. \n \n What ? \nSometimes I want to rearrange the layout of the logistics requests to group things logically. This could be made much easier with this simple change. \n \n . \n Why ? \nBecause it's better.", "date": "2021-06-02T13:00:08+00:00", "quotes": [] } ]
19
2016-01-07T17:57:58-06:00
forum-topic-9525
9525
Version 0.11.21
Releases
https://forums.factorio.com/viewtopic.php?t=9525
Almost a stable candidate Notice: There was a bug in the windows updater when using the zip version. The error is now fixed (the update package has been fixed and reuploaded). Bugfixes Fixed potential save corruption if the game was saved while mousing over a mining drill. Fixed that the red/green wires weren't properly revived when rebuilding entities after destruction. ( https://forums.factorio.com/forum/vie ... php?t=9272 ) Proper error message when the game can't handle too big amount of prototypes due to big amount of mods loaded at the same time. Fixed broken map when the player resizes the window while the map is being loaded. ( https://forums.factorio.com/forum/vie ... php?t=9267 ) Fixed that market gave items always to to the first player in the given force, rather than the buyer. ( https://forums.factorio.com/forum/vie ... php?t=9443 ) Fixed the freezes and wrong behaviour when manually crafting recipes with probabilities. ( https://forums.factorio.com/forum/posting.php?t=9354 ) Fixed that it wasn't possible to use the for message confirmation for something else at the same time. ( https://forums.factorio.com/forum/vie ... php?t=9403 ) Fixed the squishy map preview image when moving the loading dialog halfway offscreen. ( https://forums.factorio.com/forum/vie ... php?t=9311 ) Fixed wrong probability calculation of bonus production of mining drill. ( https://forums.factorio.com/forum/vie ... php?t=9378 ). Fixed that writing text in the map editor save/load dialog interfered the map. ( https://forums.factorio.com/forum/vie ... php?t=9309 ) Fixed that error messages of malformed parsing ini/json files didn't contain the file name. ( https://forums.factorio.com/forum/vie ... php?t=9505 ) Modding Increased the maximum amount of item subgroups. (255 -> 65535) Storage slots of mining drill is moddable now. This affects the internal inventory size, so when resource with more different results is mined, no items are lost (as long as the size is big enough). Default value is 1. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
[ { "author": "Twisted", "content": "Almost", "date": "2015-04-09T15:46:58+00:00", "quotes": [] }, { "author": "SNORKOFOB", "content": "No new content? :<", "date": "2015-04-09T16:13:13+00:00", "quotes": [] }, { "author": "quinor", "content": "Nope. Still bugfixes, but in next version there will be a LOT of new stuff.", "date": "2015-04-09T16:15:33+00:00", "quotes": [] }, { "author": "", "content": "same error", "date": "2015-04-09T17:36:13+00:00", "quotes": [ { "author": "Twisted wrote:", "content": "" } ] }, { "author": "Akromos", "content": "Same here", "date": "2015-04-09T18:26:45+00:00", "quotes": [] }, { "author": "Alvin853", "content": "The # of fixes per release is going down, so we're either close to 0.12 or these bugs are really hard to fix", "date": "2015-04-09T18:29:44+00:00", "quotes": [] }, { "author": "bobingabout", "content": "similar error \n https://www.dropbox.com/s/29k58nbnymrop ... 0.png?dl=0", "date": "2015-04-09T18:32:47+00:00", "quotes": [] }, { "author": "Donbo", "content": "Ditto on that update error.", "date": "2015-04-09T18:54:50+00:00", "quotes": [] }, { "author": "vampiricdust", "content": "Same error, but appears to be updated.", "date": "2015-04-09T19:17:23+00:00", "quotes": [] }, { "author": "fishycat", "content": "hi, i have the same problem with the update.", "date": "2015-04-09T19:45:30+00:00", "quotes": [] }, { "author": "SHiRKiT", "content": "Something went wrong with the Build system", "date": "2015-04-09T21:21:37+00:00", "quotes": [] }, { "author": "bigyihsuan", "content": "Same error. Will try again when fixed", "date": "2015-04-09T22:17:45+00:00", "quotes": [] }, { "author": "bobingabout", "content": "I downloaded the big file to update manually.\n \n\nI only did a quick test with it. \n \nYeah, I'd probably set this to 2 instead as default, since thats what it used to be hardcoded for, some mods, including my own use this to allow some ores to drop 2 resources. would be a bit odd that you can mine 2 by hand, but not with a machine. \nfor anyone interested, the new tag (not used in the game's data files yet) is \"storage_slots\"", "date": "2015-04-09T22:57:12+00:00", "quotes": [ { "author": "kovarex wrote:", "content": "" } ] }, { "author": "Tyr4el", "content": "I'm getting that same error but not from Factorio, from Windows.", "date": "2015-04-10T00:04:45+00:00", "quotes": [] }, { "author": "liamjdavison", "content": "My error message is slightly different, and comes in a Windows dialog box: \n \n\nThose forward slashes look suspicious to me... \n \nWindows 8.1 64bit.", "date": "2015-04-10T07:49:34+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "bobingabout", "content": "Ignore those. The backslash is a windows specific thing, other OS's like MacOS and Linux use the forward slash instead. \nTherefor, internally in code, you typically use a forward slash in the directory structure. Windows programs will automatically give the correct results in a windows operating system with either a forward slash or backslash. \n \nthe reasons you have here a mix between forward and backward slashs is because the backslashs will have been obtained from windows to say where the game is installed, and the forward slashs will be where the game is looking within it's directory structure.", "date": "2015-04-10T08:04:49+00:00", "quotes": [ { "author": "liamjdavison wrote:", "content": "" } ] }, { "author": "", "content": "The update bug has been fixed, thx for the notice.", "date": "2015-04-10T09:15:21+00:00", "quotes": [] }, { "author": "DarthPonguin", "content": "Not fixed, I'm sorry to say. Unexpected Content again, Win 7 64x.", "date": "2015-04-10T09:58:23+00:00", "quotes": [] }, { "author": "jeffmcwill", "content": "Yep, same error: \n \n\"factorio test integration has unexpected content\" \n \nI also noticed the update created a new \"tests\" directory in the program files directory, not the Factorio directory", "date": "2015-04-10T11:00:13+00:00", "quotes": [] } ]
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2015-04-09T10:28:26-05:00