id
stringlengths
13
18
topic_id
stringlengths
1
6
title
stringlengths
1
132
section
stringclasses
74 values
url
stringlengths
0
60
author
stringlengths
0
20
question
stringlengths
0
60k
responses
listlengths
0
19
response_count
int64
0
19
timestamp
stringlengths
0
25
forum-topic-123374
123374
Tutorial doesn't say how to set a train stop
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=123374
jeffspc88mx
Maybe I missed it, but: The tutorial doesn't contain any instruction on how to set a train stop (or much about the trains generally).
[ { "author": "jaylawl", "content": "Would you please elaborate: what is your question exactly?", "date": "2024-12-01T01:55:14+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "Sadly the tutorials aren't very good. \nThere are interactive tips and tricks for the trains though in the main game. \n \nYou probably have to research trains and build some for them to show up.", "date": "2024-12-01T06:17:21+00:00", "quotes": [ { "author": "jeffspc88mx wrote: Sat Nov 30, 2024 4:19 pm", "content": "" } ] }, { "author": "wizcreations", "content": "This helped me. I'm not sure if the 2.0 updates invalidate any of the information here, but it could be a helpful start \n \n viewtopic.php?t=23787", "date": "2024-12-02T18:11:56+00:00", "quotes": [] } ]
3
2024-11-30T10:19:09-06:00
forum-topic-121549
121549
[2.0.15] On Volcanus construction requests don't count as logistic network requests
Not a bug
https://forums.factorio.com/viewtopic.php?t=121549
gdubrocks
If I place down 10 assembler ghosts, it shows in the bottom right corner that the logistics network is short 10 assemblers, but if I attach a circuit from the roboport to the cargo depot and set the roboport to "send logistic requests" the construction requests don't make it to the cargo depot. This is pretty annoying because even if I have a ship over Volcanus with the 10 assemblers in the ship it won't drop them down to the planet automatically. Expected behavior: All entities in the bottom photo are included in the top photo. 11-14-2024, 23-06-36.png (83.01 KiB) Viewed 909 times 11-14-2024, 23-07-14.png (52 KiB) Viewed 909 times
[ { "author": "", "content": "Thanks for the report. That is intended and never includes construction requests.", "date": "2024-11-15T09:12:16+00:00", "quotes": [] }, { "author": "gdubrocks", "content": "Why would this be intended behavior? I can't think of a reason why a player wouldn't want construction requests included in the list. \n \nWould it be possible to get an extra toggle that does include construction requests?", "date": "2024-11-16T05:56:53+00:00", "quotes": [] }, { "author": "gdubrocks", "content": "Why would this be intended behavior? I can't think of a reason why a player wouldn't want construction requests included in the list. \n \nWould it be possible to get an extra toggle that does include construction requests so that this very common use case could be handled?", "date": "2024-11-16T05:58:04+00:00", "quotes": [ { "author": "Rseding91 wrote: Fri Nov 15, 2024 9:12 am", "content": "" } ] }, { "author": "", "content": "The full list is not know by the game and would need to be computed each tick in a very performance heavy way. Because of that, it is not included.", "date": "2024-11-16T12:48:17+00:00", "quotes": [] }, { "author": "gdubrocks", "content": "Why is it possible in two separate locations then? It works just fine on the alerts menu in the bottom, and on spaceships. \n \nWould it be possible to \nA) Add an option or two on roboports and mention it's performance heavy, the game is so performant and this is such a significant QoL feature that I doubt people would mind. \nor \nB) Not compute it every tick? Perhaps maintain a list that only gets updated when a building is built (not that often), update it as part of the construction process, or simply run it less often than every tick (every second, when a construction robot gets called/returned)", "date": "2024-11-16T21:59:57+00:00", "quotes": [ { "author": "Rseding91 wrote: Sat Nov 16, 2024 12:48 pm", "content": "" } ] }, { "author": "Muche", "content": "Ref 122835 Can't request captive biter spawner .", "date": "2024-11-25T15:02:59+00:00", "quotes": [] }, { "author": "Nidan", "content": "See FFF 415, section \"Faster construction robot tasks\". Tl;dr: Things were optimized for 2.0 and we're no longer limited to 600 construction alerts like in 1.1. But there's still no guarantee that the alerts provide the complete list. \nSpace platforms are a simpler case: There's exactly one construction zone per platform and it includes the whole platform/surface. You could thus, for example (factorio might do something different), keep a running total of the blueprints existing on the surface. No need to invoke construction bot logic or trying to figure out which construction zones a blueprint belongs to.", "date": "2024-11-25T17:06:36+00:00", "quotes": [ { "author": "gdubrocks wrote: Sat Nov 16, 2024 9:59 pm", "content": "" } ] } ]
7
2024-11-15T01:07:38-06:00
forum-topic-111102
111102
Why doesn't my train run
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=111102
mountainmanjoe
I don't understand why the train won't run. It's a simple setup: one track with station at each end. One train with a loco at each end. Works perfectly when I drive it manually. In Auto it just gets stuck at each station saying "no path"
[ { "author": "mountainmanjoe", "content": "I added a couple of signals on opposite sides of the track just outside one station and the train started running. So I guess you still need signals for this simple configuration.", "date": "2024-02-05T01:37:57+00:00", "quotes": [] }, { "author": "Nidan", "content": "You don't need signals as long as there's only one train. Once you add signals, track that is supposed to be used in both directions always needs them in pairs; having an unpaired signal makes that section of track one way, and if you happen to have unpaired signals on both sides of the track no automatic train can use that section.", "date": "2024-02-05T02:24:07+00:00", "quotes": [] }, { "author": "FritzHugo3", "content": "If you have only one train at the Tracksystem - you dont need a signal. \n \nI you use one signal at the track - you must follow the signal rules. \n \nIt is not for everything right but for beginners easy to follow. \nYou have a \"Y\" before tracks goes diferent ways use a \"chain signal\" (dont know the english word) after the \"Y\" right and left way each a \"traffic light\". \n \n(befor tracks split \"one dot\" signal and after the split a 3 dot signal) \n \nIf you train goes in both ways this rule must be for both ways! \n \nAnd ther are very good tutorials at YouTube", "date": "2024-02-18T03:33:36+00:00", "quotes": [] } ]
3
2024-02-04T18:35:28-06:00
forum-topic-126862
126862
Add FileName or SoundDefinition variant to Sound
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=126862
Geheim
Sound is of type struct or array[ SoundDefinition ] and SoundDefinition is of type struct or FileName . However, Sound itself is sometimes used as a single SoundDefinition or FileName , e.g. Code: Select all data.raw["gui-style"]["default"]["button"]["left_click_sound"] = "__core__/sound/gui-click.ogg" (or line 743 of data-raw-dump.json) Related: 117186
[ { "author": "curiosity", "content": "Quite a few of these shortcuts were removed in 2.0, but apparently not enough of them.", "date": "2025-02-15T16:04:15+00:00", "quotes": [] } ]
1
2025-02-15T08:45:05-06:00
forum-topic-108710
108710
Compact 1200 spm
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=108710
Khagan
A little while ago (for values of 'a little while' that stretch to nearly 4 years) I posted in this forum my design for a monolithic 200 spm factory . I have always intended to follow that up with its big brother, so thought I'd better do so before the expansion makes it completely obsolete. Here is a panoramic view of it being tested in the editor: Megabase.png (696.35 KiB) Viewed 3497 times and a map view of it running live in my current real game: Megabase map.png (572.93 KiB) Viewed 3497 times The blueprint is attached rather than included, since attempting to include it results in the (not unreasonable) complaint that "Your message contains 500259 characters. The maximum number of allowed characters is 60000." It's belt only, no bots, but roboports are included in the blueprint for construction purposes; they can be removed once the factory is running. Power consumption is about 5.8 GW. As with the 200 spm version, there is a small excess production of rocket fuel (which is then upgraded to nuclear fuel) to keep the trains running. While the smaller version is strictly limited to its nominal 200 spm, the larger one can in fact maintain a steady rate about 0.5% over its nominal 1200 spm.
[ { "author": "aka13", "content": "I love it, very neat.", "date": "2023-09-14T10:26:08+00:00", "quotes": [] }, { "author": "Khagan", "content": "Thanks. \n \nThe scaling up from 200 spm to 1200 spm led to a couple of changes in the overall design that I meant to mention in the OP but forgot. \n \nFirstly, there is no need to cache the rocket components during launch. The caching is less obvious in the revised 1.1 200 spm than in the original 0.17 version, but it's still there. But at 1200 spm there are two silos, and one is building while the other is launching. They are kept in sync by a timer circuit on the inserter that delivers the satellite. There is a little wiggle room, since the launch animation is just over 40s, and 1200 spm is one rocket every 50s. \n \nSecondly, the low-density structures are made in a completely different place. In the 200 spm factory, they are made just before they are needed; but in the 1200 spm one they are placed immediately after the copper smelting, to avoid a river of copper belts crossing the whole width. In both, the general movement of intermediate materials is to the right and up. In the 200 spm factory there are no important exceptions to this, but in the 1200 spm one plastic goes backwards against the flow (to both red circuits and lds).", "date": "2023-09-15T22:38:53+00:00", "quotes": [ { "author": "aka13 wrote: Thu Sep 14, 2023 10:26 am", "content": "" } ] }, { "author": "MortisV", "content": "My man! \nI just came across this masterpiece last night and my jaw has been on the floor since. \nThe more I look at it the more I notice small details in the belt management. \nAbsolute work of art that should be studied in universities! \nRegistered an account just to say: AMAZING WORK KHAGAN!", "date": "2025-02-28T18:37:15+00:00", "quotes": [] } ]
3
2023-09-14T01:54:48-05:00
forum-topic-9470
9470
[0.12]Ideas, suggestions & discussion - Page 4
F.A.R.L
https://forums.factorio.com/viewtopic.php?t=9470&start=60
Ratzap
Ah then it is that simple. Is that in the FAQ somewhere? Or maybe a tooltip to indicate that uses landfill?
[ { "author": "Mokmo", "content": "I think there's a mod out there that does that, but do you intend on putting a grid on the locomotive?", "date": "2016-09-30T11:46:56+00:00", "quotes": [] }, { "author": "Jorbun", "content": "I'm trying to use bulldozer mode to tear up an old rail line, but it keeps deactivating because it \"can't place rail\". Is there a way to use the FARL for this? If not, maybe a distinct \"Demolition\" mode could be added? \n \nAlso, I think it would be great if the FARL could detect ghost tracks, and be programmed to follow them when possible. And would it be possible to add something which makes a ghost track between two disconnected stops? A \"Planning\" mode?", "date": "2016-10-07T10:55:39+00:00", "quotes": [] }, { "author": "Nexela", "content": "I think bulldozer mode requires a FARL at each end of the train.", "date": "2016-10-07T11:06:28+00:00", "quotes": [] }, { "author": "Jorbun", "content": "Yes it does, and I did that. And there was a cargo car with rails in it. What I think is happening is bulldozer mode does the following; \n \nRemove entities other than rails in front of the FARL. \nPlace rails in front of the FARL. \nRemove rails behind the FARL. \n \nBut this means I can't use it to remove old rails, because when it tries to place a rail where there is already a rail, it deactivates instead of just driving on the existing rail.", "date": "2016-10-08T05:47:14+00:00", "quotes": [ { "author": "Nexela wrote:", "content": "" } ] }, { "author": "steinio", "content": "Hello, \n \nthe F.A.R.L. loco is boring slow compared to the vanilla locos. \nIs it possible to change yours to vanilla speed and only slow them down if F.A.R.L. is enabled? \n \nThis has the advantage that we can use your loco in usual train business if not used in between. \n \nGreetings steinio.", "date": "2016-10-09T13:25:34+00:00", "quotes": [] }, { "author": "Choumiko", "content": "What Factorio/FARL version ? Bulldozer works for me. At the moment bulldozer only removes rails, walls, electric poles, lamps and rail signals. So if you have anything else in your way that may cause the error. \n \nDetecting ghost tracks is more or less on my todo. \nIf i add some sort of planning mode it would probably be something like a god mode which only allows using the vanilla rail planner in ghost mode.\n \n \nStarting next week i'm gonna make FARL work with robots instead of directly creating the entities. This will require some changes (most likely a FARL-wagon instead of a locomotive, grids on locomotives/wagons). My current unreleased version already adds FARL functionality to all locomotives by adding a grid and a new roboport, so FARLs going 500km/h when not active will be possible.", "date": "2016-10-13T16:26:05+00:00", "quotes": [ { "author": "Jorbun wrote:", "content": "" }, { "author": "Jorbun wrote:", "content": "" }, { "author": "Mokmo wrote:", "content": "" }, { "author": "steinio wrote:", "content": "" } ] }, { "author": "Choumiko", "content": "So it did a little bit of work, and robots with FARL seem to be a bad idea: \n \n FARL + Robots \n \nI do find the sound highly annoying and you'll need a ton of robots to go at a decent speed with anything more than 2 lanes (that is unless i add special FARL robots, which I don't really wanna do). \nPlus i'd have to redistribute the cargo so that the wagon with the roboport always has enough items in it. \n \nBut FARL following ghost tracks is already (more or less) working: \n \n FARL Autopilot (WIP) \n \nAll that's left to do is kick the player out of the FARL and replace him with a scripted player that keeps FARL moving forwards, turns following the ghosts is already in", "date": "2016-10-24T16:13:01+00:00", "quotes": [] }, { "author": "micomico", "content": "Do you use FARL and a mod that adds vehicle equipments? Don't like the way you can't use the vehicle grid on all locomotives because FARL changes it to its own? \n \nWell, me neither. So I made a little mod that changes that and allows you to use the grid on locomotives: \n \n Fix FARL Equipment 0.0.1 \n \nWith this you can put all the armor equipment on locomotives, just like you can on other vehicles. It also allows you to put a FARL module on FARL , but it doesn't seem to have negative consequences. \n \nThis is all the code involved (in data-updates.lua):\n Code: Select all data.raw[\"equipment-grid\"][\"farl-equipment-grid\"].width = 10\ndata.raw[\"equipment-grid\"][\"farl-equipment-grid\"].height = 10\ndata.raw[\"equipment-grid\"][\"farl-equipment-grid\"].equipment_categories = {\"armor\"}\ndata.raw[\"roboport-equipment\"][\"farl-roboport\"].categories = {\"armor\"}", "date": "2016-12-09T15:57:03+00:00", "quotes": [] }, { "author": "Choumiko", "content": "Is there a mod that adds grids to locomotives you are using and FARL overwrites it? If so please name the mod, so i can try and fix it. \n I specifically made it so that the small 2x2 \"farl equipment only\" grid is only added if there's no grid assigned already. If FARL detects a grid, it just adds the farl-equipment category to that grid.", "date": "2016-12-09T21:42:46+00:00", "quotes": [] }, { "author": "micomico", "content": "Sure. It's a very simple mod: \n \n VehiclesEquipement by Y.Petremann . \n \nI'll try other ones to see if it's mod specific. \n \nThanks!", "date": "2016-12-10T17:45:54+00:00", "quotes": [] }, { "author": "Optera", "content": "For me Vehicles Equipment does take priority over FARL's grid. \n The only bug of using Vehicles Equipment together with FARL I noticed is that FARL locomotives don't have the flags set to preserve grids. Picking them up will make all equipment vanish.", "date": "2016-12-11T07:32:28+00:00", "quotes": [] }, { "author": "Choumiko", "content": "I'll take a closer look at vehicle equipment and the needed flags. \n \nMicomico can you post your mod list and/or your Factorio-current.log Might be something with load order of mods.", "date": "2016-12-11T21:38:40+00:00", "quotes": [] }, { "author": "micomico", "content": "Just tested with a minimal set of mods and the diesel locomotive has a 2x2 grid, while FARL ends up with a 10x10 grid. \n \nMod list (minimal):\n creative-mode_0.2.3.zip \n FARL_0.7.3.zip \n VehiclesEquipement_0.0.2.zip \n\nMade my own little mod that only changes vanilla vehicles, to replace 'Vehicles Equipement'. FARL has no grid and the diesel locomotive has a 10x10. \n \nBoth logs are attached.", "date": "2016-12-12T10:21:31+00:00", "quotes": [] }, { "author": "Choumiko", "content": "Should be fixed now. FARL and normal loco now have a 10x10 grid with VehiclesEquipement and FARL doesn't loose the equipment when being mined", "date": "2016-12-12T15:49:32+00:00", "quotes": [] }, { "author": "DarkHelmet", "content": "I'm sure this has been asked about before, but I would love to have an option to place signals as though they were pole entities, exactly as in the blueprint, rather than some distance apart. This is the main reason why I've been reluctant to use FARL, and I feel kind of silly to ask for it. \n \nThis is mostly because I've generally used a junction blueprint library and make connections using the poles/signals as anchors. This gets messy when the signals are in non-deterministic locations relative to poles. \n \nI realize this is \"interesting\" on corners but my use case makes it a non issue as I'd be placing a blueprint there anyway. However, in driving mode, place the pole entity cluster at the last valid position in range of the previous pole. Personally, I even use blueprints for corners so that I can switch to T-junctions later if needed, without disrupting traffic.", "date": "2016-12-18T15:27:48+00:00", "quotes": [] }, { "author": "torne", "content": "Using blueprints with walls and concrete seems to leave big gaps in both the walls and concrete on curved rail sections for me, even using the demo save and its blueprints. Is this just a limitation of the current implementation? I liked the idea of building walled off track but having to fill in a gap at every turn is a bit unfortunate. \n \nReally impressed with how it works otherwise, though, especially the ghost rail following!", "date": "2017-01-01T12:11:12+00:00", "quotes": [] }, { "author": "Choumiko", "content": "Yes, that's due to the current implementation. I might eventually add blueprints for curves, once i can get my lazy behind going", "date": "2017-01-05T13:07:08+00:00", "quotes": [ { "author": "torne wrote:", "content": "" } ] }, { "author": "torne", "content": "No problem, I can imagine why this would be tricky (it's not obvious how to get things to \"line up\").", "date": "2017-01-05T13:12:54+00:00", "quotes": [] }, { "author": "PeteTheLich", "content": "Hello I had the idea instead of manually laying gravel from the More Floors mod it'd be nice if the FARL would lay the gravel as it went provided it had the stone like it does for concrete as an optional dependency.", "date": "2017-02-02T23:01:14+00:00", "quotes": [] } ]
19
2015-04-06T06:32:29-05:00
forum-topic-126388
126388
All-surface tile damage/destruction support in API
Won't implement
https://forums.factorio.com/viewtopic.php?t=126388
Kusibu
Right now, only space platforms appear to support tile damage that I can tell. The only way to simulate it is to do a tile replacement, which doesn't (that I can tell) allow for a dying explosion, and definitely doesn't allow for dealing granular damage. The main use case I had in mind was using "waves" based on the asteroid prototype for eroding terrain away into ocean (something that seems hard to do any other way), but I can also see it being neat for explosions. A guess at the particulars for how it might be implemented: Tile health becomes an (optional) property of the surface position, sort of like the hidden tile ID. Only tiles tagged as foundations can have tile health they give to the position (it's still optional even then), and that health is used even if the foundation is covered. When a tile is destroyed from losing health, with something covering a foundation (references the prototype's is_foundation), it skips the foundation and breaks down to the double-hidden tile. The damage_tile method, and its interaction with asteroids, subsequently work on all surfaces.
[ { "author": "protocol_1903", "content": "+1", "date": "2025-02-04T17:07:29+00:00", "quotes": [] }, { "author": "", "content": "Sorry but no. The current tile damaging logic was designed and implemented purely for platforms and does not integrate at all with the rest of the games systems.", "date": "2025-02-05T20:54:36+00:00", "quotes": [] } ]
2
2025-01-27T19:55:39-06:00
forum-topic-125605
125605
Information on space platform damage
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=125605
jaylawl
What? A way to tell how your space platform gets damaged. Why? Even while looking directly at the front of my space platform to test a design, i cannot tell which size of asteroids made it through to damage the platform - except for the huge variation. There is no way to check what slipped through, which turns fine tuning your defenses into a guessing game.
[]
0
2025-01-05T04:28:53-06:00
forum-topic-107849
107849
[1.1.87]Keyboard layout is not consistent
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=107849
N0rd
I noticed recently, that undo hotkey, Ctrl + Z does not work for me. Ctrl + Y does undo instead. The hotkeys config shows Ctrl + Z for undo. Previously, it worked fine for years. I am on Windows 11 and use Hungarian QWERTZ layout (so my Y and Z are switched places from the common international QWERTY). This is the only layout enabled in my OS. After further experimentation, I found out that certain game elements(?) use different keyboard layout than others. When I enter the hotkey settings, select an input setting field and press Z or Ctrl + Z on my keyboard, it sets to Y or Ctrl + Y instead. And the other way around too. When I write something into the console, or a search field, Y and Z works fine, according to my QWERTZ layout. So, when I try to use or config a hotkey, it uses QWERTY layout, otherwise it uses QWERTZ layout correctly. I tried the hotkey config page with multiple other layout-specific keys too, and it always showed the QWERTY key counterpart. Another (I think) related issue, is if I press (alphanumeric) 0 in some input fields (but not in others), it opens the console instead of writing 0. For example, when I try to write a number into a circuit rule config field, it opens the console. When I write it into the crafting search field, it writes 0. Also, if I press it in the console, it closes the console instead of writing 0. 0 is another key that is on a different location on the QWERTZ layout than it is on the common English QWERTY. Previously I used 0 to open the console, but it worked fine, if any text/number input was active, it worked as a character. For now, I can circumvent it by using the numeric keyboard 0. I tested it on another computer with an older Windows 10 system, with the same keyboard layout, and the same problem was present.
[ { "author": "", "content": "Are you writing QWERTY phonetically or is there actually a U next to the Q on your keyboard?", "date": "2023-07-19T18:51:11+00:00", "quotes": [] }, { "author": "N0rd", "content": "You are right, I wrote QWERTY and QWERTZ wrong everywhere. Sorry! \nThere is no U between my Q and W keys. \nEdit: I fixed it in the original post.", "date": "2023-07-19T18:59:26+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. I've found where I've made a mistake when I was updating SDL. I'll get it fixed soon.", "date": "2023-07-19T20:36:56+00:00", "quotes": [] }, { "author": "N0rd", "content": "Great, thank you!", "date": "2023-07-19T20:56:31+00:00", "quotes": [] }, { "author": "", "content": "The issue is now fixed for the next release.", "date": "2023-07-20T08:29:10+00:00", "quotes": [] } ]
5
2023-07-19T13:29:44-05:00
forum-topic-109991
109991
Friday Facts #387 - Swimming in lava
News
https://forums.factorio.com/viewtopic.php?t=109991
Here it is! (beep boop) https://factorio.com/blog/post/fff-387
[ { "author": "SnowZyDe", "content": "Omg", "date": "2023-12-01T12:00:51+00:00", "quotes": [] }, { "author": "Shadow_Man", "content": "Another Friday teaser. \nI'll burn a chair before I get to 2.0", "date": "2023-12-01T12:13:50+00:00", "quotes": [] }, { "author": "Engimage", "content": "Really nice! \n \nOne question to clarify: \nThe new mining drill has an insane coverage area. But on your video several of them are definitely covering multiple resources while still outputting single resource. Does that mean mining drills are getting a built-in filter? \nOr have I missed this one in the 1.1 game now?", "date": "2023-12-01T12:16:38+00:00", "quotes": [] }, { "author": "Raphaello", "content": "Great! I especially appreciate you are focusing on fun and are not afraid to cut out features that complicate things for the sake of complication.", "date": "2023-12-01T12:19:08+00:00", "quotes": [] }, { "author": "KvasDimas", "content": "Why didn't they give us 5 or 3? It's rude to give four. \nMe on the forth planet. \n \n \n \n Screenshot 2023-12-01 142028.png (311.24 KiB) Viewed 15546 times", "date": "2023-12-01T12:22:49+00:00", "quotes": [] }, { "author": "Svip", "content": "Look at the two bottom left drills, they have mixed output. The one on the left outputs both coal and iron, while the one on the right outputs both uranium and iron.", "date": "2023-12-01T12:23:14+00:00", "quotes": [ { "author": "Engimage wrote: Fri Dec 01, 2023 12:16 pm", "content": "" } ] }, { "author": "Tooster", "content": "Yeaaah, nice big bulky machines, they fit perfectly, really like the foundry idea! \n \nOn another note of feedback — have you noticed that (all) mining drill's digging sound is very dull and almost as if it were of a low quality??? Almost as if it was recorded with low quality microphone. It is pretty apparent on the second video you linked, where the drill frame moving is nice and crisp, but the digging sounds sound as if video quality on YT dropped to 144p. It contrasts so much when I play it on repeat.", "date": "2023-12-01T12:23:35+00:00", "quotes": [] }, { "author": "IForgotMyName", "content": "It's a bit of a shame that interesting mechanics are being removed to maintain the pace of progress. I think they should be added, but for a different game mode, for example \"Marathon\". At the moment, this is a rather crude mode, so it would be nice to implement non-standard complication of recipes. This will give Factorio veterans a fairly challenging experience, while newbies can ignore the complications and still get a fairly full-fledged experience", "date": "2023-12-01T12:28:00+00:00", "quotes": [] }, { "author": "aka13", "content": "I really really like the big miner, the ore-to-component, and general obvious mining outpost fatigue reduction. This is the weakest point of vanilla and SE right now. \nThe graphics are also amazing. Really looking forward to it.", "date": "2023-12-01T12:31:40+00:00", "quotes": [] }, { "author": "mmmPI", "content": "What a pleasant read ! Very hyped by the foundry ! Looks great ! And more importantly sounds like very appealing to use and fitting the gameplay ! \n \nNice to learn a little more about the philosophy of the expansion, the reason for the number of planets, the reasonning for their theme and gameplay implication. \n \nNice to see how lava is used, the offshore pump getting additionnal function, and the way inserters just throw things into lava i like it ! \n \nI like the Big mining drill, but maybe the name is a little offensive for the mining drill and maybe it should be called tall mining drill, or improved-footprint-mining drill. And no that's not serious but since all the choosen name had gotten criticism and we got invited to do so for this one i tried my best. \n \nI like the idea that othet planets shouldn't just be mining outpost, and i feel it's fun to think about the environment differently than in nauvis with the no water no crude oil no uranium rule, it really makes for good way to push a challenge like an independant \"level\" could feel. But you still can bring back things from Vulcanus to Nauvis, it's not just a disconnect \"level\". \nI think it makes perfect sense then to try and reduce the feeling of repetition that may arise if one need to do 4 time \"the same base\" by twisting the rules to make them different, or adding shortcut, like direct sulfuric acid harvesting. The unique science pack feeling like one reward for passing the level, and the big mining drill like another one so that you don't just go there for science because the game told you to, but also to get tungsten because that's how the good drills are made. \n \nGood to know it is possible to recycle iron plate albeit at a prohibitive cost, it make more sense than crafting basic ammo to recycle them in order to increase quality of iron plate. \n \nGood to know it is possible to use molten copper or iron directly to make gears or wire, that is the case in several mods, and has always felt natural to me, knowing that the recycling of those is going to be handled in the expansion is a good news because it's hard/impossible for modders to make it work all together when one of the appeal of playing modded is to have the freedom to pick and select a personnal taste combo. Knowing that the mechanics will be in the engine is making me have great hopes \n \nSame with the mechanic of depleting ressources only sometimes to make ore patch last longer ! \n \nHoping we learn about the \"sounds of factorio\" soon", "date": "2023-12-01T12:34:59+00:00", "quotes": [] }, { "author": "authorized411", "content": "Quality? \n \nDo tell.", "date": "2023-12-01T12:38:36+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "MEOWMI", "content": "Those foundry audiovisuals are just pure candy! The drill looks amazing too. \n \nI keep saying it, there was never any real doubt, but every FFF just keeps showing how utterly impressive the expansion is.", "date": "2023-12-01T12:41:36+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "Something I started to wonder upon reading: \n \nAre the new planets (practically) infinite size like Nauvis? \n \n(I know that in the Space Exploration mod many planets are quite small, but core mining ensures that you can never run completely out of resources and get stuck, as long as you have at least one core mining drill.) \n \nHow will this be handled in the Factorio expansion?", "date": "2023-12-01T12:45:29+00:00", "quotes": [] }, { "author": "silentium_noxe", "content": "I think that developers make factorio more casual with this DLC. I consider myself to be a player who loves hardcore. My default game has the next preset biters 600/600, expensive recipes, and a multiplier of tech x10 or more if I want to play harder with biters. \n \nThe default preset of marathon passing for 3 hours. I'm silent about the normal preset. Trying to speed up the gameplay to launch the player into space only simplifies a lot of mechanics. I didn't come here to walk on the lawn and build a factory. I can do this in Satisfactory. The war with biters is the main engine that forces gameplay. The fear of being destroyed is the main reason why I want to research new technologies. What sense of 1M green circuits if I can't feel the challenge? When I have lasers and uran weapons, biters become too easy. \n \nI don't need more planets. I need more hardest biters, more smarter, more extended gameplay for the war. Integrate rampant to the game natively", "date": "2023-12-01T12:51:53+00:00", "quotes": [] }, { "author": "againey", "content": "Friday Facts #375 - Quality", "date": "2023-12-01T12:53:19+00:00", "quotes": [ { "author": "authorized411 wrote: Fri Dec 01, 2023 12:38 pm", "content": "" } ] }, { "author": "Inscius", "content": "Does this mean we need to ship calcite to Nauvis if we want to use the more efficient smelting recipes there? Or will there be some way to obtain calcite on planets other than Vulcanus? \n \nI really like calcite from a game design/flavour point of view. The other natural resources we have are all pretty basal, so it's nice to have a material that works more like a supplement. To use a food analogy, it's like adding some spice to the meat and potatoes that are iron/oil etc. \n \nAlso, these buildings have me wondering what the other planets will offer to dissuade me from going to Vulcanus first every game.", "date": "2023-12-01T12:53:59+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "grzybk", "content": "Yeah it's quite jarring to me too. I think it's fine for regular drills since you usually have at least 10 so they all mix together.", "date": "2023-12-01T12:54:35+00:00", "quotes": [ { "author": "Tooster wrote: Fri Dec 01, 2023 12:23 pm", "content": "" } ] }, { "author": "IForgotMyName", "content": "This FFF pleasantly surprised me. I was quite pessimistic about the idea of an interplanetary factory. But fortunately, the developers really care about balance, so eventually (hopefully) the planets will be more unique than \"mining outposts\", and at the same time have interacting mechanics, rather than being several isolated game sessions", "date": "2023-12-01T12:55:21+00:00", "quotes": [] }, { "author": "IForgotMyName", "content": "This is a (my favorite) screenshot of the factory shown in FFF 380. Above the hotbar there is a station with a Calcite icon, and to the left with Orange and Pink Science icons. So the developers have definitely thought about how resources can be used on other planets", "date": "2023-12-01T13:05:06+00:00", "quotes": [ { "author": "Inscius wrote: Fri Dec 01, 2023 12:53 pm", "content": "" } ] } ]
19
2023-12-01T06:00:01-06:00
forum-topic-124460
124460
Electrified concrete .
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=124460
issicus
No more power polls ! Haha. Might be cool.
[ { "author": "", "content": "No.", "date": "2024-12-15T05:09:35+00:00", "quotes": [] } ]
1
2024-12-14T22:44:47-06:00
forum-topic-6406
6406
Multiplayer Forum Info - Page 3
Multiplayer
https://forums.factorio.com/viewtopic.php?t=6406&start=40
AlexPhoenix
what is memory consumption of headless server on linux?( i know it depends from map, by at least some values will be usefull for me to see if i can host server or not)
[ { "author": "Bisa", "content": "I'm running with 2GB of ram without any issues, bet you can go lower then that but 2GB works like a charm for me", "date": "2016-04-17T20:53:17+00:00", "quotes": [ { "author": "AlexPhoenix wrote:", "content": "" } ] }, { "author": "Kamel", "content": "Anyone got an answer on how to configure mods in multiplayer (with a dedicated server)? \n \ni.e. we wanted to use Natural Evolution Enemies but change the setting NE.Set_Difficulty from hard to easy. \nWe tried to unpack the zip file on the server and clients and change the value but that only lead to desyncs...", "date": "2016-04-19T15:04:27+00:00", "quotes": [] }, { "author": "prg", "content": "Are you using 0.12.30 so you can be sure everyone changed the setting the same way?", "date": "2016-04-19T15:12:51+00:00", "quotes": [] }, { "author": "Kamel", "content": "I'm using the stable .29 release \n \nI'm sure I and the server had the same settings as I made them - is it the right way at all to unzip it on everyones install and change the value, though?", "date": "2016-04-19T19:24:46+00:00", "quotes": [] }, { "author": "prg", "content": ".30 still seems to be marked as experimental for some reason. Updating to experimental versions need to be enabled in the settings somewhere. \n \n\nThis should work I think.", "date": "2016-04-19T19:28:17+00:00", "quotes": [ { "author": "Kamel wrote:", "content": "" }, { "author": "Kamel wrote:", "content": "" } ] }, { "author": "Kamel", "content": "Okay apparently I messed up previously. \nJust retried it and I'm not getting desyncs anymore... My bad. \n \nPerhaps someon can add it to the FAQ in the wiki: \nConfiguration changed need to be identical on the server and all clients. (i.e. for mods: Everyone needs to unzip them and use the identical config.lua files)", "date": "2016-04-19T19:40:02+00:00", "quotes": [] }, { "author": "Chaos234", "content": "Hi, \n \nI have huge problems with my MP Headless Server. \n \nSince we are using robots its going under 40 FPS/UPS and the server delay goes up to over 230. \nWell, we are actually using waiTex and UpGrade as mods (later we want to start new with full mods). \n \nIt seems that the robots physics is not coded well because there was no such FPS/UPS breaking. \n \nFor start/stop I use the init script which is linked in the wiki thread and also I am using a latency-ms \nbetween 200-400ms but nothing worked well. \n \nAlso a compleatly unmodded version from 0.12.29 won't work any more lag less if robots are in the game. \n \nThis means that we need a compleat multiplayer robots rewrite so that they are not doing any trouble any more. \n \nCurrently there is a delay from 55 up to 240. \n \nI hope that the Dev's from factorio will solve this problem by rewriting the robots compleatly because I see no other \nway to get this problem solved. \n \nIn addition ... the Multiplayer should be rewritten compleatly because modern games are not going to use p2p-connections \nalso there shouldn't be a *.cpp handling in the console of the game. I am sure that this will also be resolved and improved \nin a later version but it must be done. \n \nWell, well, if you have any hints for me to get those lags away I'll test (don't ask for server logs because there is no helpfull \nstuff in it) it.", "date": "2016-04-22T22:55:01+00:00", "quotes": [] }, { "author": "Kamel", "content": "How many robots are you using? We only had 1000 robots and 2 players so far and no lag", "date": "2016-04-23T12:13:40+00:00", "quotes": [] }, { "author": "Bisa", "content": "sorry for not answering any of your other questions - but think of this; If you have issues with simulating 1000+ bots on your game, imagine the amount of network traffic you would need to transfer if a server had to do the simulation and send all those bots flying around to 5+ players, not to mention literally thousands of copper and iron plates moving around per second, instead the p2p architecture allows the game to simulate lots of stuff and merely compute a hash/send some trivial stuff over the network. \n \ngranted, p2p is frustrating (heck the whole mp experience is a bit finicky at best) but going for a server-client architecture just seems like it would add other issues tbh - I like to play massive factories with others, something made possible with p2p + the \"server\" running costs are minimal", "date": "2016-04-26T16:16:30+00:00", "quotes": [ { "author": "Chaos234 wrote:", "content": "" } ] }, { "author": "Redstylt", "content": "But it's so difficult to make a good \"public\" server :/ \nAnd for someone who has \"not good\" connection, he can never play on MP ? \n \nPeople will start to leave the game... unfortunately :'(", "date": "2016-04-27T22:44:08+00:00", "quotes": [ { "author": "Bisa wrote:", "content": "" }, { "author": "Chaos234 wrote:", "content": "" } ] }, { "author": "Bisa", "content": "Hopefully addressed with 0.13 FFF the other week hinted for some nice authentication features and the matchmaking/lobby service is also something to look forward to \n \nI'm sorry but they would not be able to play better with even more stuff going over the network, most likely the opposite :p \n \nIf you say so, I've been hosting a public server for a year - in that time the multiplayer experienced has nothing but improved, I'm sure by the time we hit 1.0 Wube has nailed it so I'm not worried, it's pre-release game still after all", "date": "2016-05-01T13:16:02+00:00", "quotes": [ { "author": "Redstylt wrote:", "content": "" }, { "author": "Redstylt wrote:", "content": "" }, { "author": "Redstylt wrote:", "content": "" } ] }, { "author": "Redstylt", "content": "hi, \n \nIs it possible to make a vote on the forum ? \n \nAnd do you know any mods to make a \"PVP\" server ? \nThanks", "date": "2016-05-01T20:59:43+00:00", "quotes": [] }, { "author": "JJWonderTard", "content": "I hate the system how it is now cant they just make it like every other steam game? I dont want to have to dick around with my router for 30 min to play with a friend. And all guides and videos are like years old. I just want the system to be like Terraria or something where you host a online game and the person joins it. I cant stand dicking with my already slow internet to play with my friend. Cant it be changed to this very easily?", "date": "2016-06-07T06:06:49+00:00", "quotes": [] }, { "author": "searker", "content": "If it could, it would have been \nBesides, youre missing something here: Factorio is not like every other steam game in any way; The main reason being that Factorio was always developed as a non-Steam game and is now just sold there aswell. \n0.13 (the next major version) Will make huge improvements to the Multiplayer (ingame as well as server-discovery).", "date": "2016-06-07T11:35:50+00:00", "quotes": [ { "author": "JJWonderTard wrote:", "content": "" } ] }, { "author": "Noob634", "content": "Hey, I uploaded my server today and a few people joined, the problem is that they got \"desync!\" after a while. Can someone explain what this is and what is causing it?", "date": "2016-07-01T20:55:38+00:00", "quotes": [] }, { "author": "", "content": "It's probably due to these bugs: \n [0.13.3] Desync by holding offshore pump in hand \n [0.13.3] Multiplayer desync by someone holding Train Stop", "date": "2016-07-01T21:06:26+00:00", "quotes": [ { "author": "Noob634 wrote:", "content": "" } ] }, { "author": "impetus maximus", "content": "what are the hardware requirements for running a server? how many threads does it use? \n \ncheers", "date": "2016-08-24T03:30:57+00:00", "quotes": [] }, { "author": "", "content": "The requirements are essentially the same as the clients. The server not only co-ordinates the clients/traffic it also runs the map simulation itself and on slow server hardware this can make the server lag the game. A dedicated graphics card is not required, the server can be run in headless mode. It uses a little less RAM than the client but with big maps and mods it will take some. \n \nCurrently (0.13) the main game update logic is all done in one thread, only some minor tasks are run in a separate thread. It's therefore the best solution to use a server with one or two threads/cores, any additional cores don't help the performance.", "date": "2016-08-25T13:51:55+00:00", "quotes": [ { "author": "impetus maximus wrote:", "content": "" } ] }, { "author": "impetus maximus", "content": "cool thanks.", "date": "2016-08-25T17:51:53+00:00", "quotes": [] } ]
19
2014-11-02T03:27:06-06:00
forum-topic-23679
23679
[MOD 0.13] Afraid of the dark - lights, lamps & vision.
Mods
https://forums.factorio.com/viewtopic.php?t=23679
binbinhfr
Infos Type: Mod Name: AfraidOfTheDark Description: Night is too dark for you ? Enforced flashlight and personal lights, powerful balloon lights or a pair of natural tinted night glasses could be the solution ! Tested-With-Factorio-Version: 0.13.0 Multiplayer compatible: tested on a headless server... Locale: english, french, german Tags: Night vision, Glasses, Lamp, Light, Vehicles 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/binbinhf ... dOfTheDark logo2.jpg (21.57 KiB) Viewed 50693 times Description Description Nights are too dark for you ? When the shadows come, you're afraid of the BBBB (Big Bad Behemoth Bitter) ? You're tired of bumping your head into electrical poles at midnight ? Then this mod is for you !!! You now have three progressive solutions to unveil the shadows : First, did you notice that, at night, you have an omindirectional light covering a circular area around you, and also a personal light cone ? This mod enforces these personal lights you are carrying with you. It also works when you are inside a vehicle (car, tank, airplane, and also moving locomotives). You can customize this enforcement by editing the config.lua file. afraidofthedark-screencopy7.jpg (59.33 KiB) Viewed 50693 times Second, in the middle game, researching "optics" gives you access to a new powerful lamp : the "balloon light", that has a really wider ligthing area than the classical small lamp : afraidofthedark-screencopy8.jpg (87.06 KiB) Viewed 55895 times Third, in the later game, researching "night vision" gives you access to another pair of glasses to wear in your armor : the "perfect night glasses". With these, you can see as if it was noon under the sun ! They are very efficients to hunt in nightclubs too, but alas, you are alone on this planet : afraidofthedark-screencopy9.jpg (150.65 KiB) Viewed 55895 times And it is even a little smaller than the green military night vision equipement : 2x2 instead of 3x2 ! And now that the night almost vanished, if you cannot tell what hour of the day it is anymore, just check my Time Tools mod ... Download For Factorio 0.13.X : 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": "Sander_Bouwhuis", "content": "Ooooooooooooooooooooooh!!!! This is totally fantastic! \n \nI'm going to try the mod and report back in 15 mins. \n \nEdit: \nOk, just tried it out. \n \n1. The lights are fantastic. They really illuminate an area well. \n \n2. The night vision goggles I can't test yet. This is why I hate the nights: night vision is a late game item because you need blue electronics boards for using them. By that time you normally have illuminated your complete factory anyway. \n \n \nI checked the mod and it states: \nLamp -> light = {intensity = 0.95, size = 120} \nGoggles -> light = {intensity = 0.5, size = 40} \n \nCan you tell me what the original intensity and size is? \nI think the lamp is -> light = {intensity = 0.9, size = 40} \nI couldn't find the goggles though. \n \nPS \nI now see you're the same guy/girl who did the 'Water well' and 'Big bags' mods. \n!!!YOU ARE AMAZING!!!", "date": "2016-04-15T06:07:16+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "Happy to make you happy \n \nWell I finished this mod a little late last night, so the code is not so clean, even if it works. \n \nInfact the \"light\" line on the goggles has no effect, it was just a try I made. I forgot to delete this useless line. \nOn the goggles, the only active variable seems to be the tint, that gave a greenish overlighted feeling. I just suppress this and revamp the item, icon, insert into a technology, etc... \n \nOn the light, you are right, the classical lamp is {intensity = 0.9, size = 40} : I tripled the radius, enforce a little bit the light and increase the consumption to be consistent. And of course, I draw a new little look, which took me a lot of time comparing to the rest", "date": "2016-04-15T07:06:47+00:00", "quotes": [] }, { "author": "seronis", "content": "Night vision goggles should not be daylight brightness. You should be able to tell its nighttime, just let it be light enough to see. Easy tweak to make on my own copy though. Great work", "date": "2016-04-15T08:02:52+00:00", "quotes": [] }, { "author": "Sander_Bouwhuis", "content": "Indeed, just enough so you can see the surroundings, and still see it's night time. \nI'm looking forward to trying the night-vision goggles. \n \nIn all honesty, I would prefer leaving the lamp in its original state (picture). Only the light/radius adjustment was needed.", "date": "2016-04-15T08:43:23+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "Ha ha, I am afraid that's the way it will remain. Because if you want a greater effect, it seems logical that you have to install a bigger machine. For example, that's the same for electric poles : to get a wider range, you have a bigger pole, less easy to install. All is about balance, nothing is free \n \n\nCould you tell me what kind of tweak you changed on the glasses to get a little more dark without tinting or greying ? Because I tried a few things and did not find something nice...", "date": "2016-04-15T09:08:30+00:00", "quotes": [ { "author": "Sander_Bouwhuis wrote:", "content": "" }, { "author": "seronis wrote:", "content": "" } ] }, { "author": "Speadge", "content": "sth i dont understand: \n \nwhen i'd want to disable game mechanics like the night, I'd use the console. \nbasically, the glasses dont do sth else in my opinion: thy totally eliminate the night - i dont even get a Feeling for when my solar Panels stop working. \n \nIMHO - i'd prefer a mod that even darkens the 14% brightness at night to about 5% or less...", "date": "2016-04-15T10:07:41+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "If you disable the night, you cannot play with the solar panels / accumulators anymore... Thats' why some people want to have more lights in the night. \n \nBut if you like darkness, obvisously my mod called \"Afraid of the dark\" is not the one you need . Have a look at Longer Day/Night Cycles .", "date": "2016-04-15T10:56:48+00:00", "quotes": [ { "author": "Speadge wrote:", "content": "" } ] }, { "author": "binbinhfr", "content": "Well, to try to please everyone, here is v1.0.1 . \n \nI don't like to add features without research or crafting costs, but I changed the personal lights around the player (the overall circular light and the cone light). \nSo this feature is enable from the beginning, for free. \nYou can edit the config.lua file to change the settings of the personal lights : \n- you can enforce these lights to lighten up the night just around you, without having the infinite full day vision as with the glasses (try the default settings). \n- you can also decrease these settings to get even darker nights (so that Speadge will be happy, because he is NOT afraid of the dark )", "date": "2016-04-15T12:41:33+00:00", "quotes": [] }, { "author": "Sander_Bouwhuis", "content": "Changing the personal light is a very smart way to do it! \n \nI didn't try the goggles yet, because as I said, I don't have blue electronic boards yet so I can't use them.", "date": "2016-04-15T15:05:36+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "here is v1.0.2 \nPersonal light now works when you are inside vehicles : cars, tanks, airplanes and also moving locomotives.", "date": "2016-04-23T15:16:11+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "here is v1.0.3 \nImproves multiplayer compatibility.", "date": "2016-04-27T18:47:36+00:00", "quotes": [] }, { "author": "Sander_Bouwhuis", "content": "HUGE thanks!", "date": "2016-04-30T13:37:14+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "thx Sander ! \n \nhere is v1.0.4 \napply also to all other player types, not only basic player/player (like FARL and YARM avatars).", "date": "2016-05-06T18:38:47+00:00", "quotes": [] }, { "author": "withers", "content": "What if the night is dark and full of terror? What then???", "date": "2016-05-13T09:42:55+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "then", "date": "2016-05-13T11:16:38+00:00", "quotes": [ { "author": "withers wrote:", "content": "" } ] }, { "author": "sporefreak", "content": "getting an error\n ERROR Failed to load mod \"AfraidOfTheDark 1.0.5\" \n__AfraidOfTheDark__/data-updates.lua:8: bad argument #1 to 'pairs' (table expected, got nil)", "date": "2016-06-17T00:27:08+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "Hi, \n \nit probably comes from an incompatibility with one of your other mods. \nDo you have mods that creates alternate player characters / cars / tanks / locomotives ? Please send me your mod-list.json to be sure.", "date": "2016-06-17T07:11:29+00:00", "quotes": [ { "author": "sporefreak wrote:", "content": "" } ] }, { "author": "binbinhfr", "content": "Until underdstanding what's the problem, to avoid the error, I added a test, so please download v1.0.6 .", "date": "2016-06-17T07:40:22+00:00", "quotes": [] }, { "author": "sporefreak", "content": "I have no doubt.\n \nOh boy do I \n1.0.6 srrmd to have fixed the issue. Thanks!\n modlist.json { \n \"mods\": [ \n { \n \"name\": \"base\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"8L-Train-Project\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"actuator\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"additionaloilrefineries\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Advanced-Inserters\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"advanced-logistics-system\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Advanced_Personal_Roboports\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"AfraidOfTheDark\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"air-filtering\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Aircraft\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"AlienWall\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"AmmoBox\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"AmmoBox_Autorequest\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"assembler-light\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"AssemblyZero\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"AutoDeconstruct\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"autofill\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Auto_Deploy_Destroyers\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Avatars\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Belt-hoppers\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"BeltBrush\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"BetterElectricPole\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"BetterFluidColors\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"BetterIcons\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Big_Brother\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobassembly\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobconfig\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobelectronics\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobenemies\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"boblibrary\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"boblogistics\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobmining\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobmodules\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobores\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobplates\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobpower\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobtech\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobtechsave\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobwarfare\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"BridgeRailway\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Concrete_Lamppost\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"crafting-equipment\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Crafting_Speed_Research\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Cursed-JP\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"DayNightExtender\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"DoubleFurnace\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"eco-trees\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"electric-switch\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Electrical-Pole-Lights\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"EMP Biters\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Equalizer_Chests\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"EvoGUI\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"ex-range\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"express-transport-belt-tunnel\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"FastFilterFill\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"fastnsmart\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"finitewater\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Fishing Pole\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Flare Stack\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Flow Control\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Foreman\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Gandalf\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"GhostTime\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Happy Factorio\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"hardCrafting\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Honk\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"improvedbeacons\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"JESUS CHRIST IT'S A TRAIN GET OFF THE TRACKS\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"K&L-Inserters\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"KS_Power\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Landfill\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Larger Inventory\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Laser_Beam_Turret_Bobs\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"LogicBelt\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"LogisticsMining\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"magnet\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"micro-accumulator\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Minable Rock\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"MiningTools\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"mod-iconizer\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"ModuleInserter\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Near Inserters\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Orbital Ion Cannon\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"PersonalRoboportFix\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"PersonalTeleporter\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"picker\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Pipe-Manager\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"PocketRepair\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"pollution-detector\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"pressure-floor\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"prospect\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"radar-two\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"RailTanker\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Raven\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"RavenSilica\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"research-queue\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"ressource-scanner\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"rocketAutoStarter\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Satellite Uplink Station\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"scarynights\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"searching-flashlight\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"sensor\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"ShuttleTrain\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Side Inserters\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Single-Splitter\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"SmartSplitters\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"SmartTrains\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Squeak Through\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"stopnamekeeper\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"STRS\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Terraforming\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"TheFatController\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Treefarm-AC\", \n \"enabled\": \"false\" \n }, \n { \n \"name\": \"true-long-reach\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"upgrade-planner\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"usefulSpace\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"VanillaEx\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"VersepellesCaptureCapsules\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"vzyElectricTrains\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"WallCraft\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Warehousing\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"wreckage-pollution\", \n \"enabled\": \"true\" \n } \n ] \n}", "date": "2016-06-17T17:33:27+00:00", "quotes": [ { "author": "binbinhfr wrote:", "content": "" }, { "author": "binbinhfr wrote:", "content": "" } ] } ]
19
2016-04-14T18:34:22-05:00
forum-topic-117846
117846
[2.0.11] Crash, SDL_rawinputjoystick.c / VulkanSteamOverlayProcessCapturedFrame (MR)
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=117846
lucyisgamer
Since updating to 2.0, I've been getting random crashes, all with the same log messages (most recent log and memory dump are attached). They have been happening during all phases of the game (I even had one during the initial startup load when booting the game). Despite what the logs may claim, I don't have any controllers connected to my machine. Sorry for not having a reproducible test case, it's been happening often enough to impede progress but not enough to narrow down a cause. If need be, I can try and attach a debugger to the game while I play.
[ { "author": "Biometrix", "content": "I WAS randomly crashing before 2.0.8 I think? Several hours then a crash, consistently. Haven't in a day or two, though, since 2.0.8 or 2.0.9 or something like that.", "date": "2024-10-29T09:14:29+00:00", "quotes": [] }, { "author": "A7x49", "content": "The game crashed randomly \n \n Merged...", "date": "2024-10-29T16:06:44+00:00", "quotes": [] }, { "author": "", "content": "You could try disconnecting your joystick and disabling steam overlay for factorio.", "date": "2024-11-01T14:32:49+00:00", "quotes": [] }, { "author": "lucyisgamer", "content": "I didn't have any controllers connected to begin with, but I can try disabling the Steam Overlay. I can also confirm that this issue still affects 2.0.14.", "date": "2024-11-06T08:07:34+00:00", "quotes": [] }, { "author": "lucyisgamer", "content": "Tried disabling Steam Overlay (and Steam Input, for good measure) and game still crashes on 2.0.15.", "date": "2024-11-06T18:22:32+00:00", "quotes": [] }, { "author": "", "content": "Ref 121798 , 123018 , 125169", "date": "2024-11-17T13:48:56+00:00", "quotes": [] }, { "author": "", "content": "Is this still an issue in the latest version (2.0.23 or newer)? In Factorio 2.0.16 we have updated SDL from version 2.30.0 to 2.30.9 and there are several fixes for controller support mentioned in the SDL patch notes.", "date": "2024-12-04T15:03:01+00:00", "quotes": [] }, { "author": "Frazbil", "content": "Also had this crash occur on version 2.0.23. It seems to trigger when my XBox Series X Controller is turned on (even if it isn't actively connected to my PC via Bluetooth, i.e. it is connected to another PC, but in my \"bluetooth devices\" list)", "date": "2024-12-07T20:58:18+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the info. \nI bought Wireless Xbox Controller but have not been able to reproduce the crash. One thing I noticed from minidump OP posted, is that they have somewhat outdated version of Steam's gameoverlayrenderer64.dll (in which the crash happens). I have version 9.38.28.26, OP's minidump has version 9.18.90.86, and one of the duplicate threads has minidump with version 9.33.91.58. \n \nFrom the crashlog, SDL is calling Window's API function get_GamePads from Windows.Gaming.Input.IGamepadStatics interface, which is intercepted by Steam's overlay, which triggers the crash. So it might be even bug in Steam overlay which might have been fixed in current Steam client.", "date": "2024-12-13T17:52:33+00:00", "quotes": [] }, { "author": "crystalin", "content": "Happens the same to me with XBox Controller when connecting/disconnecting frequently (not being used in Factorio but I left the controller on by mistake)", "date": "2025-01-04T13:42:40+00:00", "quotes": [] }, { "author": "", "content": "Given the crash is happening outside of Factorio's code, and outside of even the library code we're using, I don't see anything here that we can work with. I would report this issue to Steam and ask that they fix what ever is crashing in their code.", "date": "2025-03-10T23:02:52+00:00", "quotes": [] } ]
11
2024-10-27T00:26:29-05:00
forum-topic-118901
118901
Factorio Forums • [2.0.13] Umlaut search is case-sensitive
Umlaut search seems to be case-sensitive. Experienced it with the following example, and seems to be the similar for the other 3 german-specifc characters [äöüß vs ÄÖÜẞ]: Language: German Searching for "ö", shows: factorio_8U8VPaYJB5.png (8.91 KiB) Viewed 156 times Searching for "Ö" shows: factorio_RQXI2o2Rym.png (3.57 KiB) Viewed 156 times But either search should show all the 4.
[ { "author": "", "content": "duplicate of viewtopic.php?f=182&t=116581 \n \nfunnily enough, back in 2018, was ruled \"I don't think this will change\" in a different context viewtopic.php?p=390820#p390820", "date": "", "quotes": [] }, { "author": "", "content": "64030", "date": "", "quotes": [] } ]
2
forum-topic-127567
127567
[2.0.41] Powerpole not connecting to transmission line.
Not a bug
https://forums.factorio.com/viewtopic.php?t=127567
calebleemcd
When I go to place a power pole in this position, it fails to connect to the adjacent transmission line. In a different location it connects to the substation, and in other locations on the map there is no issue.
[ { "author": "", "content": "Welcome on forums. This behavior is working as designed: electric pole will not auto connect to other electric poles if that would cause any of those poles to have more than 5 copper cables. You can manually add a copper cable if you really need it.", "date": "2025-03-17T10:18:07+00:00", "quotes": [] } ]
1
2025-03-17T04:50:16-05:00
forum-topic-9430
9430
Uranium Power 0.5.3 -> Atomic Power 0.5.3 (Canceled)
Atomic Power
https://forums.factorio.com/viewtopic.php?t=9430
Fatmice
Uranium Power will be renamed as Atomic Power. Information on how to transition smoothly from Uranium Power 0.5.3 to Atomic Power 0.5.3 will be posted here when I figure out the migration script solution. In the event that this can not be done transparently, mod name transition will occur for the 0.6.0 release, due sometime next week.
[ { "author": "Fatmice", "content": "Okay, I've investigated this deeply and also discussed with Kovarex about this move. The conclusion is that it is best to not do so given that this will adversely affect many users due to this mod being in shadow's mod pack. \n \nGoing forward, Atomic Power will be an umbrella name for all mods that I will work on that is related to power coming from manipulation of the atom, i.e. nuclear physics related. Thus Uranium Power will remain so. When fusion comes along, I will make it as a separate mod name Fusion Power.", "date": "2015-04-07T18:45:10+00:00", "quotes": [] } ]
1
2015-04-04T18:47:09-05:00
forum-topic-125262
125262
Ban quality modules from asteroid crushers
Balancing
https://forums.factorio.com/viewtopic.php?t=125262
CyberCider
Asteroid reprocessing can essentially be used as a superior alternative to recycling. The chance to return an asteroid in higher quality is 80%, which is considerably higher than the recycler's 25%. Even the basic asteroid crushing recipes can also return asteroids, and their chance to do so is increased by asteroid productivity infinite tech. It starts at 20%, which is already not bad, but very quickly surpasses 25% with only a few levels of research. Why is this important? Because asteroids can be processed into iron, calcite and coal (and smaller amounts of copper). Calcite can be processed into stone via lava processing, and coal becomes plastic. Calcite and coal are the only solid ingredients of said recipes, which means they fully transfer their quality onto those resources. This means that asteroids can be used as a backdoor to mass amounts of high quality iron, stone/concrete and plastic. Iron is the most important one of these, obviously, but a different interaction allows plastic to "transfer" its quality to copper and steel via LDS casting (which I also think is stupid by itself, but I'll leave that topic for another post...). And a single productivity research will increase all of their yields simultaneously. This makes asteroids a very viable source of all basic resources in high quality. In my opinion, too viable. It far too easily overshadows other methods of obtaining quality basics. It has everything: versatility, simplicity, production capability, and scalability. Not to mention the fact that a quality upcycling method which doesn't even touch recyclers is something that shouldn't exist, and is clearly the product of an unforeseen interaction between unrelated game mechanics. It's unbalanced and should be removed, by way of forbidding quality modules in all asteroid crusher recipes.
[ { "author": "theolderbeholder", "content": "If you like the game to be more difficult for you, make it more duifficult FOR YOU. Try to leave everybody else out of your personal preferences, thank you very much.", "date": "2024-12-28T17:51:46+00:00", "quotes": [] }, { "author": "aka13", "content": "It has nothing to do with difficulty, but rather with cheese.", "date": "2024-12-28T18:09:50+00:00", "quotes": [] }, { "author": "BlakeMW", "content": "I don't think you understand the concept of game balance. \n \nLike for a game to be balanced, some things can be better than others, but shouldn't be too much better. \n \nThe basic idea here, is that with a recycler to lose 75% of stuff every pass, so after 3 passes there's only 1.5% of the original stuff left. \n \nWith asteroid reprocessing only 20% of stuff is lost every pass, so after 3 passes, 51% of stuff remains. The nature of quality upcycling makes asteroid reprocessing dramatically better, not just a bit better, but orders of magnitude better.", "date": "2024-12-29T00:28:37+00:00", "quotes": [ { "author": "theolderbeholder wrote: Sat Dec 28, 2024 5:51 pm", "content": "" } ] }, { "author": "h.q.droid", "content": "Simply false. Anything at 200%+ productivity is better than asteroid reprocessing in terms of productivity. That includes upcycling rocket part components and upcycling battery in cryo plants. \n \nFor casual players a big factory shouldn't be necessary to bootstrap legendary stuff and quality reprocessing fills in the gap nicely. And it's more fun to setup than save-scumming.", "date": "2024-12-29T04:31:40+00:00", "quotes": [ { "author": "BlakeMW wrote: Sun Dec 29, 2024 12:28 am", "content": "" }, { "author": "theolderbeholder wrote: Sat Dec 28, 2024 5:51 pm", "content": "" } ] }, { "author": "Dr. Dog PhD", "content": "Why does the whole of the quality mechanic need to be routed through a single building? The game generally allows multiple valid solutions to problems. \n \nAnd \"unforeseen interaction between unrelated game mechanics\" is typically called emergent gameplay and is not automatically a bad thing.", "date": "2024-12-31T01:31:47+00:00", "quotes": [ { "author": "CyberCider wrote: Sat Dec 28, 2024 5:29 pm", "content": "" } ] }, { "author": "CyberCider", "content": "Maybe I should have worded that better. There’s nothing inherently wrong about this method being different than the others. But the point that I made in the rest of the post still stands: It’s unbalanced. All the values/stats related to quality are designed and balanced around the recycler’s return rate, thus any alternative with a better return rate will result in significantly stronger production than should be possible. \n \nI am familiar with the concept of emergent gameplay. But I believe it should still be subject to balancing, if it produces something with a significant enough effect on the gameplay.", "date": "2024-12-31T09:20:30+00:00", "quotes": [ { "author": "Dr. Dog PhD wrote: Tue Dec 31, 2024 1:31 am", "content": "" } ] }, { "author": "aka13", "content": "Seeing as how everything got nerfed to the ground which was \"playing the game wrong\" directly in the beta, and this was known since the beta, this counts as \"playing the game right\" by whatever powers that decide so, and I would be genuinely surprised if anything would be done about it this late into 2.0.", "date": "2024-12-31T10:01:17+00:00", "quotes": [] }, { "author": "angramania", "content": "Recycler has 4 module slots instead of two. Corresponding machine can have from 4 to 8 slots. And very high productivity for some recipes. Quality will be increased on both steps comparing to single step of crusher. Crusher way require later techs and much more complex setups. So final ratio is very different from 51/3. \nWhy not \"balance\" steel furnaces instead, they clearly two times better than stone ones. It's too much better!", "date": "2024-12-31T10:21:22+00:00", "quotes": [ { "author": "BlakeMW wrote: Sun Dec 29, 2024 12:28 am", "content": "" } ] }, { "author": "Nemoricus", "content": "A question I would like to see answered is how many machines it takes to sustain a given production rate of quality items via conventional and asteroid reprocessing routes. This would include asteroid collectors and the machines needed to run a platform. \n \nI suspect that asteroid reprocessing ends up with more complex builds, especially since you also have to route items through a landing pad.", "date": "2024-12-31T13:02:50+00:00", "quotes": [] }, { "author": "Arcus", "content": "This whole suggestion subscribes to an overly narrow view of \"balance\" where anything \"overpowered\" must be hammered down into homoegenity. \n \nThe way things currently is better for gameplay diversity. You're still asked to engage in recycler loops and upcycling for planetary specific materials, and there's nothing inherently special or interesting about iron upcycling loops compared to any other material. Platform design is a different design challenge from building recycler loops on the ground, for all the reductive insistence that it's just \"copypasting a million crushers\". \n \nAsteroid upcycling provides a nice incentive to pursue asteroid productivity research similar to how you're incentivised to pursue high levels of processing unit productivity and LDS productivity. \n \nDo the base game materials eventually become trivial to mass produce in legendary quality? Yes. But it's not really a balance issue in Factorio where you can pummel most challenges into dust with enough mass production.", "date": "2025-01-13T23:50:59+00:00", "quotes": [] }, { "author": "aka13", "content": "Glad that shipping ammo to platform, or asteroid storage did not get hammered, and we get a lot of diversity there.", "date": "2025-01-14T08:57:44+00:00", "quotes": [] }, { "author": "R060", "content": "Except people still ship ammo (rocket missiles) to the platforms instead of crafting them at the rate they consume them, or just wait for 2 hours for them to be replenished and just copy-paste the ship 100 times. I don't understand the goal of all this \"balancing\", except that game now feels more ugly for the sake that «kovarex wanted players to build space factories not space cargo ships», with later kinda the whole point of building them isn't it.", "date": "2025-01-14T13:05:23+00:00", "quotes": [ { "author": "aka13 wrote: Tue Jan 14, 2025 8:57 am", "content": "" } ] }, { "author": "aka13", "content": "Yeah, I am convinced as well that this is the reason asteroid crushing rerolls are still in, so that ships can reliably craft quality ammo for the flying factory aspect. \nThe dropping from orbit is an unintended side-effect. \n Would be pretty funny if orbital drops got nerfed", "date": "2025-01-14T15:05:33+00:00", "quotes": [] }, { "author": "CyberCider", "content": "I don’t think I’ve ever seen anyone do that. Why would you even do it for rockets specifically? Those are easy to produce in flight fast enough to fill a small buffer. I thought red and uranium bullets were the main reason this change was implemented.", "date": "2025-01-14T19:12:57+00:00", "quotes": [ { "author": "R060 wrote: Tue Jan 14, 2025 1:05 pm", "content": "" } ] }, { "author": "aka13", "content": "It was implemented, because speedrunners pre-shipped rockets, bulllets and all the other good stuff and won the game on the final beta test. Stack sizes for ammo were cut in half and shipping made expensiv(er) than it was.", "date": "2025-01-14T19:20:07+00:00", "quotes": [] }, { "author": "R060", "content": "Bullets higher than yellow are useless. Those you actually can just make on the platform to finish off small asteroids. Rockets, the explosive ones, while fired damage big asteroids and all around them, which means they are actually more efficient in killing all asteroids. And to make lots of them you need pretty big platform, since it's just 1 yellow rocket per 4 seconds and 8 seconds to convert it to the 1 red rocket. And not forget the ammount of iron smelting you need to do, which is 6 electric furnaces at minimum to satisfy just one Mk3 yellow ammo assembler. \n \nOr you can just store lots of them in the hub inventory and copypaste their production on the planet to multiload how many platforms you want on Gleba/Vulcanus/Nauvis, reach the destination, load all the lolipop chunks onto the belts and run away. (Those who think that this is incorrect way to play the game - no, it is not, since no one decided to nerf it and instead mines were nerfed in a way that makes them useless to backup you from the situation when eggs decide to hatch on the platform in-flight). \n \nBack on topic though. I hate quality, not because \"it is hard\", no it is not. It's just dumb and lazy and overall introduces more problems by trying to be \"less items to players be less confused about\", despite technically being absolutly different items with their own recipies, ID's and so on. So yeah, go ban quality modules. Or don't. Nobody cares. If 2.1 will not learn the lessons and completly changes to the way Space Exploration worked (which it is, but with more budget), I think I just go back to the 1.1 and start playing SE again. The base game tends to be just the SA without SA and in many ways inherits many bugs because of those \"mods\" that you pay for in DLC.", "date": "2025-01-14T23:08:16+00:00", "quotes": [ { "author": "CyberCider wrote: Tue Jan 14, 2025 7:12 pm", "content": "" }, { "author": "R060 wrote: Tue Jan 14, 2025 1:05 pm", "content": "" } ] }, { "author": "CyberCider", "content": "Well, there is no real downside to a platform being huge. If it’s a promethium platform, then it’s probably already massive anyway. I don’t know why someone would put in so much effort to avoid it. I was under the impression that the main problem with importing bullets to ships was the fact that it allowed players to have much higher firepower than they would if they used yellow bullets produced in space. And higher firepower actually allows you to fly faster. \n \nBesides, if you need rocket turrets, that means you’re on your way to Aquilo, which means you’ve been to the 3 mid planets. So you have foundries and space calcite, T3 speed and efficiency modules, beacons of course… And the means to make quality items, but you seem to not be a fan of those. Anyway, all of these things will let you make rocket production a lot smaller. And if you’re post Aquilo, then you’ll even have fusion power to power more speed modules, and cryoplants to make explosives faster.", "date": "2025-01-15T08:54:15+00:00", "quotes": [ { "author": "R060 wrote: Tue Jan 14, 2025 11:08 pm", "content": "" } ] }, { "author": "Nemoricus", "content": "What bugs does base Factorio 2.0 inherit?", "date": "2025-01-15T14:09:44+00:00", "quotes": [ { "author": "R060 wrote: Tue Jan 14, 2025 11:08 pm", "content": "" } ] }, { "author": "Milichip", "content": "While I'm unsure this would be the best solution to make space casinos less OP, I think it's a start. \n \nAdding quality module slots to asteroid collectors as a replacement would also be good (as long as throwing chunks into space does not allow you to grab them again) since asteroid chunks should still be able to farm quality, just not as effortlessly. \nIt also would make it so that if you want to farm quality in space platforms, you would REALLY want to be making trips back and forth through asteroid-rich areas, which I think is a good side effect. \n \nI think it is important to nerf space casinos so that fulgora can shine for one of its strongest suits: quality production. Currently space casinos overshadow every other interesting quality farming possibility, and space platforms are already super good at generating infinite renewable resources and complementing missing resources from the planet.", "date": "2025-02-16T12:32:08+00:00", "quotes": [] } ]
19
2024-12-28T11:29:26-06:00
forum-topic-13563
13563
FactorioMods.com an open source web app to host mods!
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=13563
Zequez
Factorio Mods Hello everyone! Last year I started working on a web app to host Factorio mods . I neglected it a little during the summer, and stopped working on it after college started! Now it's winter break (south hemisphere!) and I decided to git it the final touches for a decent launch! Source code The source is hosted on Github the app is made on Ruby on Rails and hosted on the Heroku free tier. I think that in combination with the Factorio Mod Manager, by narrowtux which is also open source , now we have a pretty good combination to install mods! How did you get the mods to the database? The mods were all scraped from the forum (it's still missing some big mods though), and categorized manually (I'll ask for help establishing good intuitive categories later), and I only added the versions for 0.11.x, because time. At the moment there are 188 categorized and searchable mods in the database. When you open a mod on the app, there is actually an additional frame with the forum post, this turned out to be really useful since it usually has detailed instructions and you can make comments. Where is the hosting? To host the mods files I used a combination of hotlinking if the mod was hosted in the forum, and putting a mirror for an Amazon S3 bucket, because I'm scared of what the bill might look like. Ideally, all the mods would be hosted on Github, and use the Github release system to create downloadable zip files. Also, the pictures are hosted by Imgur, because they're awesome, right? I want to coordinate with the Factorio Mod Manager to register a protocol like `factoriomods://` with an URL of the mod download, so the mod manager can just pick it up and install it. How to submit mods For now the submission is not totally public, since I still feel I need to strengthen the system. However, since most mods were scrapped from the forum. If your mod it's in there and you want to manage it, or delete it, or add a new one, just PM me and I'll associate your account with the mods and mark you as a dev so you can also add new mods. I'm surprised that less than 10% of the mods were hosted on Github. Github is awesome, and allows you to see the source online, fork the code, report bugs, discuss features, etc. And specially useful, host releases, which is nice for those 50mb mods. I'm 100% open to suggestions and you can fork the project or create issues . Features upcoming/planned/thinked: - Multiple authors associated with mods. Because I noticed some mods were made by multiple people, and for some reason I didn't think about it. - Authors page with a list of the mods. - Bookmarking mods, and single-click-downloading multiple mods in your bookmarks page. - Dependencies. Some mods have dependencies on the `info.json`. I would like to automatically establish dependencies between mods based on that file. - Modpacks. Similarly of how bookmarks would work, I would like to be able to create modpacks with a list of different mods with specific versions. - Github integration. I would like for devs to be able to link the Github project with the mod, so after they release it on Github it automatically updates on the webapp. It could also pick up the README from Github and add a description. - Allow mods to be switched from "use forum iframe/use hand crafted description/use both". With the Github integration, updating the description would only be a `push` away. - Some devs use AdFly links to link to their downloads. Maybe I could add an option that pops up the first time the user tries to download a mod, asking them if they want to activate "devs support links" or something. And now, if you allow me, *I'm gonna go try 0.12.*
[ { "author": "keyboardhack", "content": "Very usefull and very nice website. Good job making it. I will defiently use it in the future to download mods! \nI think the forum can learn a lot from your site of how to show off mods.", "date": "2015-07-18T00:03:20+00:00", "quotes": [] }, { "author": "", "content": "Hu. Woa. And I was so busy with setting up the new mod-categories, that I didn't watch this board. \n \nThat is, what I \"warned\" the devs that will happen: Others will do this job. This looks pretty cool. And nice. Did you already talked with the devs about this? cause I think they might be very interested... \n \nI need to take me time to look this a bit deeper. Are you interested in critics? \nI'll will pitch this in the appropriate way. \n \nPS: What I like most are the rotating wheels in the banner.", "date": "2015-07-26T09:45:18+00:00", "quotes": [] }, { "author": "Talguy", "content": "Holy Crap! I had the same idea but I mainly develop in PHP. \n QFT. Also, if their is a way to auto add the mod tag + version to the zipfile based on the information in info.json, that'd be great \n \nHow do you scrape mod images? I noticed some mods don't have an image, even though there is a pictures spoiler. (air filtering for example). \n \nIf everyone were to tag their post with a mod header version (the same way the http protocol versions their headers, e.g. HTTP/1.1), you could adjust your scraper according to that tag. That way, if new things are added to mod ehaders, the mod header version updates and you know how to parse that specific version. See: https://forums.factorio.com/forum/vie ... 517#p95517", "date": "2015-07-28T10:26:00+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Gandalf", "content": "Funny, I was just thinking about doing something like this just the other day. Guess there is always somebody faster \nThe temptation to jump on board is high with this one, though I gotta say Ruby is a massive turn off. \n \nAs for mods not being available on github I also, complained about that recently . I'm hoping that a structured website like yours will make people more aware of the necessity of proper licensing and version control.", "date": "2015-07-28T11:22:14+00:00", "quotes": [] }, { "author": "Zequez", "content": "Oh wow, I got really used to Reddit and I forgot that I don't get notifications here haha. Sorry the delay! \n \n\nHaha yes, I saw, you messed up the scraper that was looking at just one subforum. I had to create a multi-subforum scraper, but it was fun, and now it works with concurrency \n \n\nIf by the devs you mean the Factorio devs, then not yet, but it would be nice to know what are the official plans for mods hosting and management! \n \n\nI'm very interested in critics! I love making useful web apps, and I want it to be as good as possible! I created a Trello board with the development progress , it's just me though, but hey, it's fun to move cards around! It has the \"ideas\" box on the left, all the way to the \"done\" box on the right. \n \nI'm on winter break until August 10, then it's college again, so development will definitively slow down \n \n\nYay! I'm glad someone noticed! It's definitely the best feature. \n \n\nThe scraping mechanism is not fully automated, I mean, the way the mods are presented vary wildly from post to post, so I can't make any assumptions. With the new template that ssilk wrote it might be feasible to automatically get all the data from the forum though. The posts themselves are not scraped yet, I started writing a post scraper but it wasn't worth it, this will probably change. The images I just picked them myself, it's just one picture per mod. I tried many things with the mods images, but using a single picture worked best, since I decided to iframe the forum post. \n \n\nAww, sorry you don't like Ruby! It's such a beautiful language, I personally love working with Ruby and with Rails \n \nRegarding the licensing, I'll add a licensing attribute so you can set the licence of the mod. I actually had it in place but decided to remove it because I didn't want to have so much overhead on the mod edition form, which is already really long. \n \nI would like to link the mods to Github, they have a great API to read all kinds of information. The releases can easily be extracted from their API. For example here are the releases for DyTech . And I could also automatically look at the README for the description data. And I could also read the licence automatically from there.", "date": "2015-07-29T03:30:24+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" }, { "author": "ssilk wrote:", "content": "" }, { "author": "ssilk wrote:", "content": "" }, { "author": "ssilk wrote:", "content": "" }, { "author": "Talguy wrote:", "content": "" }, { "author": "Gandalf wrote:", "content": "" } ] }, { "author": "Talguy", "content": "I saw from the source code you're parsing topic titles right now With the new mod header template it's going to be a lot easier I guess. \n \nAs for images, why not make a simple media list, i.e. 4 columns, multiple rows, and then add a lightbox so you can click the images. You could name the entity ModImage, with props title, description(WYSIWIG) url, width, height, ??? \n \nJust some remark about your API: The name field is blank everywhere, and I'm guessing you disabled that intentionally. What is the progress on the API and what are your milestones for them right now? Also, the code is kind of readable even for a backend PHP developer(me), but docs would be nice offcourse \n \nYou said you're still in school so don't rush it offcourse, but please don't let this become something like Duke nukem Forever", "date": "2015-07-29T13:08:53+00:00", "quotes": [ { "author": "Zequez wrote:", "content": "" }, { "author": "Talguy wrote:", "content": "" } ] }, { "author": "", "content": "I already said a bit via PM about it. There is also this thread: \n https://forums.factorio.com/forum/vie ... =55&t=9210 \n https://forums.factorio.com/forum/vie ... =6&t=12199 \n \nThe official statement is: Yes, they want to have a mod-db included. They want to have them not in php. (<shrug> - php with some framework around is in my opinion a good enough language for that kind of work, but ruby is also ok, I think ), and the minimal solution looks nearly as yours, despite, that it holds also all mod-downloads. <wink> <wink> \n \nThe idea I developed with them in Prague was: copy/paste the link to the download of a mod into Factorio and Factorio will download the mod and install it after some minimal check. That was the reason, why I added the download-link into the mod-header. And all the other stuff I tried to bring into the header has also some backgrounds there: Make it possible to \"synchronize\" forum and possible mod-db candidate. \n \nI explained also a bit here: https://forums.factorio.com/forum/vie ... =10#p93873 \n \n \nI'll try to cut some time out of my rips and make a full analysis, as I would make it for a customer. I always like to help young people, that are willing to learn.", "date": "2015-07-29T18:32:57+00:00", "quotes": [ { "author": "Zequez wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Zequez", "content": "Ahh yes, you reminded me, I added the API yesterday and the mod name attribute (from info.json) is blank for every mod, I forgot to make a script to automatically set the name based on the file name (the files are hosted on Amazon S3, so I can't just extract the info.json after I uploaded them), so every name is blank so far \n \nI'll get it done today after I finish the bookmarking feature. \n \nRegarding the images, I swear I did a lot of things with them: \n \n- At first I hosted the images myself with their own models, you can still see that the \"mod_assets\" table still exists in schema.rb. \n- It even had support for videos links at some point, but then I disabled that in favor of using gifs. \n- I created a pretty cool lightbox that would zoom in and follow the mouse (the code it's still on \"javascripts/lib/image_modal.js.coffee\"). \n- Then I realized hosting the gifs myself would have been really expensive, and that it would be much more efficient to use \"video-gifs\" that are actually gifs converted to HTML5 videos, and that doing that myself would be totally out of the scope of the project. \n- So I decided I would host all the images on Gfycat and Imgur. So I made a media_links class, which was on /lib/media_links . \n- Then I realized my lightbox solution wouldn't work with the embedded videos from Gfycat. \n- Then I realized that Imgur already supported .gifv, so no need to additional support Gfycat links. \n- Then I decided to just host everything on Imgur and made an Imgur class, which it's still there somewhere in /lib \n- I actually started researching the Imgur API. \n- Then I had the idea to iframe the posts on mods#show because I couldn't really ensure that the mod in the database was 100% up to date. \n- After all this I realized that I was spending too much time handling the images instead of doing stuff that was really useful, so I just added a field to paste a single Imgur link and use that as a single picture. Besides, with the iframe there, adding multiple images wouldn't really be critical, as long as it had a thumbnail for mods#index it would be alright. \n- I'll definitively implement better images handling at some point, but it's not a top priority for now. I spend WAY to much rewriting this stuff, next time I'm gonna spend a lot more time planning before writing.", "date": "2015-07-29T18:58:13+00:00", "quotes": [ { "author": "Talguy wrote:", "content": "" } ] }, { "author": "Talguy", "content": "Lol, sounds familiar... Again, awesome work so far! \n \nSooo..., in the far far far future, maybe also a wide screen responsive version (24 columns instead of 12, an then two mod columns )", "date": "2015-07-30T00:49:51+00:00", "quotes": [ { "author": "Zequez wrote:", "content": "" } ] }, { "author": "OBAMA MCLAMA", "content": "Your PM made it sounds like the mod api would take much longer ^^ Seems like its not to far away from working", "date": "2015-07-30T00:55:21+00:00", "quotes": [] }, { "author": "Talguy", "content": "http://api.factoriomods.com now exists \n \nSee https://trello.com/c/gyKmOC00", "date": "2015-08-01T11:25:55+00:00", "quotes": [] }, { "author": "Outsider", "content": "This is really awesome! props for open sourcing it as well.", "date": "2015-08-01T11:29:48+00:00", "quotes": [] }, { "author": "Schorty", "content": "Dude, this site is amazing and the fact, that it is programmed using rails, makes me happy, as I'm a rails developer myself \n \nI just wanted to say, that I now may handle my mods myself on your site. \n \nAlso I just noticed a little typo: \nAfter editing a mod for the first time, the little alert message at the top spells:\n \nbut it should be", "date": "2015-08-17T14:44:53+00:00", "quotes": [ { "author": "Alert with typo wrote:", "content": "" }, { "author": "Alert without typo wrote:", "content": "" } ] }, { "author": "jockeril", "content": "One problem with this - currently Factorio loads mods before it shows the main menu and any new mods added to the folder afterwards are not included in available mods so you must restart the game. \n \n One way to overcome this is with a launcher (much like the minecraft one or the one by @Mclama - that he stoped working on for some reason) that manages profiles and mods in those profiles, where after you add/enable all the mods you want in a profile (or remove/disable the ones you don't want - like for a tutorial video) you launch the game and play - what do you think ? \n \nP.s. Don't get me wrong - I'm all for pre-testing a mod to make sure it will not break the game with bad code", "date": "2015-08-22T11:04:55+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "", "content": "Kovarex never implemented features by adding provisory and less useful solutions. So - when you ask me - download via link means: You can install/deinstall a mod while the game runs.", "date": "2015-08-22T14:28:59+00:00", "quotes": [] }, { "author": "OBAMA MCLAMA", "content": "I was gone from the factorio scene for 7 months, and I've been playing more than anything \nI tried to get the mods to move my thread a long time ago, but to no avail. \n \nI'd have been planning on remaking the launcher. \n \nAnd also, my site's 1 year expired, which the launcher was using for some features, Which is why the launcher is no longer starting, But before that it was still working with v12.3 \nI just now tested that it wasn't launching after the site went down, so i will make a new update to get it to at least work again, But keep in mind about the optional dependencies in it that are bugged out.", "date": "2015-08-22T16:14:39+00:00", "quotes": [ { "author": "jockeril wrote:", "content": "" } ] }, { "author": "jockeril", "content": "Now I understand why it was working one day and not the next... thought I made a mistake when I moves the launcher & .json file to a dedicated folder... for now I'm using the other FactorioModManager which seems even less friendly at least yours had an easier interface to use - will you add an option to run different installs (for using different versions - for instance) ?", "date": "2015-08-22T19:57:22+00:00", "quotes": [ { "author": "OBAMA MCLAMA wrote:", "content": "" } ] }, { "author": "OBAMA MCLAMA", "content": "i released a v0.4.8, tested it on my current 12.4 mod setup and it appears to be working good and fine right now. \n \nDifferent install directorys, Well not with the current launcher but with a remake version, I could possibly add something like that. Interface is something i wanted to be really simple and not too complicated. And i wanted it to be easy to quickly switch profiles. So how about the profile has its own install directory? That might work out better.", "date": "2015-08-22T21:36:58+00:00", "quotes": [ { "author": "jockeril wrote:", "content": "" }, { "author": "OBAMA MCLAMA wrote:", "content": "" } ] }, { "author": "Natha", "content": "Just a suggestion, language pack support would be useful. Everyone can upload a language.cfg to any mod, and these files will be shown at the mod's page", "date": "2016-01-29T13:25:46+00:00", "quotes": [] } ]
19
2015-07-17T17:40:38-05:00
forum-topic-126470
126470
beacon_prototype.supply_area_distance only takes integers
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=126470
Quezler
It is currently documented as a double, but using a decimal will trigger "supply_area_distance (%f) must be an integer."
[ { "author": "", "content": "Thanks, fixed for the next release.", "date": "2025-02-03T10:56:26+00:00", "quotes": [] } ]
1
2025-01-30T10:29:23-06:00
forum-topic-94950
94950
Main Bus Book
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=94950
Binoculars
Hello factorian friends, The text below will be translated from French to English on Google Translate. I have created a complete main bus book, itself made up of several books (Not all creations are mine). 1) Main Bus Balancer : Main bus balancers, from 8 to 16 transport belts. 1.jpg (748.43 KiB) Viewed 10257 times 2) Lossless Balancers : Balancers from 1-3 to 9-9 without loss. Integrated upgrade planner (Upgrade and Downgrade). 20210125222721_1.jpg (682.93 KiB) Viewed 10257 times 3) Equitable output balancers : (Optional). 20210125165656_1.jpg (838.86 KiB) Viewed 10257 times 4) Balanced side loading : Belt input equalizer. 20210125162942_1.jpg (924.18 KiB) Viewed 10257 times 5) Junctions : Junctions from 1-1 to 16-16 with or without space for the main bus. More compact than those more commonly used 2.jpg (795.32 KiB) Viewed 10257 times 6) Splitters : Perfectly balanced output from 1-1 to 4-4. 20210119231508_1.jpg (654.61 KiB) Viewed 10257 times 20210119231407_1.jpg (675.95 KiB) Viewed 10257 times 20210119231728_1.jpg (756.21 KiB) Viewed 10257 times 7) Mixer : Multi-Items Tape Mixer (counts and filters several transport belts in order), Items Metering Regulator (continuous counting of entries), from 2-1 à 4-4. 20210124132600_1.jpg (760.21 KiB) Viewed 10257 times 20210124150112_1.jpg (935.05 KiB) Viewed 10257 times 8) Counter : Single counter, counter with reset, counter in seconds. Configurable Flow Limiter : Fully configurable flow controller. Indicator Light : No particular use, just visual (one or five colors). I hope that my work will be useful to the greatest number.
[ { "author": "Binoculars", "content": "The blueprint of the complete book contains over 200,000 characters. How can I publish it?", "date": "2021-01-25T22:41:14+00:00", "quotes": [] }, { "author": "NotRexButCaesar", "content": "As a txt file on google drive or as multiple books broken up into categories \n \nYou can also try github", "date": "2021-01-25T22:47:58+00:00", "quotes": [ { "author": "Binoculars wrote: Mon Jan 25, 2021 10:41 pm", "content": "" } ] }, { "author": "quantacura", "content": "where is the blueprint book ?", "date": "2024-11-01T19:29:15+00:00", "quotes": [] }, { "author": "drmrfrk03", "content": "**A couple of free file hosting solutions (basic tier = free)** \n \n Good - [ Pastebin ] ( https://pastebin.com ) - Might not support 200k characters \n Good - [ Mega ] ( https://mega.nz/register ) \n Better - [ GitHub Gist ] ( https://gist.github.com ) – Great file retention times \n Best - [ Google Drive ] ( https://drive.google.com ) – 5GB free, no file retention time limits", "date": "2024-11-25T01:54:34+00:00", "quotes": [] } ]
4
2021-01-25T16:26:29-06:00
forum-topic-103271
103271
archipelago map
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=103271
bobDoesThings
Inspired by https://www.youtube.com/watch?v=RgnB5DKkkQc&t , I thought I'd try to make a similar map, which is attached. Part of the challenge is to complete it without landfill. I'm just starting to play it myself, so let me know if you think it's too easy or too hard.
[]
0
2022-08-28T22:29:44-05:00
forum-topic-117387
117387
Friday Facts #434 - Galaxy of Fame
News
https://forums.factorio.com/viewtopic.php?t=117387
Here it is! (beep boop) https://factorio.com/blog/post/fff-434
[ { "author": "DarkShadow44", "content": "Congrats, you deserve the success! I like how all planets actually feel like an alien world, although I currently I've only been to Gleba. \n \nAlso, I've seen the fixes you already made since release, thank you and glad to see you're still on top of your game like always!", "date": "2024-10-25T11:06:04+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Skipo", "content": "oh no ... Secretpro (yellow star east of Klonan) has a nice base, lets see what happens in week with other uploads", "date": "2024-10-25T11:10:44+00:00", "quotes": [] }, { "author": "Niizuki", "content": "Congrats, you deserve the success.", "date": "2024-10-25T11:11:04+00:00", "quotes": [] }, { "author": "tolomea", "content": "I presume most of the engines changes are going into the Switch port. Does that mean you might be able to give them the elevated rails and quality mods?", "date": "2024-10-25T11:11:42+00:00", "quotes": [] }, { "author": "Danjen", "content": "This seems like a fair compromise, since the port is limited by hardware, then they'd get something new to play with. Not sure if there would be tech tree implications \n \nNintendo may update the switch to have upgraded hardware as well. Finally, could you not \"just\" downscale the graphic resolution for the switch?", "date": "2024-10-25T11:19:26+00:00", "quotes": [ { "author": "tolomea wrote: Fri Oct 25, 2024 11:11 am", "content": "" } ] }, { "author": "Splitframe", "content": "Rumors have it that the Switch successor will be downward compatible with the Switch. \n \nAssuming the game library is carried over under a single Nintendo account, does Wube consider releasing Space Age as \"Switch 2 only DLC\"?", "date": "2024-10-25T11:23:30+00:00", "quotes": [] }, { "author": "", "content": "If that is the case then yes, I will consider releasing the DLC on an upcoming platform. But nothing official is known and historically rumors around the subject have not been great . So we just have to wait and see.", "date": "2024-10-25T11:44:04+00:00", "quotes": [ { "author": "Splitframe wrote: Fri Oct 25, 2024 11:23 am", "content": "" } ] }, { "author": "adam_bise", "content": "Galaxy of Fame is nice. I suggest adding a search feature and a sortable stats index. Would make a competitive leaderboard. I'd set the default index to time < as speed running is very popular.", "date": "2024-10-25T11:47:23+00:00", "quotes": [] }, { "author": "maximillion", "content": "How does Galaxy of Fame work in multiplayer? Does every player who's around when the game ends get to add an entry? What about anyone who's not online at the time?", "date": "2024-10-25T12:03:31+00:00", "quotes": [] }, { "author": "Mango", "content": "Huge congratulations. You deserve it. \n \nI wouldn't be surprised if the actual amount reached or even surpased it if you add GOG sales.", "date": "2024-10-25T12:49:45+00:00", "quotes": [ { "author": "FFF wrote:", "content": "" } ] }, { "author": "wizcreations", "content": "This sounds like a nice way to see how other people solved various problems. Perhaps a bit spoily. Will people be able to create blueprints out of someone else's layouts? (I hope not)", "date": "2024-10-25T12:49:53+00:00", "quotes": [] }, { "author": "", "content": "We will add filters and search but we don't plan to add explicitly competitive features like a leaderboard. It's a \"for-fun\" feature to share your factory with the world and we're not interested in spending our resources on the prevention of cheating, which is trivial.", "date": "2024-10-25T13:04:32+00:00", "quotes": [ { "author": "adam_bise wrote: Fri Oct 25, 2024 11:47 am", "content": "" } ] }, { "author": "EustaceCS", "content": "I'll believe in this after Wii U (which I had a misfortune to buy two weeks before news about BotW being last adequate game for it) will receive any legacy benefits on Switch. \nLast time Nintendo consoles had proper backward compatibility was back in the age of 3DS. \nWhich feels recent but in fact... sigh...", "date": "2024-10-25T13:42:08+00:00", "quotes": [ { "author": "Splitframe wrote: Fri Oct 25, 2024 11:23 am", "content": "" } ] }, { "author": "SHADOW13", "content": "some info what each colour is (on the galaxy maps) would be nice, in few cases I've been trying to figure out what exactly I am looking at", "date": "2024-10-25T13:57:01+00:00", "quotes": [] }, { "author": "icksa", "content": "Congratulations on this huge accomplishment...Factorio is the greatest game that ever has been or will be made.", "date": "2024-10-25T14:00:06+00:00", "quotes": [] }, { "author": "ArrhythmicDissonance", "content": "Do you have to beat Space Age in order to browse the Galaxy of Fame? \n \nI'm not making particularly fast progress but I'd still like to see what others have done.", "date": "2024-10-25T14:19:36+00:00", "quotes": [] }, { "author": "Ohz", "content": "All my deepest gratitude for the teamwork and creation of love. Thank you devs!", "date": "2024-10-25T14:25:26+00:00", "quotes": [] }, { "author": "EustaceCS", "content": "Time to put that \"pixel art to Factorio blueprint\" gizmo to good use.", "date": "2024-10-25T14:25:48+00:00", "quotes": [] }, { "author": "Greybeard_LXI", "content": "Here's a link to the galaxy. \n \n https://www.factorio.com/galaxy/", "date": "2024-10-25T14:36:50+00:00", "quotes": [ { "author": "ArrhythmicDissonance wrote: Fri Oct 25, 2024 2:19 pm", "content": "" } ] } ]
19
2024-10-25T06:00:03-05:00
forum-topic-126062
126062
Min / Max compare option for Selector combinator
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=126062
taori
TL;DR Min / Max option for Selector combinator would be useful to set limits to train stations. What? WHAT do you suggest? What is your idea that should be changed? Explain in detail your idea. I would want green+red signals to be compared and having the largest/smallest/the only present value to be returned - min(5,1) == 1 - min(5,null) == 5 - min(null,1) == 5 - max(5,1) == 5 - max(5,null) == 5 - max(null,1) == 1 Why? WHY do you think it increases the value of Factorio as a game? I know this can be done by circuitry with a lot more combinators, but whenever i needed min/max functionality it would be fantastic to have this through the new combinator, because wherever i do need it(mostly train stations) i do not have that much space available (especially since i need it per station). My sample use case would be calculating the amount of trains that can pick up items via combinators, but having a constant combinator provide a train limit on a different signal color, so i can add it to a blueprint and if my blueprint only supports 2 trains, i can set it to 2 on the constant, even if my station could supply 7 trains with items. Not doing min/max through multiple combinators would reduce ups cost and make it a simple use case for everyone. See more about here: viewtopic.php?f=6&t=27087 How is This Board Working? Revision #3
[ { "author": "", "content": "Two decider combinators to be more precise. I will reject this idea because it is already suspicious given your example around null handling making it a non universally obvious how should it behave and as such this feature would be likely to spawn bug reports because it does not behave as people want it to behave. Selecting min/max from a given signal frame is simple using selector combinator. Doing a wire vs wire min/max is 2 decider combinators both using [Each] and allowing you to specify behavior in those weird corner cases i am afraid of.", "date": "2025-01-17T10:58:42+00:00", "quotes": [ { "author": "taori wrote: Fri Jan 17, 2025 10:54 am", "content": "" } ] }, { "author": "Tertius", "content": "@taori You might want to check this thread for a number of useful combinator \"snippets\": viewtopic.php?f=8&t=124776 \nThere is a surprisingly big amount of generic use cases that can be solved with just 1 or 2 combinators. \nIt includes a min/max, and the task to limit the train limit is shown with just 1 combinator, however it's slightly kludgy and not a simple input of the limit as number.", "date": "2025-01-17T14:05:18+00:00", "quotes": [] } ]
2
2025-01-17T04:54:03-06:00
forum-topic-49788
49788
[MOD 0.18] ShinyBobGFX - Page 7
Bob's mods
https://forums.factorio.com/viewtopic.php?t=49788&start=120
OldWhovian
Since the latest update I'm seeing the following error: Failed to load mods: The given sprite rectangle (left_top=1050x0, right_bottom=1400x219) is outside the actual sprite size (left_top=0x0, right_bottom=1249x222).: __base__/graphics/entity/chemical-plant/hr-chemical-plant-shadow.png Mods to be disabled: ShinyAngelGFX ShinyBobGFX angelspetrochem angelsrefining bobassembly bobplates I disabled mods one at a time (including dependents) until it came down to ShinyBobGFX. Everything else seems to be working fine
[ { "author": "Zombiee", "content": "Will be fixifying soonish.", "date": "2019-09-05T04:57:41+00:00", "quotes": [] }, { "author": "danyax", "content": "Zombiee, are you planning to update your Bob mod for 0.18? All electric poles look the same, it is such a mess. Same goes for you Angel mod, playing without color coded building is a real pain.", "date": "2020-02-10T19:34:48+00:00", "quotes": [] }, { "author": "Boeng01", "content": "I want to copy that, since your work was (for me) essential on playing bob's and angel's - and with angel's now being lifted to 0.18 by brave souls, it would be a shame to not have your mods working.", "date": "2020-02-10T22:13:45+00:00", "quotes": [ { "author": "danyax wrote: Mon Feb 10, 2020 7:34 pm", "content": "" } ] }, { "author": "kirazy", "content": "Edit: Removed, since they're not a general fix, just specific to my set of Angels/Bobs.", "date": "2020-02-11T00:23:41+00:00", "quotes": [] }, { "author": "Boeng01", "content": "Thanks for your work on this. \n \nUnfortunately this isn't working completely - at least not with my mod combination. Could you please specify what exactly has to be specified in the lua's, so i may be able to help myself? \n \nTo clarify a bit - with your modified ShinyBob's i get the message that /graphics/icons/lab-1a.png is 32x32, sprite rectangle ist 64x64 and should be specified. \nSame with your modified shiny angel's, which tells me the same about /graphics/icons/num-1.png \n \ni'm not able yet to figure out where exactly to specify these to icon sizes, may you be able to help?", "date": "2020-02-11T21:09:25+00:00", "quotes": [] }, { "author": "kirazy", "content": "I didn't do all of them, just enough to get it to start with my mod combo. For ShinyBobs, in your case I'm like 99% sure you need to edit prototypes\\fuctions\\iconchoice.lua and on line 261 add item.icon_size = 32. \n \nAngels is a bit messier, but for every unique entry for a \"data.raw[\"item\"][name..suf].icons = {...\" (e.g. data.raw[blah blah][blah blah blah].icons - {) you'll want to add a data.raw[\"item\"][name..suf].icon_size = 32.", "date": "2020-02-12T01:19:57+00:00", "quotes": [ { "author": "Boeng01 wrote: Tue Feb 11, 2020 9:09 pm", "content": "" } ] }, { "author": "Boeng01", "content": "Many Thanks for replying. \n \nI really tried for hours now, tried to use your hint, tried to put an icon_size anywhere where i thought it could be helpful but … \nno … \nit just refuses to work. My attempts only lead to more and more errors XD \n \nso i just wait and hope, that Zombiee will pick up his work again and releases a working 0.18 version. \n \nThanks anyway, again, for your help.", "date": "2020-02-12T18:10:26+00:00", "quotes": [] }, { "author": "Zombiee", "content": "Working on it right now. Very soon will have something functional at least.", "date": "2020-02-17T23:16:52+00:00", "quotes": [] }, { "author": "Boeng01", "content": "Thanks for replying. Will wait patiently", "date": "2020-02-19T18:34:53+00:00", "quotes": [] }, { "author": "Zombiee", "content": "I hope the smiley means that's a joke. If not, updates for all 3 of my mods have been released, your wait is over!", "date": "2020-02-19T21:51:03+00:00", "quotes": [] }, { "author": "Boeng01", "content": "Great, Thanks a lot", "date": "2020-02-20T17:10:16+00:00", "quotes": [] }, { "author": "zabota", "content": "i has error who can help me?", "date": "2020-03-17T09:18:37+00:00", "quotes": [] }, { "author": "kirazy", "content": "We need more information, a picture of the error message perhaps?", "date": "2020-03-17T10:18:47+00:00", "quotes": [ { "author": "zabota wrote: Tue Mar 17, 2020 9:18 am", "content": "" } ] }, { "author": "valneq", "content": "The 0.18.31 electric mining drill redesign broke ShinyBobGFX. \n Code: Select all 30.189 Mods to disable:Fehler beim Laden der Mods: __ShinyBobGFX__/data-updates.lua:26: __ShinyBobGFX__/prototypes/mining-drills.lua:62: attempt to index field 'animations' (a nil value)\nstack traceback:\n\t__ShinyBobGFX__/prototypes/mining-drills.lua:62: in main chunk\n\t[C]: in function 'require'\n\t__ShinyBobGFX__/data-updates.lua:26: in main chunk\nstack traceback:\n\t[C]: in function 'require'\n\t__ShinyBobGFX__/data-updates.lua:26: in main chunk\n\nMods, die deaktiviert werden müssen:\n• ShinyBobGFX (0.18.3)", "date": "2020-06-10T13:51:21+00:00", "quotes": [] }, { "author": "Jemsterr", "content": "From the changelog for 0.18.31: \n \nChanged mining drill graphics definitions. Graphics are now defined using working visualizations contained in graphics_set and wet_mining_graphics_set prototype properties. If graphics_set is not defined, old animations property will be loaded instead for limited backwards compatibility, but other old graphics properties will be ignored. \n \nDon't know if this helps fix it, but that's what caused it.", "date": "2020-06-10T15:05:48+00:00", "quotes": [] }, { "author": "bobingabout", "content": "In short: \"Completely redesigned the mining drill, and wrote new game logic just for the new mining drill graphics.", "date": "2020-06-10T16:02:11+00:00", "quotes": [] }, { "author": "Jemsterr", "content": "Still, no worries, right? I laughed out loud at your reply because I had just done a quick compare of the mining-drill.lua in the base mod, and the mining-drills.lua in the Shiny mod, and there's not much changed, apart from everything. Good luck.", "date": "2020-06-10T16:06:03+00:00", "quotes": [] }, { "author": "Zombiee", "content": "Disabling colored mining drills = easy. Will try to look at actual fix this weekend.", "date": "2020-06-12T00:42:50+00:00", "quotes": [] }, { "author": "alercah", "content": "ShinyIcons bug: with AB, repair pack 1 is moved to the Production tab, but the rest of them are left on the Angel's Industries tab. \n \nEDIT: Also a bunch of stuff is left on the Angel's Vehicles tab which I think should be moved off? I could probably also make a list of other things I think should be shuffled around but I'll limit it to the obvious ones unless you'd like a full list.", "date": "2020-06-23T06:10:01+00:00", "quotes": [] } ]
19
2017-06-15T01:53:38-05:00
forum-topic-124930
124930
support reactors & heat pipes unfreezing nothing
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=124930
Quezler
Recently we go heating_radius in prototype support, i mistook 0 as "this unfreezes nothing at all" On discord after discussing a related crash with boskid i came to learn that 0 is still supposed to heat its own tile. It would be nice for 2.1 if there was the following breaking changes: - heating_radius defaults to nil, nil means no unfreezing - both reactors and the heat pipe gain heating_radius=1 in their prototypes My usecase for this is my underground heat pipe mod: https://mods.factorio.com/mod/underground-heat-pipe Though in fairness this isn't entirely catastrophic, heat pipes unfeezing only the tile directly above them might actually be interesting, its just my initial surprise of the feature working differently than expected that made me write this modding interface request, time will tell how much me/others need support for this.
[ { "author": "jan1i3", "content": "I'd just like to chime in on the details of how this may be implemented, since I don't beleive making `nil` a meaningful value like this would be good. `nil` in prototypes usually means \"use default value\" where said default value is a value you could also set directly. Like lets say 0 was the default, then `nil` and `0` both mean the same thing (and at runtime reading the property if exposed on the runtime prototype would return 0 in both cases). \n \nMy alternative suggestions would be to either make negative radius mean it heats nothing or adding a boolean like `disable_heating` which defaults to false.", "date": "2024-12-22T12:01:13+00:00", "quotes": [] } ]
1
2024-12-22T05:55:01-06:00
forum-topic-114587
114587
Railway 2 Lane RHD book
Railway Setups
https://forums.factorio.com/viewtopic.php?t=114587
Tertius
I thought I post my 2 lane railway blueprint book before it becomes obsolete with the upcoming Factorio 2.0. It's quite small. Not convoluted, no bells and whistles nobody needs. Just the essentials and basics for everyday use: rails, signals, and big power poles for energy distribution. RHD (right hand drive - the signals are on the outside. grid size 60, because it uses the maximum range of the big power pole as grid basis. contains landfill to build comfortably over water. contains 1-lane exits to ease manually connecting small remote sites such as ore mines with a bidirectional single track. More easy than to connect 2-lane sites. has been developed and signaling refined during the build of a 9.8kspm megabase works for many train lengths, with 1-1 up to but not limited to 2-8. Blueprint book: https://factoriobin.com/post/9UxmvzEq Screenshot 2024-08-01 175412.png (530.71 KiB) Viewed 4292 times In case you miss the 2-way roundabout, set 2 1-way roundabouts over each other, one rotated by 180°. Always prefer the X-intersection over the 4-way roundabout. I included the 4-way roundabout just because it looks prettier on the map. But for higher traffic, always use the X-intersection. The map where this blueprint book was developed. If you zoom in, you will see the 1-rail connections of the ore mines. The super-grid size is arbitrary and has nothing to do with any city block concept. It's just to get rail coverage everywhere to connect the mines. Screenshot 2024-08-01 182007.jpg (1.6 MiB) Viewed 4292 times
[]
0
2024-08-01T11:30:28-05:00
forum-topic-53086
53086
Forum FAQ
This Forum
https://forums.factorio.com/viewtopic.php?t=53086
Kayanor
How to upload files as attachment When writing a new post or topic, click on the Attachments tab in the lower left, there you can browse your local storage and choose the file you want to upload. Only attach files up to a size of 30MB, upload bigger files to Google Drive or Dropbox instead and post a public link. How to report inappropriate topics or posts If you find a topic/post that you think is inappropriate, in the wrong forum or simply spam, you can report it so a moderator can take action by clicking on the exclamation mark on top of the post: How to find your topics or posts When you are logged in you can find all topics you contributed to by clicking on Your posts in the navigation bar on the top of the page (or under Quick links ): What the icons in the forum mean - Announcement - Sticky topic - Read topic - Unread topic - Read topic that you have posted in - Unread topic that you have posted in - Hot topic - Locked topic - Moved topic - Forum with subforums (which have been read) - Forum with subforums (which are unread) - Link forum - Attachment - Go to last post in the topic - Go to last unread post in the topic - Subforum read - Subforum unread How to log in to the forum, mod portal, game or wiki The game itself, the ingame mod portal and mods.factorio.com use your factorio.com account. The forum uses a dedicated forums.factorio.com account. The wiki uses a dedicated wiki.factorio.com account. These three accounts are independent and not interchangeable.
[]
0
2017-10-01T08:58:10-05:00
forum-topic-127340
127340
[2.0.39] Graphical - modded Agri-tower - 3x3 hardcoded soil indicators
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=127340
snouz
I have here an agricultural tower (I know it doesn't look like one), and I made the soil 2x2, and that works. > growth_grid_tile_size = 2 But I searched everything in the tile, plant and agricultural tower prototypes for anything that controls the size of the selection box that shows, when you place tiles, what is a potential soil and what's already soil. I expect it to follow the size growth_grid_tile_size, instead they're always 3x3 (but correctly centered on each 2x2 square) 03-08-2025, 12-33-39.png (1.2 MiB) Viewed 1312 times 03-08-2025, 12-33-04.png (1.35 MiB) Viewed 1312 times
[ { "author": "", "content": "Thanks for the report. I've moved the hard-coded 0.95 tile expansion of the growth area to the prototype so you can change that to your liking.", "date": "2025-03-10T15:43:58+00:00", "quotes": [] }, { "author": "snouz", "content": "Thank you!", "date": "2025-03-10T16:05:20+00:00", "quotes": [] } ]
2
2025-03-08T05:41:05-06:00
forum-topic-73535
73535
New translation project! Help needed.
Bob's mods
https://forums.factorio.com/viewtopic.php?t=73535
sraw
Hi everyone, I've created a new project to translate bob's mod: https://github.com/Sraw/modslocale As the old one has stopped updating for 4 months. I've already finished the translation of my language. And I will keep maintaining this project. But currently it still needs other translations, please feel free to contribute Please see the Contribution section to learn how to contribute. I've extracted every field needed to translate into a single file and merged every the same string through all mods. So you only need to translate that single file
[ { "author": "slippycheeze", "content": "In past experience, if Bob is willing to merge your translations into their mod, it'll get way more contributions from people. \n \nI'd recommend contributions through a web based system, since that also makes it accessible to more people, but YMMV, and so may Bob's.", "date": "2019-07-22T17:21:24+00:00", "quotes": [] }, { "author": "bobingabout", "content": "it wasn't my mod, it was someone elses. \n \nTo be fair, you could just pull the translations from the old locale mod and use that as a starting point?", "date": "2019-07-22T18:35:54+00:00", "quotes": [ { "author": "slippycheeze wrote: Mon Jul 22, 2019 5:21 pm", "content": "" } ] }, { "author": "slippycheeze", "content": "Yah, I meant \"ask Bob to merge the translations into their mod first\", and tried (poorly?) to suggest the OP talk to you about that. I wasn't planning to because hashtag lazy or something.", "date": "2019-07-22T20:36:45+00:00", "quotes": [ { "author": "bobingabout wrote: Mon Jul 22, 2019 6:35 pm", "content": "" }, { "author": "slippycheeze wrote: Mon Jul 22, 2019 5:21 pm", "content": "" } ] }, { "author": "sraw", "content": "Hi, it is actually somehow a web-based system as you only need to edit one single file and you can directly edit that file through Github. \n \nBtw long time ago bob has said that extracting all translations to a separated mod is a good idea", "date": "2019-07-23T05:16:14+00:00", "quotes": [ { "author": "slippycheeze wrote: Mon Jul 22, 2019 5:21 pm", "content": "" } ] }, { "author": "bobingabout", "content": "Yes, which is why this mod exists. \n \nbut it isn't my mod, it's Karosieben's mod, and he hasn't updated it since 0.17 launch. \n \nI've done a lot of modding since then. \n \n \nBut yeah, it's okay by me if you were to just import the entire mod as a starting point.", "date": "2019-07-23T12:44:16+00:00", "quotes": [] }, { "author": "bobingabout", "content": "Yes, which is why this mod exists. viewtopic.php?f=51&t=17367 \n \nbut it isn't my mod, it's Karosieben's mod, and he hasn't updated it since 0.17 launch. \n \nI've done a lot of modding since then. \n \n \nBut yeah, it's okay by me if you were to just import the entire mod as a starting point.", "date": "2019-07-23T12:44:32+00:00", "quotes": [] } ]
6
2019-07-22T02:38:08-05:00
forum-topic-118471
118471
[Kovarex] [2.0.12] Blueprints with parameters referencing each other use default values when edited in wrong order
Pending
https://forums.factorio.com/viewtopic.php?t=118471
redbeam
When putting down a blueprint with parameters and the parameters reference each other and you edit them in the wrong order, they will take the default value instead of the edited value. For example: 10-29-2024, 22-31-27.png (646.23 KiB) Viewed 240 times will result in: 10-29-2024, 22-34-55.png (235.49 KiB) Viewed 240 times but it should show 2 wagons and 2 chests, the K and S are also calculated wrong, they are dependencies. I assume this happens, because I didn't select the resource first and its stack size and the incorrect variables have dependencies (for setting S and K values) together in the parametrization like so: 10-29-2024, 22-39-18.png (397.16 KiB) Viewed 240 times If I put every single variable in the order they are listed when placing the blueprint, I get the intended behavior and the 2 inputs and 2 dependencies will be correct. This is OK for now, but I think it should also work if the variables are edited out of order.
[ { "author": "", "content": "Hello, I can't reproduce the problem, could you do a minimalistic example?", "date": "2025-02-06T13:48:57+00:00", "quotes": [] } ]
1
2024-10-29T16:47:58-05:00
forum-topic-108987
108987
Suggestions for the Wiki regarding Factorio Expansion Add-ons
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=108987
xaetral
I don't claim to bring all the solutions (or any actually) to all the issues that may come from the addition of the new optional vanilla "mods" that will be bundled in the expansion but I just wanted to bring my thoughts. (and anyone else is welcomed to do so here as well) As a general idea I'd treat the game + all add-ons as if it was the whole game itself, and make the wiki pages like usual. The only exception is that I would put a mention about each entry's "restricted" access on of them. For example, on the data.raw page, I would just add a small icon with a tooltip: The icon itself might even be a tiny dedicated image so that we could recognize the required add-on without even hovering it. Here's another suggestion on how the ownership to a specific add-on might be hinted: And finally, here is what I have in mind for looking at all the quality-varying stats in the entity descriptions:
[ { "author": "DaveMcW", "content": "It's pretty standard in wikis for other games to use the expansion icon next to expansion features.", "date": "2023-10-02T03:41:45+00:00", "quotes": [] }, { "author": "", "content": "I have collected some ideas as well. \n \nFor the icon next to expansion features, it could also be a short abbreviation. Examples:\n Unofficial Elder Scrolls Pages does this and links to the respective DLC. \n The Dead Cells wiki does colored abbreviations and a tooltip. \n \nDo you have an example that you could link? I'm curious about the size and readability of an icon. \n \nMore ideas regarding infoboxes, to differentiate between base game and space age:\n Same system as the tabs already used for normal and expensive. (Subpoint: Save the state of these tabs sitewide) \n Animation/Slideshow between the different versions (e.g. how the crafting recipes on the minecraft wiki are done) \n List all versions of all the things all the time (e.g. how both recipe and total raw always show) \n One master version with potential additions marked with the icon (for something like \"consumed by\", hard to apply to recipes if needed) \n\nMore ideas regarding infoboxes, regarding quality (affects numeric stats):\n \n List them next to each other, e.g. 5/6/7/8/9. Potentially with icons and/or colors to indicate the level. \n List them as a vertical list. Potentially with icons and/or colors to indicate the level. Minecraft wiki example \n Vertical list with rows per quality + item icon. Stardew valley wiki example \n\nSomething to think about regarding organisation is that it's not just the space age expansion. But it's also expensive-mode, quality, space-age, and elevated-rails mods. So there are more combinations than just two (expansion and not expansion). What exact combinations is to be seen (whether certain mods depend on other mods). \n \nSpace age mod in particular will also affect the page text, not just the infobox. Ideas for that:\n Integrate it directly in the text with the icon ideas above. E.g. This entity works in xyz way on space platforms*. \n Different sections for expansion/non-expansion. \n Completely different page tabs for expansion/non-expansion. (Subpoint: Save the state of these tabs sitewide) \n Completely different pages for expansion/non-expansion. \n \n\nAnother completely different idea would be to create separate wikis for expansion and non-expansion. \n \nMore thoughts and ideas welcome!", "date": "2023-10-02T09:15:19+00:00", "quotes": [ { "author": "DaveMcW wrote: Mon Oct 02, 2023 3:41 am", "content": "" } ] }, { "author": "xaetral", "content": "I like the first 2 proposals, having everything on the same page is nice. \nAlso because for now I believe SA and other add-ons won't change the entities very deeply, at least not in the overworld.", "date": "2023-10-02T09:27:41+00:00", "quotes": [ { "author": "Bilka wrote: Mon Oct 02, 2023 9:15 am", "content": "" } ] }, { "author": "aka13", "content": "I have, see https://civilization.fandom.com/wiki/Di ... _districts \nOr any CIV6/5 pages.", "date": "2023-10-02T10:27:08+00:00", "quotes": [ { "author": "Bilka wrote: Mon Oct 02, 2023 9:15 am", "content": "" } ] }, { "author": "Tertius", "content": "Input and opinions from me:\n \n add items and documentation for the expansion to the current wiki. No extra wiki. \n add text and tags to all pages to show to what they belong: base game, expansion1, expansion2, ... These tags should be at the top of the page, near the language selection or the title. Infoboxes should also have this tag. May be as (tiny) icon in the infobox, and as text in the article. The infobox tag should be small and could be located behind/below the item name at the top, but still above the image. May be as small as characters like these, just appended to the name: ® © ℗ \n someone who owns the whole game should be able to navigate through the wiki without noticing this categorization. \n someone who owns part of the game should be able to directly see if the article he is currently seeing is applying to his configuration or not. \n may be links to articles that deal with expansion-specific items could carry the expansion icon as well, so it's clear if this link is relevant for someone owning only the base game, or not. \n General articles about game mechanics that need to be expanded with expansion-specific text should contain sections tagged with the corresponding expansion they apply to. Editors should try to collect new info into as few sections as possible to not clutter the article. \n I propose icons for tags, because in my opinion longer abbreviations are ugly and clutter the article, and you cannot use the full name of an expansion more than once in a text, although you might refer to an expansion item multiple times in a text. Having said that, the really short colored abbreviations in the Dead Cells Wiki are a good compromise between a graphical icon and an abbreviation. Would be my favorite, if it's required the tags contain text only. \n If there are features of an item that differ according to what expansions are active, the infobox could have different tabs as currently with normal and expensive mode, and have some tiny note in the default tab that tells this item has different features according to activated mods. The user should be able to define his default tab, which should be remembered in his browser cookies. \n \n\nThings to do:\n \n create the expansion name. Or names, if the expansion is split into multiple mods you can acquire or activate separately. \n create icons/colored abbreviations for the tags. \n try to find good locations to place both, and find good icon sizes. \n create wiki templates/macros to help with linking to expansion-specific articles, so the template creates a properly tagged link. This way it's also possible to change the appearance later. \n \n\nBy the way, this could be the moment infobox localization could be streamlined and automated. Half of the translation template is full of \"english => <localized>\" pairs, and it's a chore to grep an english text, then find the corresponding localized text in the game language files and add both to the language template. This could be fully automated by using the text tags from the game localization files. The key should be the tag from the game localization, not the raw english text. The lookup tables could then be generated from the game localization files, not edited manually. At least a big part of it. Don't translate \"from english\". Instead, translate everything, even the english infoboxes, and use the keywords from the game localization files.", "date": "2023-10-02T12:56:22+00:00", "quotes": [] }, { "author": "Nidan", "content": "Regardless of the way of rendering it, I'd add links. In the Dead Cells example, in case you want more information about the expansion, you'd have to (mis)type the tooltip text into the search bar. \nHaving icons would clash with the current style of linking by name only. That said, generally using a pattern of \"Icon Name\" for links (see for example the League of Legend wiki ) is fine, as long as the icons are scaled to not expand line height. \n \nI'd advocate against a slideshow, in the Minecraft wiki it works since the recipes shown follow the same pattern with only the material changed. In factorio minor details (e.g. item count for expensive mode) become relevant. \n \nFrom what we know about quality, the effects seem to be limited to health and one or two other stats. That'd result in a table with mostly identical rows when using the Stardew approach making spotting the actual differences difficult. \nI'd use option 1, 2 or a hybrid of both: list the base value as now, then an extra row for improved qualities\n Code: Select all Health: 160\n Q2 208 / Q3 256 / Q4 304 / Q5 400 (use icons instead of Qx)\n \n \nLet's try to break down the scope of the changes made by each mod. From what we know currently, the impact of expensive-mode, quality and elevated-rails is limited:\n \n expensive-mode introduces alternate recipes (I count 18 in my current install). With the upgrade to full mod it could do much more, but even the possibilities allowed by the current difficulty API aren't fully used in vanilla. The current solution with tabs is probably fine. \n quality introduces more item variants. Like expensive-mode, this mostly affects info boxes but can interact with other mechanics. Scanning the list from FFF 375 Inserters is probably the only mechanics page that needs significant changes, in particular extra rows to the tables in the \"Inserter speed\" and \"Inserter throughput\" sections due to additional swing speeds introduced by quality. \n elevated-rails adds more layout options but doesn't turn the rail mechanic on its head. A section each in rail related pages like railways and rail planner might do. \n \n\nSpace-age is, of course, a big unknown. \nThere will be changes to recipes and tech tree, which could be handled with tabs like expensive-mode, but affecting a larger section of the info box, which would include stuff like \"can only be placed in space\" (as an aside, landfill 's info box doesn't mention that it must be placed on water). \nThere will be new mechanics, each deserving their own wiki page and, like quality above, adjustments to the existing mechanic pages to describe interactions. \nBut will it turn existing mechanics on its head, completely invalidating them? If yes, a separate page for that mechanic is reasonable. If no, see the above point. (My gut feeling was that the answer it most likely no here, but you wrote \"E.g. This entity works in xyz way on space platforms\". A reasonable discussion might require a prior FFF allowing us to judge the extent in which existing mechanics will be changed.) \n \nThat'll be a nightmare to keep in sync for things common across base and expansion and also a potential combinatorial explosion should you decide to create more expansions later on. In addition, mod combinations like base with elevated-rails but without space-age would technically belong into the expansion wiki but, as described above, would only change minor details making the non-expansion wiki the preferred one to use most of the time.", "date": "2023-10-02T16:16:48+00:00", "quotes": [ { "author": "Bilka wrote: Mon Oct 02, 2023 9:15 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "DaveMcW", "content": "Rimworld has very distinct icons, I think looking good on the wiki was part of their design document. \n https://rimworldwiki.com/wiki/Apparel#C ... mbinations \n \nEuropa Universalis 4 uses icons AND the full name. \n https://eu4.paradoxwikis.com/Subject_nation", "date": "2023-10-03T01:10:45+00:00", "quotes": [ { "author": "Bilka wrote: Mon Oct 02, 2023 9:15 am", "content": "" } ] }, { "author": "mmmPI", "content": "The way Europa Universalis tells you the precise DLC you need is very clear despite them having like 20+ DLC because even if the small icon is quite similar to another you keep seing the icon and the name next to it and it prevent any mistake and make it easier to recognize it later. \n \nAs mentionned it also works well in some CIV game where there exist tiny icon of the ressource and sometimes their name are written next to it, like a green apple icon and food written next to it, or a purple music note and culture next to it, the colors helps for small number. \n \nIf it was an icon it could be one like those used in the rich text in game for train station. It doesn't need to be super recognizable if the name is written next to it and if it is a tiny version of something well identified like a logo. \n \nThen i think it can be stamped a bit everywhere on the regular wiki to link infos to their corresponding mod, or at top of a page if there are some that would be specific to a mod. \n \nI imagine the expansion has a logo/icon, and then each mod it contained has its own logo/icon. \n \nIt's hard to propose ideas to organize information when you don't have the information yet btw \n \nBut i dream of clicking some icon at the top of the website in EU4 and only see relevant information based on what i'm using as DLC. Which makes me think in factorio it would be selecting the features of the expansion by their icon, same for \"expansive\" or death world, having their icon, and then the wiki would only show info that apply to my game. \n \nIf i select nothing, then no curation is done all the tables contains all the infos with the icons and name.", "date": "2023-10-03T01:58:17+00:00", "quotes": [] }, { "author": "", "content": "Not expansion oriented, but platform oriented, the Terraria wiki is one of the best I've ever seen. There is no expansion per se in Terraria, or rather the whole game evolves, but the differences between platforms are shown clearly by a platform icon whenever it makes sense. \nCould also be applied to the differences between PC version and switch version, but I think it would be more useful with the expansions. \n \nAlso, I'm not blaming anyone, but I think Terraria wiki is superior to Factorio wiki in what's accessible from the front page. Factorio wiki could be improved by reproducing the way Terraria wiki is organised.", "date": "2023-10-03T16:44:45+00:00", "quotes": [] }, { "author": "", "content": "Looks like everyone agrees that we should stick to one wiki and make things work within that. That's great, because I think so too. For the details I think a lot will depend on exactly how much and what the expansion and the specific mods will change/touch. So to be discussed as more FFF's go out. But there are a few things I can already note: \n \nThe alternate recipes do not just affect the 18 (?) recipes that change, but also the total raw of the recipes that use them. With central items like green circuits being changed by expensive mode, that affects a lot of recipes, e.g. all modules have different total raws in expensive mode despite their recipes not getting changed directly. With the current tabs that's not a problem, but I want to note it because I will reference it in the next paragraph.\n \nBased on the FFF, the quality also introduces the recycler. So if there was an infobox row like \"recycles into\", that would be affected as well. And that's not just for each quality, but also affected by expensive mode changing recipe ingredients. Now, I don't know if this is a thing, but if space-age affects recipes then that will also interact with recycling, expensive mode and total raws to create even more combinations. The one thing preventing an explosion of combinations here may be whether some of the expansion mods depend on others, but that's another topic that's to be seen.\n \nSadly it's not that easy. At the very least the items (ramp and support) that need to be crafted will affect the \"consumed by\" infobox of the items in their recipes. Both with quality and elevated-rails there will also be effects on the technology infoboxes to integrate any added/changed researched. So all that will need tabs or extra pages or icons or something. \n \nWith my example sentence I was thinking of the inserters putting things into space on the platform animation in FFF 373. That's the kind of information that would go on the overall inserters page, but the question is whether it should be an extra section or a sentence with a marker or an extra page or.... Definitely more FFFs needed here. \n \nAgreed! I likely would have made this thread much closer to expansion release but the conversation came up on discord, so I wanted to at least brain dump the various ideas I already had. And it gives more time for someone to walk in here and come up with something revolutionary :p \n \nCould you make an extra thread for that? While I expect that the infobox code will need a general overhaul, I'd prefer to be able to discuss this specific topic separately. \n \nCould you make an extra thread with more details for how you imagine the ideal factorio main page? Without considering the expansion for now, I guess.", "date": "2023-10-04T11:39:21+00:00", "quotes": [ { "author": "Nidan wrote: Mon Oct 02, 2023 4:16 pm", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "mmmPI wrote: Tue Oct 03, 2023 1:58 am", "content": "" }, { "author": "Tertius wrote: Mon Oct 02, 2023 12:56 pm", "content": "" }, { "author": "Koub wrote: Tue Oct 03, 2023 4:44 pm", "content": "" } ] }, { "author": "Nidan", "content": "Just a quick grep over my current install, to get an idea how many recipes are affected, but I failed to note the\n \nand any other row that could get influenced by other prototypes. I didn't mention it explicitly in my last post, but I was thinking about an outer base / space-age tab and an inner one for normal / expensive; not a single set of tabs for base / expensive / space-age / expensive+space-age. So each mod could have had it's own enabled / disabled tabs… but thinking this a step further, that's a set of checkboxes to enable each mod, maybe a persistent version of the quality toggle the rimworld wiki uses. \n \nYou might know more than we do . From the FFF, a recycler simply gives 25% of the build cost, with some interface for modders in case multiple recipes produce the same item. Based on that I wouldn't mention the recycling results in every info box; maybe a line \"Can (not) be recycled\" (including a link to the mechanics page), and only make the recycling recipe explicit in the case of multiple production recipes. Overall, that's one line in the info box; I wouldn't introduce a mod tab/checkbox for that. (Although, it could also control the display of the additional qualities, since those come from the same mod.) \n \n(For \"consumed by\" see above.) Maybe I was assuming a separate tech for bridges there. That tech page would then be exclusively for the elevated-rails mod, so we could skip the elevated-rails mod tab, and instead mention it's mod exclusive near the top of the page. But, of course, it bleeds over into the \"allows\" section of the techs leading to it, which makes this another case of \"consumed by\". \n \nOverall, I now think the safest option is a checkbox per mod, persistent across refresh and maybe hidden in some configuration menu/dropdown within the info box, makes the most sense. That approach will work regardless of how complex each mod is. \n(If we were to continue my initial approach of considering quality and elevated-rails to be \"simpler mods\" that mainly add prototypes and maybe a mechanic or two, but don't rearrange things introduced by the other mods, overlaying the mod icon onto the icons in the \"consumed by\"/\"allows\"/… sections (similar to the yellow dot for newly researched recipes ingame) could work to keep the combinatoric explosion manageable. But having tabs or checkboxes for one half and icon overlays for the other feels inconsistent.) \n \n \nOh, I missed that when reading the FFF. I blame reading it on mobile, great for text but terrible for complex pictures/animations. As presented there it's a single sentence, e.g. \"When using space-age, items put on the ground on a moving space ship will slowly float southwards.\" (but note that I'm known for delivering the shortest text possible in any writing exercise), or a small paragraph. Currently, a dedicated page feels like overkill, but depending on future FFFs… \n \nAgreed as well. And you, Bilka, alluded to future FFFs often enough that there's surely a few interactions/headaches to come.", "date": "2023-10-05T00:18:53+00:00", "quotes": [ { "author": "Bilka wrote: Wed Oct 04, 2023 11:39 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "mmmPI wrote: Tue Oct 03, 2023 1:58 am", "content": "" }, { "author": "mmmPI wrote: Tue Oct 03, 2023 1:58 am", "content": "" } ] }, { "author": "", "content": "That remains to be seen :P \n \nCheckboxes are indeed a good option if the combinations get very complicated. Thank you for linking the rimworld wiki as a demo of that. \n \nAnyway, I'm mostly replying here to write down the idea that \"this page is about an expansion item\" could be formatted like the Template:About text or using the boilerplate template (like we use for stubs etc). Or there could be some new system, though that's something I got stuck on when reading these posts previously.", "date": "2023-10-09T08:13:12+00:00", "quotes": [ { "author": "Nidan wrote: Thu Oct 05, 2023 12:18 am", "content": "" } ] }, { "author": "_CodeGreen", "content": "The Binding of Isaac wiki does a decent job of handling different DLC items and such, here's a page with a lot of them (scroll down to synergies): \n https://bindingofisaacrebirth.fandom.com/wiki/Brimstone \n \nJust a small icon next to the thing it's related to, slightly large for my liking, but it's very clear what things are from which DLC at a glance. \nI think something similar for Space Age would work quite well in certain areas. it wouldn't solve every issue, but I do think it does keep it relatively simple.", "date": "2024-02-09T20:04:10+00:00", "quotes": [] }, { "author": "BrainGamer_", "content": "Another wiki that has to handle several DLCs is the Hollow Knight wiki . \nIt also uses prefixed icons to do so (but also has separate sections for DLC specific groupings sometimes). \nSee the pages about enemies and bosses for example.", "date": "2024-02-10T10:44:32+00:00", "quotes": [] }, { "author": "thatspsychotic", "content": "As more and more information about 2.0 and Space Age gets released, it seems like it would be useful to segment the documentation on the wiki according to the game version being referenced, much like documentation for python packages for example that usually let you select the documentation version that corresponds with the package version you are referencing: \n The wiki still shows all 1.1 material which makes sense, but it would be nice to be able to reference what's known about 2.0 material (with a banner disclaiming pre-release information subject to change). \n Space Age could be a separate version identifier, which would make sense for entities that have different ingredients/characteristics between 2.0 and SA. \n This would allow not just preservation of all the existing 1.1 documentation but easy access to it on a site-wide basis rather than going through individual article version histories. \n A more seamless cutover from 1.1 to 2.0 information in the wiki. Once 2.0 goes live, banners could be added to the 1.1 pages indicating that the information references a previous version of the game. \nThoughts? What are the existing plans for transitioning the wiki material from 1.1 to 2.0/SA?", "date": "2024-08-06T13:17:04+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into an older thread on the same subject.", "date": "2024-08-06T14:02:31+00:00", "quotes": [] }, { "author": "shopt", "content": "Overall I think the ideas here are good. I would just advocate for keeping it simple. Factorio only has 1 DLC, at least for quite a while. Yes there are going to be 4 official mods, but 2 are quite simple and Quality only adds a few items/systems and changes some numbers. The space age mod is the only thing that's going to radically affect any more than a handful of pages. \n \nSo here's my suggestions: \n \nExpensive mode stays how it is. It pretty much only affects the infobox, but affects a few fields in it. From what I can see it's also not played often. Leave it as a non-default tab so that it doesn't clutter anything. \n \nFor any recipes/techs/entities that depend on a specific mod being enabled, just use headings in the \"produced by\"/\"consumed by\"/\"required technologies\" infobox sections. \n \neg. for steel \n===Required Technology:=== \n==Base Game== \nSteel \n==Space Age== \nSomething different \n===Produced By:=== \n* Stone furnace \n* Steel furnace \n* Electric furnace \n==Space Age only== \n* Foundry \n \neg. for rocket silo tech \n===Required Technologies:=== \n==Base Game== \n* Concrete \n* Prod 3 \n* (Whatever goes here instead of RCU in 2.0) \n* Rocket Fuel \n* Speed 3 \n==Space Age== (this is pure random guess) \n* Rocket Fuel \n* Different tech 1 \n* Different tech 2 \n \nFor Quality, just replace the single numbers with 5 slash separated numbers, ideally colour coded. Maybe a single icon generally indicating the concept of quality (the quality module icon if nothing better becomes apparent) preceding the 5 numbers to make the context clear. I suspect that 5 icons here alongside the numbers would be too much clutter. Most of this should be contained in the infobox, but no reason this can't be done for the few cases it also comes up in the main text too. I'm expecting Quality will be more popular than expensive mode, and it should also affect fewer numbers, so I think it's fine to show up unconditionally (rather than hidden behind a tab or checkbox). Additionally it adds 4 numbers, and leaves the other unchanged, so I don't think we need to hide the \"wrong\" number like we do for expensive mode. Anyone playing without quality should know to just look at the first number, especially if there's an icon that leads to a Quality page that explains it's a mod that requires the DLC. \n \nFor any pages where the page only has meaning when a specific mod is turned on, just put that in a box (probably templated) at the top of the page. eg. \"This page/section describes a mechanic or item that is only available when the Quality mod, included with the space age[space age icon here] DLC, is enabled.\" \n \nWhere a section of a page only has meaning where a specific mod is turned on, just put the aforementioned box at the top of the section. \n \nWhere the behaviour heavily depends on whether a mod is turned on or not, either just describe that it the article text, or give base game and space age their own sections in the article, or each their own article (preferably this is rare, it makes it harder to see how space age changes the game). The main examples I can think of here would be things to do with the rocket/satellite/space science. And maybe the rail planner page. It doesn't look like the wiki has any example station or junction layouts, which makes this a lot easier regarding elevated rails. \n \nSave the more complex and flexible/generalisable ideas for when we have more than one major official mod/DLC (which has a good chance of being long in the future, or possibly never).", "date": "2024-09-25T20:22:21+00:00", "quotes": [] }, { "author": "", "content": "Mini Factorio Friday Facts so that we can continue this discussion with some more concrete ideas:\n \n Expensive mode was completely removed in 2.0, there will be no expensive-mode mod. \n The Space Age mod depends on the quality and elevated rails mods. \n Besides recycling/quality effects, quality and elevated rails mods don't meaningfully interact with each other. \n Space Age is the only planned Factorio expansion. \n \nIf you want to discuss the gameplay implications of this information, please make a separate thread in another subforum and keep this thread focused on wiki talk, thank you. \n \nThis makes things a lot easier on the wiki. There are generally only two recipe variants: Recipes without the space age mod active and recipes with the space age mod active. Similar for the technology tree and science costs. \n \nI've been working on updating the infobox code behind the scenes to get ready for expanding it with capabilities for quality and the above mentioned recipe changes. So far I think it would be easiest to reuse the tab system from expensive mode for space age. However, that tab state is not saved, so you'd always have to switch the tab if you're looking for space age information. I'm not sure whether that is too much of hassle. \n \nAn alternative would be to display both recipes/tech costs/progressions at once, as proposed by shopt. But it could get quite large depending on how much ends up being variable. \n \nFor quality, I think it will always be shown as the five numbers all in one or two lines, perhaps with some visual flavor. That seems to be the majority opinion in the thread here, so I'm happy to go with it. \n \nExpansion specific mechanics like the spoil time of items could just be shown as normal, with a marker that they are from the expansion. \n \nA small issue is alternative recipes. Currently the wiki doesn't really deal with them (see e.g. petroleum gas and uranium-235). But with alternative recipes being much more common in 2.0, we need a proper solution to at least show them in the infobox. The wiki could copy what Factoriopedia does: https://cdn.factorio.com/assets/blog-sy ... ecipes.png What do you think? \n \nBesides the infoboxes, the consensus seem to be that we will have information about space age specific behaviour on the same page as the rest of the information about a mechanic. E.g. the Inserters page would also mention that inserters can be used to void items on space platforms by dropping them in the void. If a topic becomes too large, it could still be split off. Elevated rails are such a candidate in my mind, to be split from railway. For the information on the same page, I would keep things flexible for now and not set that restrict things to be in a specific section and just see how it turns out. \n \nFor marking the information, what do you think about a small icon to indicate the expansion as a whole? I don't think we will need to distinguish between the individual mods, since it's quite obvious where which entity is from (elevated rails are from elevated rails, the rest is from space age). And what matters in the end is that the expansion as a whole is what is paid (meaning it has an entry barrier), not the individual mods. We use an icon like that in the modding API documentation that I'd ideally just copy:\n \n \n \n Screenshot_20241004_192055.png (27.9 KiB) Viewed 5912 times \n \n \n \nFor current 2.0 information, there are already pages in Category:Upcoming . I would like to already encourage you to create more pages in this category for various bigger topics with the information from the FFFs, like for example the planets. Then these pages can serve as a testing ground while we get the templates ready to mark links and page (sections) as space age specific. \n \nRegarding 1.1: The plan is that the wiki will start getting updated to 2.0 the moment it comes out (so October 21st). I am currently not looking into preserving the 1.1 data in any way, as it is expected that players will update the game, just like they did with previous major versions.", "date": "2024-10-04T17:34:02+00:00", "quotes": [] }, { "author": "Tertius", "content": "How will the new 2.0 items and technologies find their way into the wiki? Am we supposed to manually create every single infobox and item page, or is it planned to let a bot create stubs and infoboxes for every item from the information found in the *.lua files and base\\locale\\en\\base.cfg and core\\locale\\en\\core.cfg and additionally the official mod locale files? \n \nGiven the structured info from the locale files, it may even be possible to create additional stubs for some new game concepts and categories. Or at least offer possible stubs, then the bot operator chooses which ones are to be bot-created, and then do it. \n \nI guess, with perhaps 1 week work and bot programming, one is probably able to create 90% of the 2.0 part of the wiki as stubs that already includes all the infoboxes. \nSuch a stub can already include the intended document structure with expansion tag, title, infobox reference, history template, \"see also\" template, category. \n \nWe're in automation after all, aren't we?", "date": "2024-10-07T15:19:55+00:00", "quotes": [] } ]
19
2023-10-01T15:10:08-05:00
forum-topic-126400
126400
[2.0.33] numeric textfield does not return to center after scientific number
Bug Reports
https://forums.factorio.com/viewtopic.php?t=126400
Quezler
steps to reproduce: - install mod - /cheat or /editor - find the beacon interface next to the normal beacon - place the beacon interface - open the gui - inch the quality slider slight away from the middle and back again until the +12 scientific notation stuff shows up - keep sliding, notice the number now no longer being centered (notice how there are no selectable text to the right, its not centering hidden characters) - click left of the last number you can still see in-frame, it'll snap back expected behavior: textfields with horizontal_align = true stay centered.
[]
0
2025-01-28T10:01:53-06:00
forum-topic-76612
76612
How to get water warmer for Advanced tree farming?
DyWorld
https://forums.factorio.com/viewtopic.php?t=76612
andre2
How? I cant find anything to get water from 15°C to 25°C to meet the requirements for Advanced tree farming.
[ { "author": "rorybecker", "content": "Hey Andre \n \nPresuming that you mean \"Advanced Wood Farming\", the requirement appears to be for water between 25 and 60 degress. \n \nThis being the case, you can use \"Water Boilers\" to increase water temperature to 50 degrees and the process should then work correctly. \n \nI hope this helps. \n \nRory", "date": "2020-02-21T08:21:16+00:00", "quotes": [] } ]
1
2019-10-10T15:40:10-05:00
forum-topic-101999
101999
Friday Facts #369 - To the moon - Page 4
News
https://forums.factorio.com/viewtopic.php?t=101999&start=60
Twisted_Code
it just reads "April fools" that could be fun. Kind of makes me think of something between Factorio and Offworld Trading Company?
[ { "author": "RynTyrell", "content": "I was abit lost , but the Final link is just hilarious ! Super 1 April fools day ! XD", "date": "2022-06-09T18:36:37+00:00", "quotes": [] }, { "author": "Tertius", "content": "I'd like to see a new FFF, not primarily because of news about the expansion, but to see the April's fool FFF with its fake blockchain blah go away as most recent and current developer status for Factorio. The joke was good while it lasted. People who just heard of Factorio and casually visit the website and only read the headlines and not the discussion might believe it in the end.", "date": "2022-07-02T14:11:03+00:00", "quotes": [] }, { "author": "lacika2000", "content": "I hope Wube is working on something great and wonderful and worth the wait, but I am getting more often into the difficult situation when trying to explain to others how wonderful is Factorio & the dev team and they check out your website that they find your last post about the game from April that is literally a joke... can we get some update on what keeps you busy nowadays?", "date": "2022-08-12T19:21:32+00:00", "quotes": [] }, { "author": "Sander_Bouwhuis", "content": "Wow, seriously! I was fooled by it until just past the half-way point. \nBoy, was I steaming before that. This was a really good April's fools joke.", "date": "2022-08-20T20:38:05+00:00", "quotes": [] }, { "author": "bimeh790", "content": "Well played. Very well played. You kept it just far enough on the side of believability to really, really, work", "date": "2023-01-18T15:21:06+00:00", "quotes": [] }, { "author": "thedoh", "content": "Legendary modules , you say? Well played.", "date": "2023-09-08T13:46:46+00:00", "quotes": [] }, { "author": "husnikadam", "content": "And epic furnaces in the blueprint? I bet those are literally epic quality furnaces and/or with epic quality modules.", "date": "2023-10-19T08:50:46+00:00", "quotes": [ { "author": "thedoh wrote: Fri Sep 08, 2023 1:46 pm", "content": "" } ] }, { "author": "Biometrix", "content": "Yeah wow, sorry for the necro, and reading old posts, we actually saw Legendary Module about a YEAR sooner than Quality was revealed.", "date": "2024-10-29T09:53:28+00:00", "quotes": [] } ]
8
2022-04-01T07:17:17-05:00
forum-topic-13327
13327
Factorio Mod Manager 0.2.1 - Page 2
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=13327&start=20
StanFear
well, yeah, we are already in discussion with the creator of factoriomods.com, there will probably be a version supporting it soon
[ { "author": "Talguy", "content": "That's awesome. I just found http://www.factoriomods.com/mods.json?page=1 but seems to me the names aren't included yet (or disabled intentionally so nobody can really use the API right now). The MVC Controller is right here: https://github.com/Zequez/FactorioMods/ ... troller.rb", "date": "2015-07-29T12:53:37+00:00", "quotes": [ { "author": "StanFear wrote:", "content": "" } ] }, { "author": "PiggyWhiskey", "content": "Having an issue if the mods aren't in a zip file. \n \nI downloaded the 5DIM pack (contains all their mods in 1 zip) and because Factorio doesn't like mods packaged like that unzipped to the right location and the Mod Manager didn't copy them across.", "date": "2015-08-25T11:34:16+00:00", "quotes": [] }, { "author": "narrowtux", "content": "Yup, it doesn't support anything unzipped right now. As a workaround, simply zip the directories until it is supported. Next version will have it.", "date": "2015-08-30T21:12:53+00:00", "quotes": [ { "author": "PiggyWhiskey wrote:", "content": "" } ] }, { "author": "Gandalf___", "content": "I'm having an issue. I have java 8 u 60, and I'm on windows 7. However, whenever I try to run the .jar file, it shows a small, white box for a second and then closes", "date": "2015-09-01T13:05:15+00:00", "quotes": [] }, { "author": "BlakkCooper", "content": "Very same thing here too except I got Java 8 Update 45.", "date": "2015-09-05T13:50:53+00:00", "quotes": [ { "author": "Gandalf___ wrote:", "content": "" } ] }, { "author": "narrowtux", "content": "Maybe try running with cmd: \n Code: Select all java -jar FactorioModManger-0.2.0.jar", "date": "2015-09-05T13:56:33+00:00", "quotes": [] }, { "author": "BlakkCooper", "content": "Nope", "date": "2015-09-05T14:11:39+00:00", "quotes": [ { "author": "narrowtux wrote:", "content": "" } ] }, { "author": "PiggyWhiskey", "content": "I'm running Java 8 u60 on Windows 10 without any issues from the Batch file. \n \nMy Batch file is \"java -jar \"E:\\Program Files\\Factorio\\ModManager\\FactorioModManager-0.2.0.jar\"\"", "date": "2015-09-06T11:08:54+00:00", "quotes": [ { "author": "BlakkCooper wrote:", "content": "" }, { "author": "narrowtux wrote:", "content": "" } ] }, { "author": "narrowtux", "content": "I think it's Windows 7 specific. I have a friend who beta tested it without problems, I think he has Windows 8. \n \nI'll see why this happens this week. Might push a hotfix before I release 0.3 with all the new features.", "date": "2015-09-06T12:49:38+00:00", "quotes": [ { "author": "PiggyWhiskey wrote:", "content": "" }, { "author": "BlakkCooper wrote:", "content": "" }, { "author": "narrowtux wrote:", "content": "" } ] }, { "author": "mololabo", "content": "Yo, professional java dev here. You' done goofed, at least I think so, I might very well be wrong or it might be dependant on configuration. Deleted the config file just to be sure. I tried to start your manager over the console so I can take a look at the error message, should be easy to fix: \n Code: Select all C:\\Factorio_0.12.6>java -jar C:\\Factorio_0.12.6\\FactorioModManager-0.2.0.jar\nException in thread \"JavaFX Application Thread\" java.lang.IllegalArgumentException: C:\\Users\\genericUsername_000\\AppData\\Roaming\\f\nactorio\\fmm is not a directory.\n at com.narrowtux.fmm.dirwatch.SimpleDirectoryWatchService.register(SimpleDirectoryWatchService.java:135)\n at com.narrowtux.fmm.Datastore.lambda$new$13(Datastore.java:63)\n at com.sun.javafx.binding.ExpressionHelper$SingleChange.fireValueChangedEvent(Unknown Source)\n at com.sun.javafx.binding.ExpressionHelper.fireValueChangedEvent(Unknown Source)\n at javafx.beans.property.ObjectPropertyBase.fireValueChangedEvent(Unknown Source)\n at javafx.beans.property.ObjectPropertyBase.markInvalid(Unknown Source)\n at javafx.beans.property.ObjectPropertyBase.set(Unknown Source)\n at com.narrowtux.fmm.Datastore.setDataDir(Datastore.java:88)\n at com.narrowtux.fmm.Main.start(Main.java:37)\n at com.sun.javafx.application.LauncherImpl.lambda$launchApplication1$163(Unknown Source)\n at com.sun.javafx.application.PlatformImpl.lambda$runAndWait$176(Unknown Source)\n at com.sun.javafx.application.PlatformImpl.lambda$null$174(Unknown Source)\n at java.security.AccessController.doPrivileged(Native Method)\n at com.sun.javafx.application.PlatformImpl.lambda$runLater$175(Unknown Source)\n at com.sun.glass.ui.InvokeLaterDispatcher$Future.run(Unknown Source)\n at com.sun.glass.ui.win.WinApplication._runLoop(Native Method)\n at com.sun.glass.ui.win.WinApplication.lambda$null$149(Unknown Source)\n at java.lang.Thread.run(Unknown Source)\nSep 11, 2015 5:59:55 PM com.narrowtux.fmm.dirwatch.SimpleDirectoryWatchService run\nINFO: Starting file watcher service.\nException in Application start method \n\nTest if the directory exists before you use it, otherwise: create it. If you haven't already fixed it in your in-dev version. \nNow I also understand why Java 8 is required. You're using the new Lambda functions \nOther than that, nice program! Eager to see what comes next. \n \n \nOther people encountering the weird error: \nIf you have never installed factorio using the installer, you will encounter this weird \"white window instant close\" bug. \nHow to fix it: \nTake a look at your user directory and see to it that this path exists: \nC:\\Users\\yourUsername_000\\AppData\\Roaming\\factorio\\fmm", "date": "2015-09-11T16:04:52+00:00", "quotes": [] }, { "author": "narrowtux", "content": "I'm actually creating the directory. \n \nThis works on any OS except Windows 7. I'll have a look on what's wrong there. \n \nEDIT: I see why it's happening now. I'm checking for directories but the service that listens for directory changes is launched before that happens. Simple fix. \n \nEDIT EDIT: Also I'm using Java 8 because JavaFX2 is not as good as 8.", "date": "2015-09-11T16:19:08+00:00", "quotes": [] }, { "author": "narrowtux", "content": "Small bugfix release \n \n https://github.com/narrowtux/SmartModIn ... /tag/0.2.1", "date": "2015-09-11T16:39:24+00:00", "quotes": [] }, { "author": "mololabo", "content": "Sweet, glad that I seemingly was able to help out a bit. \n \nFYI: I was using Win8 in my instance.", "date": "2015-09-11T16:54:12+00:00", "quotes": [] }, { "author": "PiggyWhiskey", "content": "I can't run this. Crashes every time. Exception in Application start method. \n \nAlso, 0.2.0 was 229kb, 0.2.1 is reading as 41kb. \nDid it not compile right?", "date": "2015-09-12T01:43:59+00:00", "quotes": [ { "author": "narrowtux wrote:", "content": "" } ] }, { "author": "Neko_Slave", "content": "I recently started playing Factorio with my boyfriend, both he and I can confirm that we, or rather my boyfriend, is getting the Java exception error when he attempts to use the downloaded Java file. I personally get nothing as it doesn't even launch for me. We have both made sure that we are running Java 8 as instructed and currently have to use the default method of moving files into the mods directory. \n \nHope this helps as well as the above post. :3", "date": "2015-09-13T04:49:43+00:00", "quotes": [] }, { "author": "narrowtux", "content": "Sorry guys I accidentally dragged the file without libraries. My build system makes 2 files and I got the wrong one. \n \nPlease go back to the release page and download it again.", "date": "2015-09-13T13:59:37+00:00", "quotes": [] }, { "author": "DaveKap", "content": "I'm confused about something. None of the instructions for how to use FMM tell me how to get the \"install using FMM\" button on the Factorio Mods website. I have Java installed, I have FMM installed and running, but clicking \"Install\" on any mod on the website does nothing. What's up with that?", "date": "2015-09-19T21:39:56+00:00", "quotes": [] }, { "author": "narrowtux", "content": "The developer of the website prematurely changed the title of the button. My indev-version supports this, when I release 0.3 you can use the button to install directly from the website.", "date": "2015-09-20T09:23:02+00:00", "quotes": [ { "author": "DaveKap wrote:", "content": "" } ] }, { "author": "DaveKap", "content": "Okay I started trying to use this in earnest today and have spent the last half hour pulling my hair out over figuring this out. \n \nHere's the issue. First of all, you don't state what the data directory SHOULD be for Factorio. If I installed Factorio to X:\\Factorio then I assumed the data directory you were talking about is the X:\\Factorio\\data directory. However, in my Windows 7 install of Factorio 12.x, mods are not installed at the X:\\Factorio\\data\\mods directory which SEEMS to be what your program is looking for. However, the mod directory for this installation of Factorio is actually a shortcut from X:\\Factorio\\mods which leads to C:\\Users\\<Username>\\AppData\\Roaming\\Factorio\\mods. If I try to tell your mod manager that my data directory is actually C:\\Users\\<Username>\\AppData\\Roaming\\Factorio\\ and set up the fmm directories and mod files appropriately, when I run the mod manager I can see the mods listed correctly but when I launch the game, the proper mods are not enabled or disabled. In fact, they aren't seen by the game at all. \n \nI have been re-reading your documentation and I believe the biggest issue here is your mod manager isn't accounting for the data structure Factorio 12.x is using. Do you know about this? Is FMM only supposed to work for 11.x and below? I've tried numerous configurations to get it to work and none of them have been successful, including putting the mods and fmm into the actual X:\\Factorio\\data directory. Factorio, though, isn't very happy with that and still refuses to acknowledge any mods are installed unless they are actually inside the AppData directory as described above. Help!", "date": "2015-09-27T23:43:25+00:00", "quotes": [] } ]
19
2015-07-04T06:42:11-05:00
forum-topic-121439
121439
The simplest thruster fuel consumption control! No combinators, only 1 wire.
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=121439
Eimas
TL:DR Use a pump and connect either fuel or oxydizer to an empty tank. Wire the pump to the tank and set to only turn on when there is less than 125 units of your chosen liquid. Connect all the engines AFTER the tank, other liquid can flow freely to the thrusters. Thats it Hey So I've been using the method for controlling thrust from this genius thread viewtopic.php?f=193&t=118009 Also started seeing some more setups pop up in my youtube recomendations. And I started thinking. After thinking for a solid 5 minutes I've come up with a system worthy of all that thinking. It's as simple as it gets. Only consisting of 1 Tank, 1 Pump and one wire. Screenshots now, explanation below: Screenshot 2024-11-14 165757.png (74.25 KiB) Viewed 3616 times Screenshot 2024-11-14 165714.png (2.73 MiB) Viewed 3616 times I use an empty tank for measuring how much fuel is currently in the system and turn the pump on when it falls below a certain amount. The measuring itself is not the main thing here, since the fuel is constantly being used. It's just a controlled bottlenech of sorts. After some testing I settled on turning a pump once there is less than 125 units of fuel in the tank, this gives me 32u/s of fuel consumption and ~89% efficiency. For less efficiency but more speed use a higher value like 250 or something. I hope this helps and you find it useful! Notes: Yes the thrusters fill up when stationary, but once moving they quickly burn off the excess fuel and reach cruising speed faster. Like an older or chip tuned diesel flooring it from the intersection leaving a cloud of smoke lol. Since the thrusters are using both fuel and oxydizer at the same rate, limiting only one is enough. Tried using another pump to only supply the engines with the fuel when the speed of the hub is above 0, but it did not work as expected. Tested with 1, 3, 5 and 7 engines and the consumption per second differs only by a few units so it's pretty much negligible.
[ { "author": "dragon_gawain", "content": "After looking at the other topic you mentioned and double checking the factoriopedia graphs, I came up with pretty much this exact same solution - add an extra tank after my main storage tanks, hook it up to a pump from the main storage tanks, and set the pump to only turn on if the extra tank is below 250. \n \nTo prevent the initial inefficiency caused by the engines filling up when stopped, I added this very simple combinator \n \n \n \n Screenshot 2024-11-14 125326.png (1.64 MiB) Viewed 3559 times \n \n \n\nhooked up to the hub and the extra tank, and outputting to the pump (requires the engines to be primed, but only once for the same reason as the other post mentioned - since I'm relying on V (this ship velocity) to be greater than 0, the engines need to be able to activate, but they can't activate if they're fully empty). \nSo in total I'm using 2 DCs (one for each tank). \nCombinators just save a bit of extra fuel, the full simple version that you stated works as well, you just lose that bit of efficiency at the start. \n \nedit: forgot to mention, my version with it at 250 runs the engines at 75% efficiency, but I wanted to get that bit of extra speed cause this particular ship I'm using to transport some stuff from Gleba, so speed is important. What you set the value to is your decision on the speed/efficiency tradeoff. \n \nsecond edit: yes, my version also suffers some inefficiencies cause I'm doing it based off of V > 0, and as the ship slows down, the engines still fill up. I haven't fine tuned the V value yet. \n \n(the extra green wires hooked up to my main storage tanks are reading the fuel and only allowing the ship to depart if there's enough fuel to make it to the destination, so it's part of a different system and can be ignored. Just look at the highlighted green wires connects to the DC for my take on this simpler version)", "date": "2024-11-14T17:59:06+00:00", "quotes": [] }, { "author": "Eimas", "content": "Yeah I was thinking of ways to stop overfilling the engines at standstill, but since my goal was to keep this as simple as possible I stuck with this one. The initial burst of speed is quite a nice bonus allbeit inefficient.", "date": "2024-11-14T21:06:46+00:00", "quotes": [] }, { "author": "Rayffer", "content": "You could put another pump in series, connected to a combinator which filters only by planet signals, and activate them whenever any signal is less than 3, which indicates that the ship is travelling", "date": "2025-02-04T06:49:05+00:00", "quotes": [] } ]
3
2024-11-14T10:09:03-06:00
forum-topic-122372
122372
[2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator
Bug Reports
https://forums.factorio.com/viewtopic.php?t=122372
Gegell
When setting the values for signals in constant combinators using the new 0x prefix it works as I'd expect (as in all 32 bits are set to the entered value). The same does not occur when setting the constant value in arithmetic / decider combinators. If I try to set the constant to a value which includes the sign bit, e.g. 0x80000000 (= -2147483648) or 0xffffffff (= -1) it seems to clamp the value to the largest possible 32 bit integer 2147483647 (= 0x7fffffff) instead. This is inconsistent behavior, compared to setting the signal values in the constant combinator. Thus I assume this to be a bug. BP with a small setup, which showcases the issue: 0eNqdlM2O4jAMx18lyml3VRCU8ilx2HmAPe0NUJW2hkZqk27isiDUd18npcAgBma2vbRO/Lfzs+MTT4oaKiMV8sWJy1QryxerE7dyp0ThbEqUwBdcGIl5CSjTXqrLRCqB2vAm4FJlcOCLYRM88MoglRmYxy5hswk4KJQooY3qf46xqssEDGkGnY7LC4XCW6GAV9qSr1YuIOn1hpP+OOBH99UfU5xMGkjbDVHgNNDoIk4gF3tJAuRl23X7/psy6U4V8K0sEMy9FY+Vy2svDdZ04kuiLYHeT7L8oQU6DRmVNqXfRNlXwvjsF3zpDbUj3/P0Oiwv1d++qB4Oo2k0G02iWbOhl8hUhTiCiTOwqZFVi4ivzvF6bZhld5YNk5ZZQLaXgmEOrKsGGxy252etPvB+e+Y9G7TPWq3VL41A6wJZojFne0GNaZljAhn7a0TFhKHzZExYBoeKiuXsOSgnjlLtvHgikVUCqWKKfJlgo9DbXDa0n/ocdmD63PG+67YweNK1D5otaltt8MlWO4vGtJbJS9Pd/q1Olz6nbLqaTd0t0TVWNfo9Twr42xw9B+15v2NNtitu9m3Jbpriuy9NDgcmCku+AmvqIoLvnabnChM7iyCyh+xGwfM58TG+z97Uq+4dwa00FuPr5Hlxd0CkuZtBdNtJJn4EnHBXQARaqD/4f/PuLofnPbxifk2YSi4RSopxnc8B39Mc8pHHk3AezefjaDoKB6Nx0/wD8pv4qg== Copy blueprint
[ { "author": "robot256", "content": "This is an interesting case because having a positive number entry roll over to a negative integer can be either very useful or very unexpected depending on the circumstance. I agree it should be made consistent between combinators.", "date": "2024-11-21T15:28:48+00:00", "quotes": [] }, { "author": "doktorstick", "content": "That there's a difference between base10 and base16 behavior is the real problem. In other words, if they clamped it to positives on all three combinators--while now consistent--would be incorrect as it forces a user to use base10 for negative numbers.", "date": "2024-11-21T16:32:34+00:00", "quotes": [] }, { "author": "Gegell", "content": "I do not believe that there being a difference in behavior for the different bases is an issue. As robot256 said, either behavior can be useful depending on the context you use it in. Think of the following 2 examples: \n \nIf I want to use only the natural number aspect of the signals (e.g. addition, multiplication, division, mod, etc...) I will most likely enter the numbers in base 10. In this case it makes more sense in my mind that numbers do not wrap around but instead clamp to the largest / smallest possible (depending on the sign), as seeing a base 10 number mod 2^32 always looks quite weird. Clamping would at least preserve the sign of the originally entered value. This usecase is also what I assume the most common one when users work with combinators. \n \nOn the other hand, whenever I want to do exact bit manipulation (e.g. using bitwise and, or, xor in the arithmetic combinators) I'm astutely aware of the the underlying int32 format which is used by the signals. In this instance I'd rather be surprised if the hex number -- which should specify all bits of the format exactly -- is changed to a completely different value instead. Thus in this case the \"wrap around\" is the more sensible option in my opinion, as this does not change the underlying bits (hence the quotes on \"wrap around\" -- the entered information is not changed)", "date": "2024-11-22T14:41:28+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "robot256", "content": "It would be fine to infer \"unsigned truncated\" interpretation if hex or bitwise syntax is used anywhere, as long as we had operators to force it back (e.g. \"bit()\" and \"num()\"). And of course make it consistent across formula fields. \n \nIf we're stuck with the expression parser, might as well make the most of it.", "date": "2024-11-22T18:16:56+00:00", "quotes": [] }, { "author": "", "content": "FYI, you can just use sign in base16 as you would in base10: -0xffff", "date": "2024-12-09T23:22:13+00:00", "quotes": [ { "author": "doktorstick wrote: Thu Nov 21, 2024 4:32 pm", "content": "" } ] }, { "author": "Gegell", "content": "You can use the unary negation, but I argue that this is not too helpful in this case, as changing the sign changes more than a single bit, e.g. -0x8000_0000 = 0x7fff_ffff which personally I again find to be a hassle to work with (in the context of bitwise operations, I just want to be able to directly set the bits). \nWhat I currently do as a workaround instead, if I want to set bits individually, is just writing out the full 0x... and if the highest (31st) bit is set, then I subtract 2^32 i.e.:\n \n For values 0x0000_0000 - 0x7fff_ffff just input them just like that (omitting underscore) \n For values 0x8000_0000 - 0xffff_ffff enter 0x8000_0000-2^32 to 0xffff_ffff-2^32 \n \nThis works , but is more annoying than it should be for a QoL feature imo. Especially seeing as it does work as expected (with wrapping) in constant combinators -- it only clamps when setting constants in arithmetic/decider combinators.", "date": "2025-03-06T12:36:00+00:00", "quotes": [ { "author": "posila wrote: Mon Dec 09, 2024 11:22 pm", "content": "" }, { "author": "doktorstick wrote: Thu Nov 21, 2024 4:32 pm", "content": "" } ] } ]
6
2024-11-21T06:26:47-06:00
forum-topic-4
4
Welcome
Show your Creations
https://forums.factorio.com/viewtopic.php?t=4
This is the place to show off what you have built. You can post screenshots of factories, videos, boast about number of Express Transport Belts created, whatever. Efficiency and originality ftw !
[ { "author": "Wubbi", "content": "I'd love to make a video (or more) about this game. But i have two questions first: \n \n1. Are we allowed to make videos to show in public (like e.g. on youtube) without posting them here (this may sound dumb, but i've seen a lot of weird rules for videos by other companys)? \n \n2. Are we allowed to monetize those videos?", "date": "2013-02-11T16:36:38+00:00", "quotes": [] }, { "author": "", "content": "Hi wubbi, \n \nwe have no rules like that. We would be really dumb if we didn't want people making videos, it helps us to advertise the game a lot. \nYou are free to make videos or other materials in any way you wish, you can make fun us, you can make money out of these videos, anything you want. \n \nMarwin", "date": "2013-02-11T16:42:16+00:00", "quotes": [] }, { "author": "Wubbi", "content": "Wow, thank you (and the rest of the team) for the freedom we get with our videos! \nAnd thank you for the quick answer!", "date": "2013-02-11T16:55:22+00:00", "quotes": [] }, { "author": "", "content": "I want to mention here the Let's play page in the wiki. \n \nThe page will become a link from the wiki main page and/or some beginner page.", "date": "2014-05-17T07:01:22+00:00", "quotes": [] }, { "author": "Trev_lite", "content": "I was thinking about sharing my new factory design but i could not find a howto for sharing factories. Is there a nice tutorial on how to take and share screen shots. \nI think i could find the information by forum diving but i still think that it should be sticked somewhere.", "date": "2015-05-15T16:53:00+00:00", "quotes": [] }, { "author": "", "content": "There are a few tips here in the wiki . \nYou can upload your pictures to any imagehoster (imgur, puush) and link them or add them directly here in the forum as attachment.", "date": "2015-05-15T17:32:31+00:00", "quotes": [] }, { "author": "", "content": "The easiest way is by taking a screenshot of your Factorio Window and upload it on the forum with Upload Attachement (right under where you type when posting), and adding an inline after that.", "date": "2015-05-15T18:14:21+00:00", "quotes": [] }, { "author": "markw", "content": "Hi, I'm on my 6th Factorio game, and I have some feedback to the game makers. Where might be the best place for that? \nThanks. \n \nP.S. This is the best computer game I've ever played!", "date": "2016-07-17T23:59:50+00:00", "quotes": [] }, { "author": "kinnom", "content": "this forum", "date": "2016-07-18T11:10:49+00:00", "quotes": [ { "author": "markw wrote:", "content": "" } ] }, { "author": "vanatteveldt", "content": "I think the first post in this thread should be updated to explain the new subfora and where one should post what. \n \n(I also notice that threads in the new subfora don't get a lot of readership, maybe the names should be a bit less obscure?)", "date": "2016-09-28T14:47:49+00:00", "quotes": [] }, { "author": "NicoleDeng", "content": "Wow, thank you (and the rest of the team) for the freedom we get with our videos! \nAnd thank you for the quick answer!", "date": "2016-09-29T03:28:17+00:00", "quotes": [] }, { "author": "", "content": "Sorry, no, this is still experimenting and I will see, how the users work with it. For example: Maybe I will reduce the number of boards. \n \nI'm open for suggestions.", "date": "2016-09-29T18:38:57+00:00", "quotes": [ { "author": "vanatteveldt wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "vanatteveldt", "content": "Mechanical Throughput Magic (circuit-free)--> \"belt-based designs\" \nMedium/Big/Gigantic Sized Structrctures -> \"megabases\" \n \nThe others seem fine, although I would probably drop the power plant subforum, especially now that accu levels are directly measurable?", "date": "2016-09-29T19:09:13+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "DaveMcW", "content": "List the subforums in the parent index. \n \nSee phpbb.com for how it should look.", "date": "2016-09-29T23:23:10+00:00", "quotes": [] }, { "author": "vanatteveldt", "content": "Alternatively, I would just drop the subforums for 'ongoing' discussions, but add a \"hall of fame\" with great posts for rail, belts, end-game setups, etc. I think most people check the 'show your creations' forums to see what's going on, and they aren't necessarily only interested in one kind of creation? \n \n(actually, what is the problem you are trying to solve with subforums? I thought it was working pretty well before...)", "date": "2016-10-07T23:08:15+00:00", "quotes": [] } ]
15
2013-02-06T15:35:09-06:00
forum-topic-116932
116932
Factorio Forums • Artillery needs to be moved back to Nauvis
Hello, long-time Factorio player here. There is one pretty big balance problem with Nauvis in Space Age - The starting planet, with first 6 science packs available, gives the player no options to defend against Behemoth worms, or even to push into heavily infested areas once the evolution goes over 90%. In the past, the only solution for surviving extreme biter settings was to rush Artillery, but now there are no tools for neither defense, nor offense. After multiple failed attempts I can say that playing with extreme biter settings (either custom, or with available presets (Deathworld Marathon)) is now close to impossible. My suggestion is that Artillery should return under yellow science to address this issue. Clarification: Everyone enjoys this game for something else. To me, the most fun part is combat. Without Space Age, it was possible to go really nuts with enemy settings. But now, even though we have a lot of new and powerful toys, they are all locked behind late game and the combat possibilities actually went down compared to vanilla. That is all, thanks for reading!
[ { "author": "", "content": "On my first playthrough, I more or less completely abandoned nauvis. I stuck all my research for all sciences on vulcanus, and only had nauvis produce uranium. I think that could be a viable strategy for such punishing enemy settings as well. You can manufacture the full science set on vulcanus and don't really need uranium as an energy import. I only really imported uranium as fuel for gleba and later to kickstart Aquilo. \n \nPerhaps you could try such a strategy, although I myself am not fond of the removal of artillery either.", "date": "", "quotes": [] }, { "author": "", "content": "\"My playstyle in Space Age is to never leave nauvis and never use any of the new content that SA provides. Please make sure to balance this expansion around us players that refuse to engage with the new content but have the expansion activated anyways. Btw I'm very very good at Factorio so I play at high difficulty but I'm completely unable to adjust to any changes. If I fail the game is impossible and it can't be my fault that I'm trying to force a bad playstyle\" \n \n(I'm making a point, strawman is on purpose and not actually an attack on you) \n \nDude, just do a quick trip to the artillery planet and bring back an artillery piece before you die. Or if nauvis is too hard for you play on the easy planets that don't have expansions until you get artillery.", "date": "", "quotes": [] }, { "author": "", "content": "If your main goal in game is combat, Nauvis is your only option (sorry, Pentapods). And right now, extreme combat that was previously possible, was made pretty much impossible because you hit a wall and there is no way around it. \"Rushing\" Artillery is out of question, not only because it's on another planet, but also because it costs 4k science now. And my point is that game introduces a mechanic (Behemoths) that have no counterplay. It is impossible to push into them, as well as defend against them without Artillery. \n \nYou have 2 options right now: \n- Tune it down, but then it becomes too trivial once you unlock your toys. And not as enjoyable, since combat is the whole point. \n- Disable Space Age, but then you lose Rocket turrets and Tesla turrets. And, well, the rest of the content (which, of course, I intend to engage with. Just later and on my own terms). \n \nLastly, I don't feel like moving Artillery to Nauvis is such a drastic change that would destroy the balance of the game. It has zero effect on Vulcanus, Fulgora and Aquillo content. Haven't tried it against Pentapods, but you can start there with Arty researched even now, if you go to Vulcanus first.", "date": "", "quotes": [ { "author": "Qon wrote: Wed Oct 23, 2024 6:09 pm", "content": "" } ] }, { "author": "", "content": "Perhaps, but there is nothing to shoot at on other planets. Well, at least nothing that would compare to biters. And you still need a functional base down threre, but in all my attepmts it got overrun and destroyed.", "date": "", "quotes": [ { "author": "aka13 wrote: Wed Oct 23, 2024 5:43 pm", "content": "" } ] }, { "author": "", "content": "So you are just repeating what I said as parody now? Sending rockets was made 20x cheaper or something and Rocket Control Units were purged to make the recipe much simpler. It's supposed to be both cheap and easy to reach other planets in the maybe early mid-game now. \n \nArtillery research required 2k of science before, if you can make 2k you can make 4k packs. You get free resources and fast foundries on Vulcanus the artillery planet anyways so that should make up for the little bump in packs required. If you don't know how to play the game maybe don't play on a difficulty that is too hard for you. Start out on easy while you are new to the game and don't complain that hard mode is hard. \n \nIs this a joke? Have you never even tried mines, capsules and rocket launchers? You don't even need logistic or productivity science packs to fight deathworld behemoth bitters if you know how to play the game. Git gud.", "date": "", "quotes": [ { "author": "Jem_Jmd3au1 wrote: Wed Oct 23, 2024 7:18 pm", "content": "" }, { "author": "Qon wrote: Wed Oct 23, 2024 6:09 pm", "content": "" }, { "author": "Jem_Jmd3au1 wrote: Wed Oct 23, 2024 7:18 pm", "content": "" } ] }, { "author": "", "content": "I've never played deathworld or similar, in fact I tend to dial the biters down a bit from default settings, so I don't know if this is helpfull at all, how ever... \nI just realized the good old Tank now has an equipmnetgrid! That might help with combating the big baddies?", "date": "", "quotes": [] }, { "author": "", "content": "Artillery is very important on Gleba as well. And as said, you only need a functional base long enough to launch a couple of rockets for the platform. As long as you don't overtweak ressource gen, and tech multipliers, it should be totally doable. You also shouldve notices that pollution is less punishing now.", "date": "", "quotes": [ { "author": "Jem_Jmd3au1 wrote: Wed Oct 23, 2024 7:37 pm", "content": "" }, { "author": "aka13 wrote: Wed Oct 23, 2024 5:43 pm", "content": "" } ] }, { "author": "", "content": "So I should use Land mines to counter Behemoth worms spitting on my walls with 48 range while I'm off the planet. Got it. \nYou know, I feel like making another thread, this time asking devs to remove Artillery from the game. It's not needed anymore, because we have Land mines. Nukes? What for? Land mines FTW! \n \nI would like to ask you to share your wisdom one more time if you don't mind, as you forgot to address my other point, and that is offense. You know, how to push into large biter nest full of Behemoth spitters, worms and stuff... oh, wait. No, no no, don't bother. I know the answer: Land mines! (and Git gud). \n \n\nNo, I was taking you quite seriously 2 replies back.", "date": "", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "You got it! Bring many thousands, they are fairly cheap to produce. Move mouse vigorously and spam them. They distract the bitters and worms, but you can place 100 in the time it takes them to kill 10. Them attacking mines before they get armed and hidden is very good, they work like distractor capsules for you. And then the stun and AoE damage will also keep you safe. If you get good at the dance and occasional switch to slowdown capsules you can kind of run into a big behemoth nest and at times circle at the edge. Land mines kill worms and nest also. And with a rocket launcher you can chip down nest while the land mines is your crowd control. \nBut 2.0 changed nest HP so of course that might will slow you down a bit. \n \n \nLand mines are kind of a weapon that can hit behemoth worms, since roboports outrange the worms. But you need to completely overwhelm the worms with a lot of flying robots placing mines on top of the worms, with plenty of speed upgrades. Otherwise they just get shot down. Worms that aren't behemoths are way easier to deal with with this strategy. \n \nBut I'm not suggesting mines as a good way to outrange behemoth worms, that's what artillery (and I guess railgun) are for. Mines work if placed by the player though and when placed by robots as defense against behemoth biter attacks. \n \nIt's possible to manually manipulate the AI to delay the expansion groups from placing behemoth spitters close to your base, but that is not really a passive solution that works if you leave Nauvis unattended for a long time. But you can buy enough time to be able to get Artillery.", "date": "", "quotes": [ { "author": "Jem_Jmd3au1 wrote: Thu Oct 24, 2024 2:44 pm", "content": "" }, { "author": "Jem_Jmd3au1 wrote: Thu Oct 24, 2024 2:44 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "Extreme settings are meaned to be extreme, no? \nDefault biters are less like floor wipes and more like real menace though. Which is... hella inconvenient. But also fun to resolve.\n \n Jeep. My brain has farted. Missed \"off the planet\" part somehow.", "date": "", "quotes": [ { "author": "Jem_Jmd3au1 wrote: Thu Oct 24, 2024 2:44 pm", "content": "" } ] }, { "author": "", "content": "+1", "date": "", "quotes": [] }, { "author": "", "content": "Not sure how feasible it is on marathon, but a cloud of 50 destroyer bots zaps behemoths very quickly even before research locked behind Fulgora. Also, poison capsules are your friend. \n \nNow, if you're willing to relocate to Fulgora for a bit, you could research the electricity damage up and make destroyers and personal discharge defence *quite* powerful. And I guess tesla weapons are nifty too. \n \nIf you can launch a rocket and leave Nauvis for a bit, setting up shop on Vulcanus or Fulgora would be pretty simple and would give you time to plan and prepare a return to Nauvis with bigger guns.", "date": "", "quotes": [] }, { "author": "", "content": "A good solution would probably be to include a promuthium or similar level research that allows for synthesis of tungsten from steel and other things that can found on nauvis or better yet manufactured in space. Which will also allow for orbital bombardment, which sounds super cool for an endgame research. In addition it allows for an implicit post game side goal of reclaiming nauvis since you will now be able to make artillery supplies on world as well as orbitally drop artishells on the nests of need be", "date": "", "quotes": [ { "author": "aka13 wrote: Wed Oct 23, 2024 5:43 pm", "content": "" } ] }, { "author": "", "content": "I do really like the sound of orbital bombardment, perhaps I am still a stellaris player at heart. Perhaps there should be two modes of operation: Kinetic, and atomic ? I always was a fan of the M.I.R.V. mod by Klonan. \n \nBut synthesizing tungsten, an exotic resource, out of essentially thin air sounds like a lame idea. Especially when it’s not at all needed for the main idea to work. You’d just need to reload at Vulcanus every once in a while.", "date": "", "quotes": [ { "author": "r3xk3nnw4y wrote: Sun Dec 08, 2024 3:01 pm", "content": "" }, { "author": "aka13 wrote: Wed Oct 23, 2024 5:43 pm", "content": "" } ] }, { "author": "", "content": "Agree with OP. I want basic artillery on Nauvis. I am OK with researches being on Vulcanus. (the MOD Space Age Bullshit Fix does this, among other things.)", "date": "", "quotes": [] }, { "author": "", "content": "I like it being a Vulcanus tech. I think it was kind of necessary to move some things off of Nauvis because Nauvis is basically the early game now - leaving Nauvis happens maybe 30-40% of the way into a space age run. However, some of the utility+prod tech in vanilla factorio is balanced around being extremely late game, basically at the same point where you would usually be able to win - it wouldn't make sense to have it available so early in space age. \n \nThis is particularly true for artillery - artillery basically solves Nauvis defense, once you have it set up you just never need to worry about it again at all. There's not really anywhere else for Nauvis defense to go after that, so having it available so early in the game would really remove the sense of progression there. \n \nI also think part of the benefit of biters as a mechanic are that they put some pressure on you to encourage you to get out of your comfort zone and start setting up new tech. Like early on they push you to deal with things like military science and oil so you can get better weapons and outpace their evolution. Having some weaponry like artillery and spidertrons tied to space travel fits well with this imo - you're encouraged to get out of your comfort zone and try going to space because you need those weapons.", "date": "", "quotes": [] }, { "author": "", "content": "Strong minus on that from me. \nAs mouzy posted, Artillery \"solves\" the biter problem. \n \n\nYou are supposed to leave Nauvis and not sit there until Behemoth worms. You are supposed to go space in a modpack called Space Age. You are also probably supposed to leave Nauvis on bare blue science tech level, way before the artillery. And if you don't like/want this -- play on railworld preset ( which I find the most relaxing way to play Factorio in general and SA particularly ). \n \nTL;DR: \nWhy do you even bother play Space Age anyway? To sit on Nauvis until 90%+ evolution?", "date": "", "quotes": [ { "author": "mooklepticon wrote: Sun Dec 08, 2024 11:03 pm", "content": "" }, { "author": "mouzy wrote: Mon Dec 09, 2024 12:43 am", "content": "" } ] }, { "author": "", "content": "Why do you even bother replying to forum posts if you're just gonna be a jerk about it? You're coming off really condescending here.", "date": "", "quotes": [ { "author": "Hares wrote: Mon Dec 09, 2024 11:53 am", "content": "" } ] }, { "author": "", "content": "No, I'm just asking a direct question. What's the purpose of NOT restricting endgame tech behind the other planets?", "date": "", "quotes": [ { "author": "mooklepticon wrote: Mon Dec 09, 2024 3:53 pm", "content": "" }, { "author": "Hares wrote: Mon Dec 09, 2024 11:53 am", "content": "" } ] } ]
19
forum-topic-124948
124948
Automatic artillery train
Railway Setups
https://forums.factorio.com/viewtopic.php?t=124948
Hares
Sharing my design of automated patrolling artillery train. Train goes from one artillery position to another until it runs out of ammo, prioritizing train stops it has not visited for longest time. Blueprint 12-22-2024, 19-06-38.png (2.59 MiB) Viewed 1206 times 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 Copy blueprint How it works? Pretty damn simple, by the way. Due to 2.0 train system engine limitation (see: 118475: [2.0.12] Train does not move between stops with same name (MR) ), train schedule is required to have stops with different names to advance in the schedule, that's why schedule (and each artillery position) contains "Approach" and "Fire Position" stops tight together. Each "Fire Position" stop has a timer which resets when the train is parked, and increases both stops priority over time (default configuration: +1 priority per minute -- see configuration section below for details). Train waits on the firing position until it runs out of ammo, or until certain inactivity period has passed. After that, it decides to either go home or visit another artillery position. It will go home if: It is low on fuel (see p.3 in Usage) It is completely out of ammo No artillery position train stops are available Otherwise, it will visit another artillery position based on priority which represents time since artillery train visited it. "Approach" and "Fire Position" share train limits (==1) and priority, but only the latter will reset the memory cell. Technically, this system can support multiple artillery trains, but the system was never tested for that. That will require additional adjustments to the rearming train stop including but not limited: adding extra reload stations, adding enabled conditions, setting dynamic limits, and/or adding depotting/waiting bays for it. Usage Deploy train & train reload station (they are on the same blueprint). Train comes with schedule & reload interrupt. Make artillery as long as your rail system can handle (I personally use 1-4-1 train stops, but this system would work with any design). Add inserters to load artillery shells. Adjust refueling logic to match your rail system. Currently, the train is configured to refuel at specific refueling train stop, but you can refuel it on the hub and merge two interrupt conditions. Deploy artillery position train stops in the safest spots of your outposts or perimeters as these train stops come with no defense. Let the fun begin! Configuration 12-22-2024, 19-24-08.png (381.2 KiB) Viewed 1206 times This constant combinator uses logistical groups to allow bulk edits of configuration within the entire savefile, and comes with two options: K signal. Defines time interval (in ticks) after which priority of train stop increases. Code: Select all Priority = <Ticks since train left station> ÷ K T signal. Any non-zero signal here will reset the system -- all priorities will be reset; and artillery train will finish its route and might after that return home.
[ { "author": "Berndie", "content": "I use a closed ring of artillery outposts with overlapping range which are defended. First i don't want pollution strengthen the red ones, second i don't want my factories/mining outposts to draw their attention. Another experience is, that a few rounds now and then \"invites\" only a few unwanted guests at a time. So defense is easy. \n \nAs in SA cannons are more expensive your way of transporting them where they are needed is very convenient. But the best in my eyes is your idea of increasing the priority by time - a perfect solution as the enemies need only attention once in a while. Not too much to create problems at the cannons firing places, not too little to allow them to settle/walk \"through\" the protected area. \n \nI hope this also helps with the enormous amount of rounds needed when firing range increases from time to time, so that at none of the outpost has too long periods without ammunition. Without this distribution the artillery outposts need a lot of ammunition at the same moment so all are served (repeatedly) within time. \n \nSo i will need a logic to discharge only a small number of rounds at every outpost ...", "date": "2024-12-29T16:42:39+00:00", "quotes": [] }, { "author": "Tertius", "content": "This is not necessarily true, here is proof of concept all your outposts definitely all can have the same name and just 1 station, and a train is driving from outpost to outpost and returns to the base only to refill an empty inventory: viewtopic.php?p=651772#p651772 \n \nThe crucial thing is to set train limit to 1 or 0 to signal a station is requesting a train or not. It doesn't work if you enable/disable the station, although the devs said disabling a station is the same as setting the train limit to 0.", "date": "2024-12-30T00:12:44+00:00", "quotes": [ { "author": "Hares wrote: Sun Dec 22, 2024 4:37 pm", "content": "" } ] }, { "author": "Hares", "content": "Not exactly. There's second condition for that to be true -- have the station to be configured as interrupt. It won't work if the station is within the schedule.", "date": "2024-12-30T02:29:36+00:00", "quotes": [ { "author": "Tertius wrote: Mon Dec 30, 2024 12:12 am", "content": "" } ] }, { "author": "Tertius", "content": "Ok, then use the interrupt instead of static schedule, if it only works this way. \n \nHowever, the train operation within the game engine is not perfectly right. If you thoroughly inspect the train behavior, you will see it goes to sleep if every outpost station has limit 0. This is expected. But if one station opens up with limit=1, the train doesn't just wake up and proceed to that station. Instead, it performs its local task again on the current closed station (artillery shooting, then waiting for inactivity in the example), and only then it will proceed to the other open station with the newly created temporary schedule. \n \nI guess this is why the interrupt works, and a static schedule not: at one time there is no entry in the schedule for the current station if used with interrupts. In this scenario, it's good and welcomed behavior the train goes to the next open station, but it's probably more coincidence within the game engine that this works. \n \nI hope it gets fixed in some future update that this behavior is explicitly made so. It's a feature with no downside. And that it will perhaps work the same with deactivated stations as well, since it's strange that deactivating stations doesn't work this way but train limits does.", "date": "2024-12-31T13:59:18+00:00", "quotes": [] }, { "author": "Hares", "content": "I think we just need \"Allow visitting current station\" or \"Ignore currently stopped\" checkbox.", "date": "2024-12-31T15:29:42+00:00", "quotes": [] } ]
5
2024-12-22T10:37:55-06:00
forum-topic-65962
65962
Smart Belt immunity item
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=65962
Gummiente27
Hi, I sugggest a new item that makes belt immunity smart. What this means is that it turns immunity off automatically when the belt is going in the same direction as I want to run, so I can be faster.
[]
0
2019-02-28T13:16:28-06:00
forum-topic-125577
125577
[Genhis] Space platform request satisfied filter shows all qualities
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=125577
AndrolGenhald
The filter seems to be limiting the shown items to those that I actually have requests for, but it shows all levels of quality instead of only the qualities there are requests for. There's also another one with a question mark after the legendary quality. Screenshot_20250104_130949.png (100.1 KiB) Viewed 817 times
[ { "author": "tinker9", "content": "If the question mark means \"any quality\", then it should be selectable.", "date": "2025-01-09T20:18:12+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report, this is fixed for 2.0.33.", "date": "2025-01-24T10:24:54+00:00", "quotes": [] } ]
2
2025-01-04T13:16:41-06:00
forum-topic-125229
125229
[2.0.28] ItemProductPrototype::amount is not a uint16
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=125229
zeramorphic
The type of `amount` in ItemProductPrototype is listed as `uint16`, but many of the recycling recipes in `data.raw` have floating-point values for their craft amount. For example, in `accumulator-recycling`, there is the block Code: Select all amount = 1.25, extra_count_fraction = 0.25, name = "battery", type = "item" I assume what happens is that the floor is taken of `amount` when loaded - I'm not sure if this behaviour is documented (at least, I couldn't find it on the docs page ). Please correct me if my understanding is wrong!
[ { "author": "curiosity", "content": "If it's integer, then yeah, fractional numbers are silently cast to integer. Best to check in prototype explorer what the game has actually read it as. \n \nThough it should probably be mentioned somewhere, yeah. I expect on the type's page.", "date": "2024-12-28T03:55:13+00:00", "quotes": [] } ]
1
2024-12-27T18:47:34-06:00
forum-topic-32968
32968
Collection of Of Ideas around Multiplayer: Lobby-Features, Joining, Mod&Game-Loading, ...
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=32968
This is mainly to collect the "evergreens" like server-favorites, details of how you can join etc. Other related topics: viewtopic.php?f=80&t=29700 Multiplayer: Banning, avoid Griefing, Blacklisting .... viewtopic.php?f=80&t=27805 Suggestion around Game-Internal Mods-Handling/Mods-Management viewtopic.php?f=80&t=4682 Planning (Signs, Cloning, Ghosts, Blueprinting and more...) viewtopic.php?f=66&t=20819 Mod Portal / Steam Workshop viewtopic.php?f=6&t=25129 Mod config options. Suggestions viewtopic.php?f=66&t=18612 Multiplayer Matching, Server Browser [Some points still relevant] viewtopic.php?f=6&t=23885 Multiplayer blueprint viewtopic.php?f=6&t=24047 Multiplayer marker function viewtopic.php?f=6&t=24190 Multiplayer info suggestions viewtopic.php?f=6&t=24913 Announce tech choices in multiplayer viewtopic.php?f=6&t=26896 multiplayer in single player missions viewtopic.php?f=6&t=27186 Add a ping column to the multiplayer games browser viewtopic.php?f=6&t=27340 Additions to admin commands and rcon viewtopic.php?f=6&t=27874 Save password for multiplayer games viewtopic.php?f=6&t=28155 Bookmark servers [is awaited to be implemented with 0.15] viewtopic.php?f=6&t=28238 Server option to disable friendly fire viewtopic.php?f=6&t=28952&hilit=multiplayer More Saveslots [not overwriting slots of own games] viewtopic.php?f=6&t=29207 Achievements in multi-player viewtopic.php?f=6&t=29773 Map Restart Button in Multiplayer viewtopic.php?f=6&t=29778 Start Hosting Multiplayer from within Singleplayer viewtopic.php?f=6&t=31282 Password confirmation when creating multiplayer room viewtopic.php?f=6&t=31479 [MP] Private slots on public server viewtopic.php?f=6&t=31554 On_console_message_sent event handler viewtopic.php?f=6&t=31868 Request: Disable Achievement Notifications Option viewtopic.php?f=6&t=31962 RCON in Single Player or when hosting a MP game from the GUI viewtopic.php?f=6&t=31925 Cancel connecting to multiplayer-game viewtopic.php?f=6&t=32672 Voting Based Research in Large Multiplayer Games viewtopic.php?f=6&t=32798 Favourite server viewtopic.php?f=6&t=32845 Display the Server Name in Game (Multiplayer Feature Request) viewtopic.php?f=6&t=33178 ping limit/filter for servers viewtopic.php?f=6&t=33343 Multiplayer: Predict running out of items while placing them viewtopic.php?f=6&t=33765 Show catchup progress even in game viewtopic.php?f=6&t=33766 Auto pause server when NN % of clients are catching up viewtopic.php?f=6&t=33770 Show map RAM use in server browser viewtopic.php?f=6&t=33903 Pending Delete - Updated By viewtopic.php?f=6&t=34382 Loading while Multiplayer viewtopic.php?f=6&t=34395 Store server options in save file viewtopic.php?f=6&t=35524 (Option for) white chat messages in mp viewtopic.php?f=6&t=35729 Greifing rollback viewtopic.php?f=6&t=35888 Global matching server chat viewtopic.php?f=6&t=37016 Create official headless server web admin interface viewtopic.php?f=6&t=32961 server message announcement(s) every x ticks. viewtopic.php?f=6&t=37683 New Game Profiles viewtopic.php?f=6&t=35730 Global blacklist viewtopic.php?f=6&t=37981 Prevent players inserting things into other players viewtopic.php?f=6&t=37950 multiplayer join queue system viewtopic.php?f=6&t=37982 Add option to lock vehicles pickup viewtopic.php?f=6&t=38874 New UI for finding my recent multiplayer games viewtopic.php?f=6&t=40645 Admin Research viewtopic.php?f=6&t=40789 Admin moderation of what players are allowed to do viewtopic.php?f=6&t=41721 Suggestions for Online Multiplayer viewtopic.php?f=6&t=41961 Add list of favorites servers and last played servers viewtopic.php?f=6&t=42321 Sort by ping for servers. viewtopic.php?f=6&t=42417 Less Co-Op Multiplayer Features for Fresh Vanilla Games. viewtopic.php?f=6&t=43080 Spectator Mode! viewtopic.php?f=6&t=43204 Option to make server wait for slowest client viewtopic.php?f=6&t=43827 Multiplayer Lobby Config Save viewtopic.php?f=6&t=43876 [Multiplayer-Funktion] Matchmaking! viewtopic.php?f=6&t=44418 Multi starting points for multi player and teams viewtopic.php?f=6&t=44502 Competitive MP: Mirrored PvP Map viewtopic.php?f=6&t=45424 an option that my friend can join my game in another team viewtopic.php?f=6&t=46142 Queue system for multiplayer downloads. viewtopic.php?f=6&t=49795 Remove "ghost" servers from server list (faster) Older Suggestions (eventually outdated) viewtopic.php?f=6&t=23153 multiplayer improvements [around forces] viewtopic.php?f=6&t=24366 Strip whitespace in multiplayer hostnames viewtopic.php?f=6&t=25329 Teams in Multiplayer viewtopic.php?f=66&t=26845 Suggestion For Multiplayer Around Mods and Mod-Loading It is planned for v0.16 to implement Mod Synchronization. See also viewtopic.php?f=80&t=27805 Suggestion around Game-Internal Mods-Handling/Mods-Management viewtopic.php?f=6&t=24139 Let graphic-tweak mods not demand multiplayer synch viewtopic.php?f=6&t=25113 Multiplayer MODS synchronization viewtopic.php?f=6&t=32808 More Robust Mod Loading viewtopic.php?f=6&t=32470 idea: selectable mod "profiles" viewtopic.php?f=6&t=46612 Multiplayer Mod Sync Special Multiplayer Gamemodes viewtopic.php?f=6&t=24062 Multiplayer Gamemode [play as native] viewtopic.php?f=6&t=28289 Multiplayers : Map generation for "split play" Joining, Loading, Saving... See viewtopic.php?f=80&t=21367 Game Save File and -Speed Related Suggestions Lobby viewtopic.php?f=6&t=32843 Multiplayer lobby viewtopic.php?f=6&t=34301 please add more browse game filters viewtopic.php?f=6&t=34307 Multiplayer: Public game browsing and filtering additions viewtopic.php?f=6&t=47185 Update "browse public games" multiplayer menu etc. for easier navigation. viewtopic.php?f=80&t=32968 Collection of Of Ideas around Multiplayer: Lobby-Features, Joining, Mod&Game-Loading, ...
[]
0
2016-09-19T08:13:18-05:00
forum-topic-98631
98631
Angel's Ores Starting Area Bug
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=98631
qwerter96
Angel's refining replaces the base ores with 6 new ones, and has options to spawn all or some of them in the starting area. Enabling RSO causes angels-ore-2 and angels-ore-4 to not spawn in the starting area even when the corresponding option is checked.
[ { "author": "orzelek", "content": "I would need to check for those options - will take a look but not sure when it will be.", "date": "2021-05-31T19:09:23+00:00", "quotes": [] }, { "author": "orzelek", "content": "Added handling of starting area ore settings from Angels Refining in 6.2.7.", "date": "2021-06-13T17:00:34+00:00", "quotes": [] } ]
2
2021-05-31T14:06:54-05:00
forum-topic-109241
109241
Version 1.1.93
Releases
https://forums.factorio.com/viewtopic.php?t=109241
Minor Features Added "--nogamepad" command line option to disable gamepad(controller) detection and support. Changes Disabled support for .voc audio files for Allegro audio backend. Bugfixes Fixed that selection tool with "cancel-deconstruct", "cancel-upgrade" or "downgrade" mode would not render selection of entities. ( 108620 ) Fixed it was possible to create maps with width or height larger than 2000000. ( 108174 ) Fixed recipe tooltip in assembling machine was doing intermediate crafting logic when showing items missing for crafting. ( 108190 ) Fixed inserter could take items from wrong side of a belt when the belt shape was changed. ( 108046 ) Fixed that heat buffer temperatures would not migrate correctly when changing the prototype maximum temperature. ( 108724 ) Fixed that the research queue would not be enabled by default for the Marathon and Death world marathon presets. Fixed fast replacing train stops would not preserve trains limit. ( 109034 ) Fixed that crafting machines did not handle item-with-tags type items correctly. ( 109080 ) Fixed that setting color to nil for rolling stock did not fire the on_entity_color_changed event. ( 108816 ) Fixed that LuaInventory::find_empty_stack() didn't respect the 'hand' location. ( 106381 ) Fixed that LuaGameScript::auto_save() didn't handle sub-directories correctly. ( 105701 ) Fixed that closing a headless multiplayer game via ctrl+c would give an exit code of 1 instead of 0. ( 109019 ) Fixed that all exit codes got coerced into 0 or 1. Fixed that crafting machine fluid outputs could prevent them from sleeping in some cases. ( 108996 ) Fixed that the Lua utility function "make_4way_animation_from_spritesheet" didn't handle several values correctly. ( viewtopic.php?f=7&t=107928 ) Fixed server not showing in LAN server browser if the game is also public and with a different external port because of NAT. Fixed controller vibrations playing in keyboard and mouse mode. Fixed controller buttons simulating clicks and modifiers in keyboard and mouse mode. ( 107888 ) Modding SimpleEntityWith[Owner/Force] no longer require a graphics definition. Accumulators no longer require a graphics definition. Generators no longer require setting effectivity - it defaults to 1. Combinators no longer require a graphics definition. Generators no longer require a graphics definition. Burner generators no longer require a graphics definition. Scripting Added LuaGameScript::get_train_by_id. Added LuaEntityPrototype::spawn_decoration and spawn_decorations_on_expansion read. Added LuaEntityPrototype::connection_distance and joint_distance read. Added LuaEntityPrototype::radius_visualisation_specification read. Added LuaEntity::sticker_vehicle_modifiers read. Added LuaForce::is_chunk_requested_for_charting(). Added LuaEntity::spawning_cooldown, absorbed_pollution, and spawn_shift read. LuaGameScript::print, LuaPlayer::print, LuaSurface::print and LuaForce::print now accept a PrintSettings as a second parameter. Added LuaStyle::draw_grayscale_picture read/write. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
[]
0
2023-10-17T12:37:04-05:00
forum-topic-76384
76384
[SOLVED] Extremely Slow Map Download on New Computer
Technical Help
https://forums.factorio.com/viewtopic.php?t=76384
morsk
This is during map download, and it makes it take forever, 2 Mbps download instead of 30+. This is for public servers, not random people. Solution: I had Verizon change a setting on the "modem" (Optical Network Terminal) so I could connect the router to it over Ethernet instead of Coax. This doesn't explain why Factorio worked (and still works) on one machine, but not the other. But at least it fixed it. Rant: Factorio is still silly for having its flow control crash and burn at higher speeds, instead of just going slower. And for giving no feedback. The UI says nothing, the log says nothing unless it's on verbose, and even then it says nothing useful. How many people have similar problems, but simply think "the server is slow" because the game doesn't tell them what's happening? We don't know. Original Post This is during map download, and it makes it take forever, 2 Mbps download instead of 30+. This is for public servers, not random people. I have another machine on the network, the same router and ISP, that works fine. Wired or wifi, with or without port forwarding, it works. It has worked for over a year. The new machine gets terrible speeds, and the log messages. Wired / wifi, port forwarding, different cables... nothing helps. All machines are fresh installs of Windows 10, with bios updates and Windows updates. I tried disabling SMT (Ryzen 3700x) or limiting the numbers of cores for the process; it didn't help. Code: Select all 0.000 2019-10-04 07:23:09; Factorio 0.17.69 (build 47194, win64, steam) 0.000 Operating system: Windows 10 (version 1903) 0.000 Program arguments: "C:\Games\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.000 Read data path: C:/Games/Steam/steamapps/common/Factorio/data 0.000 Write data path: C:/Users/user03/AppData/Roaming/Factorio [288831/329354MB] 0.000 Binaries path: C:/Games/Steam/steamapps/common/Factorio/bin 0.012 System info: [CPU: AMD Ryzen 7 3700X 8-Core Processor, 8 cores, RAM: 2707/16304 MB, page: 3009/19248 MB, virtual: 4321/134217727 MB, extended virtual: 0 MB] 0.013 Display options: [FullScreen: 0] [VSync: 1] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmw] [Lang: en] 0.015 Available displays: 1 0.015 [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 970 {0x05, [0,0], 1920x1080, 32bit, 60Hz} 0.059 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0; d3dcompiler_47.dll 0.059 Verbose GraphicsInterfaceDX11.cpp:260: DXGI 1.5 detected, Allow tearing is supported 0.060 Adapter [0]: NVIDIA GeForce GTX 970 {10de-13c2} (23.21.13.8813) 0.061 Adapter [1]: Microsoft Basic Render Driver {1414-8c} (10.0.18362.356) 0.103 Initialised Direct3D[0]: NVIDIA GeForce GTX 970; id: 10de-13c2; driver: nvldumdx.dll 23.21.13.8813 0.103 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none 0.103 [Local Video Memory] Budget: 3449MB, CurrentUsage: 2MB, Reservation: 0/1826MB 0.103 [Non-Local Vid.Mem.] Budget: 7336MB, CurrentUsage: 0MB, Reservation: 0/3872MB 0.103 Tiled resources: Tier 2 0.103 Unified Memory Architecture: No 0.103 BGR 565 Supported: Yes 0.103 MaximumFrameLatency: 3, GPUThreadPriority: 0 0.103 Graphics settings preset: very-high 0.103 Dedicated video memory size 4058 MB 0.135 Verbose PipelineStateObject.cpp:83: Time to load shaders: 0.031111 seconds. 0.138 Desktop composition is active. 0.138 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 25%] [DXT: high-quality] [Color: 32bit] 0.138 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Other: STDC] 0.159 DSound: Starting _dsound_update thread 0.159 DSound: Enter _dsound_update; tid=10768 0.256 Loading mod core 0.0.0 (data.lua) 0.378 Loading mod base 0.17.69 (data.lua) 0.435 Verbose PipelineStateObject.cpp:75: Time to load shaders in background: 0.299950 seconds. 0.830 Loading mod base 0.17.69 (data-updates.lua) 0.940 Checksum for core: 2087614386 0.940 Checksum of base: 1061071205 1.097 Prototype list checksum: 3040646442 1.098 Verbose ModManager.cpp:473: Time to load mods: 0.849597 1.126 Loading sounds... 2.487 Info PlayerData.cpp:70: Local player-data.json unavailable 2.487 Info PlayerData.cpp:73: Cloud player-data.json available, timestamp 1570166502 2.581 Initial atlas bitmap size is 16384 2.610 Created atlas bitmap 16384x16380 [none] 2.613 Created atlas bitmap 16384x11624 [none] 2.614 Created atlas bitmap 8192x3892 [decal] 2.614 Created atlas bitmap 16384x4320 [low-object, linear-minification] 2.615 Created atlas bitmap 8192x3744 [mipmap, linear-minification, linear-magnification, linear-mip-level] 2.615 Created atlas bitmap 16384x7168 [terrain, mipmap, linear-minification, linear-mip-level] 2.616 Created atlas bitmap 4096x1600 [smoke, mipmap, linear-minification, linear-magnification] 2.616 Created atlas bitmap 4096x1744 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 2.616 Created atlas bitmap 2048x192 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 2.616 Created atlas bitmap 8192x1632 [alpha-mask] 2.618 Created atlas bitmap 16384x12768 [shadow, linear-magnification, alpha-mask] 2.619 Created atlas bitmap 8192x2352 [shadow, mipmap, linear-magnification, alpha-mask] 2.622 Verbose TextureProcessor.cpp:1109: GPU accelerated compression test: Time 3.198 ms; YCoCg_DXT PSNR: 35.83, BC3 PSNR: 33.82 2.622 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 4.312 Parallel Sprite Loader initialized (threads: 7) 8.878 Sprites loaded 8.889 Generated mipmaps (4) for atlas [3] of size 16384x4320 8.900 Generated mipmaps (3) for atlas [4] of size 8192x3744 8.911 Generated mipmaps (3) for atlas [5] of size 16384x7168 8.922 Generated mipmaps (3) for atlas [6] of size 4096x1600 8.933 Generated mipmaps (5) for atlas [7] of size 4096x1744 8.945 Generated mipmaps (3) for atlas [11] of size 8192x2352 8.946 Custom mipmaps uploaded. 8.946 Verbose AtlasSystem.cpp:869: Atlas memory size: 1093.06MB; 0.00MB (virtual) 8.946 Verbose AtlasSystem.cpp:870: Size of sprites outside of atlas: 0.00MB 8.986 Factorio initialised 8.987 Game is running on selected version branch on Steam. 8.991 Verbose SteamContext.cpp:524: SteamUserStats initialized. 13.614 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0})) 13.614 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=morsk&token=<private>&version=0.17.69&lang=en 13.975 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/6104777?version=0.17.69&lang=en 16.424 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/6050285?version=0.17.69&lang=en 18.405 Info UDPSocket.cpp:218: Closing socket 18.406 Info UDPSocket.cpp:248: Socket closed 18.406 Info UDPSocket.cpp:218: Closing socket 18.406 Joining game IP ADDR:({104.176.42.169:6009}) 18.406 Info UDPSocket.cpp:33: Opening socket 18.407 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 18.407 Verbose RouterBase.cpp:60: Started router thread. 18.510 Connection refused 18.510 Info ClientMultiplayerManager.cpp:207: Quitting multiplayer connection. 18.510 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected) 18.512 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2 18.764 Info AuthServerConnector.cpp:138: Received key from auth server. 18.765 Verbose RouterBase.cpp:82: Finishing router thread. 18.766 Info UDPSocket.cpp:218: Closing socket 18.766 Info UDPSocket.cpp:248: Socket closed 18.766 Joining game IP ADDR:({104.176.42.169:6009}) 18.766 Info UDPSocket.cpp:33: Opening socket 18.766 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 18.766 Verbose RouterBase.cpp:60: Started router thread. 18.893 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32). 18.893 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap) 18.893 Info ClientRouter.cpp:221: ConnectionAccepted 26.243 Info ClientMultiplayerManager.cpp:765: Received mapReadyForDownload 26.243 Downloading file C:\Users\user03\AppData\Roaming\Factorio\temp\mp-download.zip (131872201 B, 262172 blocks) 26.273 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap) 30.956 Verbose TransferTarget.cpp:201: Received block 12338 that we didn't request 30.956 Verbose TransferTarget.cpp:201: Received block 12337 that we didn't request 30.956 Verbose TransferTarget.cpp:201: Received block 12336 that we didn't request 30.956 Verbose TransferTarget.cpp:201: Received block 12335 that we didn't request 33.919 Verbose TransferTarget.cpp:201: Received block 13919 that we didn't request 33.919 Verbose TransferTarget.cpp:201: Received block 13918 that we didn't request 33.919 Verbose TransferTarget.cpp:201: Received block 13917 that we didn't request 33.919 Verbose TransferTarget.cpp:201: Received block 13916 that we didn't request 41.817 Verbose TransferTarget.cpp:201: Received block 14686 that we didn't request 47.744 Verbose TransferTarget.cpp:201: Received block 14691 that we didn't request 47.744 Verbose TransferTarget.cpp:201: Received block 17315 that we didn't request 47.744 Verbose TransferTarget.cpp:201: Received block 14879 that we didn't request 50.707 Verbose TransferTarget.cpp:201: Received block 20319 that we didn't request 50.707 Verbose TransferTarget.cpp:201: Received block 20318 that we didn't request 50.707 Verbose TransferTarget.cpp:201: Received block 20317 that we didn't request 50.718 Verbose TransferTarget.cpp:201: Received block 20310 that we didn't request 50.718 Verbose TransferTarget.cpp:201: Received block 20311 that we didn't request 50.718 Verbose TransferTarget.cpp:201: Received block 20312 that we didn't request 50.727 Verbose TransferTarget.cpp:201: Received block 20313 that we didn't request 50.728 Verbose TransferTarget.cpp:201: Received block 20314 that we didn't request 50.728 Verbose TransferTarget.cpp:201: Received block 20315 that we didn't request 50.728 Verbose TransferTarget.cpp:201: Received block 20316 that we didn't request 64.532 Verbose TransferTarget.cpp:201: Received block 21443 that we didn't request 64.532 Verbose TransferTarget.cpp:201: Received block 21442 that we didn't request 64.532 Verbose TransferTarget.cpp:201: Received block 21441 that we didn't request 64.532 Verbose TransferTarget.cpp:201: Received block 21440 that we didn't request 68.490 Verbose TransferTarget.cpp:201: Received block 22601 that we didn't request 70.459 Verbose TransferTarget.cpp:201: Received block 26471 that we didn't request 70.459 Verbose TransferTarget.cpp:201: Received block 26472 that we didn't request 72.939 Info ClientMultiplayerManager.cpp:147: Disconnecting multiplayer connection. Reason: Quit. 72.939 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(DisconnectScheduled) 72.943 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(DisconnectScheduled) to(WaitingForDisconnectConfirmation) 74.080 Quitting: window closed. 74.080 Info ClientMultiplayerManager.cpp:147: Disconnecting multiplayer connection. Reason: Quit. 74.080 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(WaitingForDisconnectConfirmation) to(DisconnectScheduled) 74.114 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(DisconnectScheduled) to(WaitingForDisconnectConfirmation) 77.431 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(WaitingForDisconnectConfirmation) to(Disconnected) 77.460 Info UDPSocket.cpp:218: Closing socket 77.460 Info UDPSocket.cpp:248: Socket closed 77.476 DSound: Stopping voice 77.476 DSound: Joining thread 77.480 DSound: Exit _dsound_update; tid=10768 77.480 DSound: Waiting for voice to stop ... signaled 77.480 DSound: Joined thread 77.480 DSound: Destroying thread 77.480 DSound: Thread destroyed 77.480 DSound: Releasing buffer 77.480 DSound: Voice stopped 77.480 DSound: Deallocating voice 77.480 DSound: Deallocated voice 77.545 Steam API shutdown. 77.547 Goodbye
[ { "author": "kbk", "content": "From here I'd throw in a guess that you probably might have skipped chipset and etc drivers installation. Contrary to popular belief that OS should handle it by itself I think nobody should leave this unchecked.", "date": "2019-10-04T20:38:05+00:00", "quotes": [ { "author": "morsk wrote: Fri Oct 04, 2019 11:36 am", "content": "" } ] }, { "author": "morsk", "content": "I did install them, from USB before I even let the computer go online. But I can try redoing it. \n \nI couldn't find much about \"Microsoft Basic Render Driver\" from google. I assume that because 3700x has no onboard video, it's some kind of placeholder? It doesn't show up in Device Manager. I'll try some more games though and see if they also list it.", "date": "2019-10-04T22:17:44+00:00", "quotes": [ { "author": "kbk wrote: Fri Oct 04, 2019 8:38 pm", "content": "" } ] }, { "author": "", "content": "It means that you never installed the graphics card driver. If you never installed the graphics card driver there is a good chance you never installed other drivers which could explain why you're getting such poor transfer speeds.", "date": "2019-10-04T23:14:50+00:00", "quotes": [ { "author": "morsk wrote: Fri Oct 04, 2019 10:17 pm", "content": "" }, { "author": "kbk wrote: Fri Oct 04, 2019 8:38 pm", "content": "" } ] }, { "author": "", "content": "Code: Select all 0.059 Verbose GraphicsInterfaceDX11.cpp:260: DXGI 1.5 detected, Allow tearing is supported\n 0.060 Adapter [0]: NVIDIA GeForce GTX 970 {10de-13c2} (23.21.13.8813)\n 0.061 Adapter [1]: Microsoft Basic Render Driver {1414-8c} (10.0.18362.356)\n 0.103 Initialised Direct3D[0]: NVIDIA GeForce GTX 970; id: 10de-13c2; driver: nvldumdx.dll 23.21.13.8813\n \nMicrosoft Basic Render Driver is Microsoft's software rasterizer that's is always present and is used if you don't have other graphics driver installed, or as reference rasterizer to test a graphics glitch is not caused by incorrect usage of a graphics API but by driver bug. As long as \"Initilised Direct3D\" line lists actual GPU, presence of Microsoft Basic Render Driver elsewhere in the log is fine. \n \nHowever, the nVidia driver you have is at version 388.13, which is 2 years old, so it is probably a version that was installed by Windows.", "date": "2019-10-05T07:38:53+00:00", "quotes": [] }, { "author": "morsk", "content": "Drivers: I had all drivers from the motherboard's website, but let Windows do the video card. (Since my priority was to test Factorio multiplayer.) I've since found slightly newer drivers from AMD/Realtek/Intel, and Nvidia's 436.48, but it didn't improve things. \n \n Capping Ethernet at 10 Mbps makes it better. (I tried this because wifi was better than wired. Slower was better, so I tried making Ethernet slower too.) I still get \"received block\" errors in the log, while I get no errors on the old machine, at 40+ Mbps. So I doubt it's traffic shaping by ISP; if it doesn't trigger at 40+ Mbps on the other computer, it's not going to trigger at 10 Mbps. \n \nI have no idea what it is, except that more speed makes it worse. :/ \n \n Old machine \n \n Code: Select all 0.002 2019-10-05 15:30:45; Factorio 0.17.69 (build 47194, win64, steam)\n 0.002 Operating system: Windows 10 (version 1903) \n 0.002 Program arguments: \"C:\\Games\\Steam\\steamapps\\common\\Factorio\\bin\\x64\\Factorio.exe\" \n 0.002 Read data path: C:/Games/Steam/steamapps/common/Factorio/data\n 0.002 Write data path: C:/Users/admin/AppData/Roaming/Factorio [276349/333241MB]\n 0.002 Binaries path: C:/Games/Steam/steamapps/common/Factorio/bin\n 0.020 System info: [CPU: Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz, 4 cores, RAM: 2588/8102 MB, page: 2468/9382 MB, virtual: 4317/134217727 MB, extended virtual: 0 MB]\n 0.022 Display options: [FullScreen: 0] [VSync: 1] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmw] [Lang: en]\n 0.027 Available displays: 1\n 0.028 [0]: \\\\.\\DISPLAY1 - Intel(R) HD Graphics 3000 {0x8000005, [0,0], 1280x1024, 32bit, 60Hz}\n 0.069 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0; d3dcompiler_47.dll\n 0.069 Verbose GraphicsInterfaceDX11.cpp:260: DXGI 1.5 detected, Allow tearing is supported\n 0.071 Adapter [0]: Intel(R) HD Graphics 3000 {8086-112} (9.17.10.4459)\n 0.072 Adapter [1]: Microsoft Basic Render Driver {1414-8c} (10.0.18362.356)\n 0.084 Initialised Direct3D[0]: Intel(R) HD Graphics 3000; id: 8086-0112; driver: igdumd64.dll 9.17.10.4459\n 0.084 D3D Feature Level: 10.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none\n 0.084 Compute supported: No\n 0.084 Unified Memory Architecture: No\n 0.084 BGR 565 Supported: Yes\n 0.084 MaximumFrameLatency: 3, GPUThreadPriority: 0\n 0.085 Graphics settings preset: integrated-gpulow\n 0.085 Dedicated video memory size 32 MB\n 0.126 Verbose PipelineStateObject.cpp:83: Time to load shaders: 0.040157 seconds.\n 0.128 Desktop composition is active.\n 0.128 Graphics options: [Graphics quality: normal] [Video memory usage: all] [Light scale: 25%] [DXT: low-quality] [Color: 32bit]\n 0.128 [Max threads (load/render): 32/4] [Max texture size: 4096] [Tex.Stream.: 0] [Rotation quality: low] [Other: sTDC]\n 0.155 DSound: Starting _dsound_update thread\n 0.155 DSound: Enter _dsound_update; tid=5500\n 0.242 Loading mod core 0.0.0 (data.lua)\n 0.369 Loading mod base 0.17.69 (data.lua)\n 0.675 Loading mod base 0.17.69 (data-updates.lua)\n 0.803 Verbose PipelineStateObject.cpp:75: Time to load shaders in background: 0.677318 seconds.\n 0.824 Checksum for core: 2087614386\n 0.824 Checksum of base: 1061071205\n 1.036 Prototype list checksum: 3040646442\n 1.039 Verbose ModManager.cpp:473: Time to load mods: 0.801259\n 1.079 Loading sounds...\n 1.155 Info PlayerData.cpp:70: Local player-data.json unavailable\n 1.155 Info PlayerData.cpp:73: Cloud player-data.json available, timestamp 1570167716\n 1.275 Initial atlas bitmap size is 4096\n 1.290 Created atlas bitmap 4096x4096 [none]\n 1.305 Created atlas bitmap 4096x4096 [none]\n 1.315 Created atlas bitmap 4096x4076 [none]\n 1.327 Created atlas bitmap 4096x4092 [none]\n 1.334 Created atlas bitmap 4096x4084 [none]\n 1.343 Created atlas bitmap 4096x4084 [none]\n 1.356 Created atlas bitmap 4096x4096 [none]\n 1.357 Created atlas bitmap 4096x2316 [none]\n 1.357 Created atlas bitmap 4096x1952 [decal]\n 1.362 Created atlas bitmap 4096x4096 [low-object, linear-minification]\n 1.362 Created atlas bitmap 4096x272 [low-object]\n 1.362 Created atlas bitmap 4096x2320 [mipmap, linear-minification, linear-magnification, linear-mip-level]\n 1.365 Created atlas bitmap 4096x4080 [terrain, mipmap, linear-minification, linear-mip-level]\n 1.367 Created atlas bitmap 4096x4080 [terrain, mipmap, linear-minification, linear-mip-level]\n 1.367 Created atlas bitmap 4096x848 [terrain, mipmap, linear-minification, linear-mip-level]\n 1.367 Created atlas bitmap 4096x1600 [smoke, mipmap, linear-minification, linear-magnification]\n 1.367 Created atlas bitmap 4096x1744 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]\n 1.367 Created atlas bitmap 2048x192 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]\n 1.367 Created atlas bitmap 4096x900 [alpha-mask]\n 1.374 Created atlas bitmap 4096x4096 [shadow, linear-magnification, alpha-mask]\n 1.381 Created atlas bitmap 4096x4092 [shadow, linear-magnification, alpha-mask]\n 1.391 Created atlas bitmap 4096x4096 [shadow, linear-magnification, alpha-mask]\n 1.392 Created atlas bitmap 4096x704 [shadow, linear-magnification, alpha-mask]\n 1.392 Created atlas bitmap 4096x1328 [shadow, mipmap, linear-magnification, alpha-mask]\n 1.406 Verbose TextureProcessor.cpp:1109: GPU accelerated compression test: Time 14.463 ms; YCoCg_DXT PSNR: 35.83, BC3 PSNR: 33.82\n 1.407 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82\n 1.867 Parallel Sprite Loader initialized (threads: 3)\n 14.312 Sprites loaded\n 14.438 Generated mipmaps (3) for atlas [9] of size 4096x4096 \n 14.451 Generated mipmaps (3) for atlas [10] of size 4096x272 \n 14.526 Generated mipmaps (3) for atlas [11] of size 4096x2320 \n 14.639 Generated mipmaps (3) for atlas [12] of size 4096x4080 \n 14.774 Generated mipmaps (3) for atlas [13] of size 4096x4080 \n 14.813 Generated mipmaps (3) for atlas [14] of size 4096x848 \n 14.863 Generated mipmaps (3) for atlas [15] of size 4096x1600 \n 14.878 Generated mipmaps (5) for atlas [16] of size 4096x1744 \n 14.895 Generated mipmaps (3) for atlas [23] of size 4096x1328 \n 14.896 Custom mipmaps uploaded.\n 14.896 Verbose AtlasSystem.cpp:869: Atlas memory size: 253.39MB; 0.00MB (virtual)\n 14.896 Verbose AtlasSystem.cpp:870: Size of sprites outside of atlas: 0.00MB\n 14.949 Factorio initialised\n 14.949 Discord overlay detected (DiscordHook64.dll)\n 14.952 Verbose SteamContext.cpp:524: SteamUserStats initialized.\n 17.566 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0}))\n 17.567 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=morsk&token=<private>&version=0.17.69&lang=en\n 17.915 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/6050285?version=0.17.69&lang=en\n 22.810 Info UDPSocket.cpp:218: Closing socket\n 22.810 Info UDPSocket.cpp:248: Socket closed\n 22.810 Info UDPSocket.cpp:218: Closing socket\n 22.811 Joining game IP ADDR:({104.176.42.169:6009})\n 22.811 Info UDPSocket.cpp:33: Opening socket\n 22.813 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Ready) to(Connecting) 22.813 Verbose RouterBase.cpp:60: Started router thread.\n\n 22.938 Connection refused\n 22.938 Info ClientMultiplayerManager.cpp:207: Quitting multiplayer connection.\n 22.938 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n 22.940 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2\n 23.101 Info AuthServerConnector.cpp:138: Received key from auth server.\n 23.102 Verbose RouterBase.cpp:82: Finishing router thread.\n 23.102 Info UDPSocket.cpp:218: Closing socket\n 23.102 Info UDPSocket.cpp:248: Socket closed\n 23.102 Joining game IP ADDR:({104.176.42.169:6009})\n 23.102 Info UDPSocket.cpp:33: Opening socket\n 23.103 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n 23.103 Verbose RouterBase.cpp:60: Started router thread.\n 23.238 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32).\n 23.238 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap)\n 23.238 Info ClientRouter.cpp:221: ConnectionAccepted\n 30.870 Info ClientMultiplayerManager.cpp:765: Received mapReadyForDownload\n 30.870 Downloading file C:\\Users\\admin\\AppData\\Roaming\\Factorio\\temp\\mp-download.zip (138195551 B, 274743 blocks)\n 30.934 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap)\n 58.097 Finished download (27 s, 138 MB, 5.0 MB/s)\n 58.650 Info ClientMultiplayerManager.cpp:745: updateTick(4294967295) map download finished creating scenario\n 58.651 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(ConnectedLoadingMap)\n 58.651 Loading map C:\\Users\\admin\\AppData\\Roaming\\Factorio\\temp\\mp-download.zip: 138195551 bytes.\n 59.003 Loading level.dat: 437259551 bytes.\n 59.010 Info Scenario.cpp:187: Map version 0.17.69-1\n 73.115 Verbose Scenario.cpp:229: Loading level.dat finished: 14.104950 seconds.\n 77.043 Verbose BlueprintLibrary.cpp:65: Loaded external blueprint storage: playerIndex = 268, nextRecordID = 0; timestamp = 1569893336; records:\n 77.055 Verbose Scenario.cpp:306: Entities setup finished: 3.937115 seconds.\n 77.057 Loading script.dat: 349 bytes.\n 77.098 Checksum for script C:/Users/admin/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 2153599495\n 77.111 Verbose Scenario.cpp:350: Map setup finished: 18.459959 seconds.\n 77.591 Info ClientMultiplayerManager.cpp:592: UpdateTick(402018677) changing state from(ConnectedLoadingMap) to(TryingToCatchUp)\n 81.445 Info ClientMultiplayerManager.cpp:147: Disconnecting multiplayer connection. Reason: Quit.\n 81.445 Info ClientMultiplayerManager.cpp:592: UpdateTick(402018809) changing state from(TryingToCatchUp) to(DisconnectScheduled)\n 81.457 Info ClientMultiplayerManager.cpp:592: UpdateTick(402018809) changing state from(DisconnectScheduled) to(WaitingForDisconnectConfirmation)\n 81.536 Info ClientMultiplayerManager.cpp:592: UpdateTick(402018809) changing state from(WaitingForDisconnectConfirmation) to(Disconnected)\n 81.537 Info ClientMultiplayerManager.cpp:906: Disconnect notification for peer (297)\n 81.538 Info ClientSynchronizer.cpp:211: nextHeartbeatSequenceNumber(244852306) cannot process synchronizer action(CatchingUpProgressUpdate)\n 86.029 Verbose RouterBase.cpp:82: Finishing router thread.\n 86.030 Info UDPSocket.cpp:218: Closing socket\n 86.030 Info UDPSocket.cpp:248: Socket closed\n 86.087 Quitting: user-quit.\n 86.248 DSound: Stopping voice\n 86.248 DSound: Joining thread\n 86.250 DSound: Exit _dsound_update; tid=5500\n 86.250 DSound: Waiting for voice to stop ... signaled\n 86.251 DSound: Joined thread\n 86.251 DSound: Destroying thread\n 86.251 DSound: Thread destroyed\n 86.251 DSound: Releasing buffer\n 86.251 DSound: Voice stopped\n 86.251 DSound: Deallocating voice\n 86.251 DSound: Deallocated voice\n 86.285 Steam API shutdown.\n 86.342 Goodbye\n \n \n New machine \n \n Code: Select all 0.000 2019-10-05 22:42:51; Factorio 0.17.69 (build 47194, win64, steam)\n 0.000 Operating system: Windows 10 (version 1903) \n 0.000 Program arguments: \"C:\\Games\\Steam\\steamapps\\common\\Factorio\\bin\\x64\\Factorio.exe\" \n 0.000 Read data path: C:/Games/Steam/steamapps/common/Factorio/data\n 0.000 Write data path: C:/Users/user03/AppData/Roaming/Factorio [252127/329354MB]\n 0.000 Binaries path: C:/Games/Steam/steamapps/common/Factorio/bin\n 0.006 System info: [CPU: AMD Ryzen 7 3700X 8-Core Processor, 16 cores, RAM: 3387/16304 MB, page: 4216/19248 MB, virtual: 4329/134217727 MB, extended virtual: 0 MB]\n 0.006 Display options: [FullScreen: 0] [VSync: 1] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmw] [Lang: en]\n 0.009 Available displays: 1\n 0.009 [0]: \\\\.\\DISPLAY1 - NVIDIA GeForce GTX 970 {0x05, [0,0], 1920x1080, 32bit, 60Hz}\n 0.044 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0; d3dcompiler_47.dll\n 0.044 Verbose GraphicsInterfaceDX11.cpp:260: DXGI 1.5 detected, Allow tearing is supported\n 0.045 Adapter [0]: NVIDIA GeForce GTX 970 {10de-13c2} (26.21.14.3648)\n 0.045 Adapter [1]: Microsoft Basic Render Driver {1414-8c} (10.0.18362.356)\n 0.103 Initialised Direct3D[0]: NVIDIA GeForce GTX 970; id: 10de-13c2; driver: nvldumdx.dll 26.21.14.3648\n 0.103 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none\n 0.103 [Local Video Memory] Budget: 3437MB, CurrentUsage: 2MB, Reservation: 0/1819MB\n 0.103 [Non-Local Vid.Mem.] Budget: 7336MB, CurrentUsage: 0MB, Reservation: 0/3872MB\n 0.103 Tiled resources: Tier 2\n 0.103 Unified Memory Architecture: No\n 0.103 BGR 565 Supported: Yes\n 0.103 MaximumFrameLatency: 3, GPUThreadPriority: 0\n 0.103 Graphics settings preset: very-high\n 0.103 Dedicated video memory size 4043 MB\n 0.122 Verbose PipelineStateObject.cpp:83: Time to load shaders: 0.019050 seconds.\n 0.127 Desktop composition is active.\n 0.127 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 25%] [DXT: high-quality] [Color: 32bit]\n 0.127 [Max threads (load/render): 32/16] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Other: STDC]\n 0.147 DSound: Starting _dsound_update thread\n 0.147 DSound: Enter _dsound_update; tid=2928\n 0.195 Loading mod core 0.0.0 (data.lua)\n 0.275 Loading mod base 0.17.69 (data.lua)\n 0.367 Verbose PipelineStateObject.cpp:75: Time to load shaders in background: 0.244445 seconds.\n 0.456 Loading mod base 0.17.69 (data-updates.lua)\n 0.558 Checksum for core: 2087614386\n 0.558 Checksum of base: 1061071205\n 0.690 Prototype list checksum: 3040646442\n 0.692 Verbose ModManager.cpp:473: Time to load mods: 0.499142\n 0.721 Loading sounds...\n 0.757 Info PlayerData.cpp:70: Local player-data.json unavailable\n 0.757 Info PlayerData.cpp:73: Cloud player-data.json available, timestamp 1570264896\n 0.839 Initial atlas bitmap size is 16384\n 0.869 Created atlas bitmap 16384x16380 [none]\n 0.872 Created atlas bitmap 16384x11624 [none]\n 0.873 Created atlas bitmap 8192x3892 [decal]\n 0.874 Created atlas bitmap 16384x4320 [low-object, linear-minification]\n 0.874 Created atlas bitmap 8192x3744 [mipmap, linear-minification, linear-magnification, linear-mip-level]\n 0.875 Created atlas bitmap 16384x7168 [terrain, mipmap, linear-minification, linear-mip-level]\n 0.875 Created atlas bitmap 4096x1600 [smoke, mipmap, linear-minification, linear-magnification]\n 0.876 Created atlas bitmap 4096x1744 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]\n 0.876 Created atlas bitmap 2048x192 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]\n 0.876 Created atlas bitmap 8192x1632 [alpha-mask]\n 0.879 Created atlas bitmap 16384x12768 [shadow, linear-magnification, alpha-mask]\n 0.879 Created atlas bitmap 8192x2352 [shadow, mipmap, linear-magnification, alpha-mask]\n 0.883 Verbose TextureProcessor.cpp:1109: GPU accelerated compression test: Time 3.652 ms; YCoCg_DXT PSNR: 35.83, BC3 PSNR: 33.82\n 0.883 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82\n 1.313 Parallel Sprite Loader initialized (threads: 13)\n 6.190 Sprites loaded\n 6.202 Generated mipmaps (4) for atlas [3] of size 16384x4320 \n 6.213 Generated mipmaps (3) for atlas [4] of size 8192x3744 \n 6.224 Generated mipmaps (3) for atlas [5] of size 16384x7168 \n 6.235 Generated mipmaps (3) for atlas [6] of size 4096x1600 \n 6.246 Generated mipmaps (5) for atlas [7] of size 4096x1744 \n 6.257 Generated mipmaps (3) for atlas [11] of size 8192x2352 \n 6.257 Custom mipmaps uploaded.\n 6.257 Verbose AtlasSystem.cpp:869: Atlas memory size: 1093.06MB; 0.00MB (virtual)\n 6.257 Verbose AtlasSystem.cpp:870: Size of sprites outside of atlas: 0.00MB\n 6.306 Factorio initialised\n 6.306 Discord overlay detected (DiscordHook64.dll)\n 6.307 Game is running on selected version branch on Steam.\n 6.311 Verbose SteamContext.cpp:524: SteamUserStats initialized.\n 9.091 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0}))\n 9.091 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=morsk&token=<private>&version=0.17.69&lang=en\n 9.380 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/6129518?version=0.17.69&lang=en\n 10.684 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/6050285?version=0.17.69&lang=en\n 11.756 Info UDPSocket.cpp:218: Closing socket\n 11.756 Info UDPSocket.cpp:248: Socket closed\n 11.756 Info UDPSocket.cpp:218: Closing socket\n 11.756 Joining game IP ADDR:({104.176.42.169:6009})\n 11.756 Info UDPSocket.cpp:33: Opening socket\n 11.756 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n 11.757 Verbose RouterBase.cpp:60: Started router thread.\n 11.880 Connection refused\n 11.880 Info ClientMultiplayerManager.cpp:207: Quitting multiplayer connection.\n 11.880 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n 11.882 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2\n 12.028 Info AuthServerConnector.cpp:138: Received key from auth server.\n 12.029 Verbose RouterBase.cpp:82: Finishing router thread.\n 12.029 Info UDPSocket.cpp:218: Closing socket\n 12.029 Info UDPSocket.cpp:248: Socket closed\n 12.029 Joining game IP ADDR:({104.176.42.169:6009})\n 12.029 Info UDPSocket.cpp:33: Opening socket\n 12.029 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n 12.029 Verbose RouterBase.cpp:60: Started router thread.\n 12.162 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32).\n 12.162 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap)\n 12.162 Info ClientRouter.cpp:221: ConnectionAccepted\n 19.480 Info ClientMultiplayerManager.cpp:765: Received mapReadyForDownload\n 19.480 Downloading file C:\\Users\\user03\\AppData\\Roaming\\Factorio\\temp\\mp-download.zip (132188227 B, 262800 blocks)\n 19.510 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap)\n 23.749 Verbose TransferTarget.cpp:201: Received block 2324 that we didn't request\n 26.704 Verbose TransferTarget.cpp:201: Received block 6468 that we didn't request\n 26.704 Verbose TransferTarget.cpp:201: Received block 6467 that we didn't request\n 26.704 Verbose TransferTarget.cpp:201: Received block 6466 that we didn't request\n 38.558 Verbose TransferTarget.cpp:201: Received block 9233 that we didn't request\n 38.558 Verbose TransferTarget.cpp:201: Received block 9224 that we didn't request\n 39.542 Verbose TransferTarget.cpp:201: Received block 9510 that we didn't request\n 39.542 Verbose TransferTarget.cpp:201: Received block 9511 that we didn't request\n 39.543 Verbose TransferTarget.cpp:201: Received block 9512 that we didn't request\n 39.543 Verbose TransferTarget.cpp:201: Received block 9513 that we didn't request\n 40.329 Info SteamContext.cpp:628: Steam connection lost.\n 49.428 Verbose TransferTarget.cpp:201: Received block 11471 that we didn't request\n 49.429 Verbose TransferTarget.cpp:201: Received block 11470 that we didn't request\n 49.429 Verbose TransferTarget.cpp:201: Received block 10768 that we didn't request\n 49.429 Verbose TransferTarget.cpp:201: Received block 11469 that we didn't request\n 49.429 Verbose TransferTarget.cpp:201: Received block 11468 that we didn't request\n 49.429 Verbose TransferTarget.cpp:201: Received block 10769 that we didn't request\n 49.429 Verbose TransferTarget.cpp:201: Received block 11467 that we didn't request\n 49.429 Verbose TransferTarget.cpp:201: Received block 11466 that we didn't request\n 50.413 Verbose TransferTarget.cpp:201: Received block 12889 that we didn't request\n 50.413 Verbose TransferTarget.cpp:201: Received block 12890 that we didn't request\n 50.414 Verbose TransferTarget.cpp:201: Received block 12891 that we didn't request\n 50.414 Verbose TransferTarget.cpp:201: Received block 12892 that we didn't request\n 50.414 Verbose TransferTarget.cpp:201: Received block 12893 that we didn't request\n 50.414 Verbose TransferTarget.cpp:201: Received block 12894 that we didn't request\n 50.414 Verbose TransferTarget.cpp:201: Received block 12895 that we didn't request\n 50.414 Verbose TransferTarget.cpp:201: Received block 12896 that we didn't request\n 54.362 Verbose TransferTarget.cpp:201: Received block 12919 that we didn't request\n 54.362 Verbose TransferTarget.cpp:201: Received block 12918 that we didn't request\n 54.362 Verbose TransferTarget.cpp:201: Received block 12917 that we didn't request\n 54.362 Verbose TransferTarget.cpp:201: Received block 12916 that we didn't request\n 54.362 Verbose TransferTarget.cpp:201: Received block 12915 that we didn't request\n 54.362 Verbose TransferTarget.cpp:201: Received block 12914 that we didn't request\n 54.362 Verbose TransferTarget.cpp:201: Received block 12913 that we didn't request\n 54.362 Verbose TransferTarget.cpp:201: Received block 12912 that we didn't request\n 57.325 Verbose TransferTarget.cpp:201: Received block 16884 that we didn't request\n 57.345 Verbose TransferTarget.cpp:201: Received block 16881 that we didn't request\n 57.345 Verbose TransferTarget.cpp:201: Received block 16882 that we didn't request\n 57.345 Verbose TransferTarget.cpp:201: Received block 16883 that we didn't request\n 63.253 Verbose TransferTarget.cpp:201: Received block 16639 that we didn't request\n 63.796 Info ClientMultiplayerManager.cpp:147: Disconnecting multiplayer connection. Reason: Quit.\n 63.796 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(DisconnectScheduled)\n 63.812 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(DisconnectScheduled) to(WaitingForDisconnectConfirmation)\n 65.412 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(WaitingForDisconnectConfirmation) to(Disconnected)\n 65.416 Verbose RouterBase.cpp:82: Finishing router thread.\n 65.416 Info UDPSocket.cpp:218: Closing socket\n 65.416 Info UDPSocket.cpp:248: Socket closed\n 67.600 Quitting: user-quit.\n 67.640 DSound: Stopping voice\n 67.640 DSound: Joining thread\n 67.643 DSound: Exit _dsound_update; tid=2928\n 67.644 DSound: Waiting for voice to stop ... signaled\n 67.644 DSound: Joined thread\n 67.644 DSound: Destroying thread\n 67.644 DSound: Thread destroyed\n 67.644 DSound: Releasing buffer\n 67.644 DSound: Voice stopped\n 67.644 DSound: Deallocating voice\n 67.644 DSound: Deallocated voice\n 67.681 Steam API shutdown.\n 67.683 Goodbye\n \n \n New machine, 10 Mbps \n \n Code: Select all 0.000 2019-10-05 22:48:56; Factorio 0.17.69 (build 47194, win64, steam)\n 0.000 Operating system: Windows 10 (version 1903) \n 0.000 Program arguments: \"C:\\Games\\Steam\\steamapps\\common\\Factorio\\bin\\x64\\Factorio.exe\" \n 0.000 Read data path: C:/Games/Steam/steamapps/common/Factorio/data\n 0.000 Write data path: C:/Users/user03/AppData/Roaming/Factorio [252120/329354MB]\n 0.000 Binaries path: C:/Games/Steam/steamapps/common/Factorio/bin\n 0.013 System info: [CPU: AMD Ryzen 7 3700X 8-Core Processor, 16 cores, RAM: 3444/16304 MB, page: 4388/19248 MB, virtual: 4329/134217727 MB, extended virtual: 0 MB]\n 0.013 Display options: [FullScreen: 0] [VSync: 1] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmw] [Lang: en]\n 0.016 Available displays: 1\n 0.016 [0]: \\\\.\\DISPLAY1 - NVIDIA GeForce GTX 970 {0x05, [0,0], 1920x1080, 32bit, 60Hz}\n 0.052 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0; d3dcompiler_47.dll\n 0.053 Verbose GraphicsInterfaceDX11.cpp:260: DXGI 1.5 detected, Allow tearing is supported\n 0.053 Adapter [0]: NVIDIA GeForce GTX 970 {10de-13c2} (26.21.14.3648)\n 0.054 Adapter [1]: Microsoft Basic Render Driver {1414-8c} (10.0.18362.356)\n 0.277 Initialised Direct3D[0]: NVIDIA GeForce GTX 970; id: 10de-13c2; driver: nvldumdx.dll 26.21.14.3648\n 0.277 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none\n 0.277 [Local Video Memory] Budget: 3437MB, CurrentUsage: 2MB, Reservation: 0/1819MB\n 0.277 [Non-Local Vid.Mem.] Budget: 7336MB, CurrentUsage: 0MB, Reservation: 0/3872MB\n 0.277 Tiled resources: Tier 2\n 0.277 Unified Memory Architecture: No\n 0.277 BGR 565 Supported: Yes\n 0.277 MaximumFrameLatency: 3, GPUThreadPriority: 0\n 0.277 Graphics settings preset: very-high\n 0.277 Dedicated video memory size 4043 MB\n 0.310 Verbose PipelineStateObject.cpp:83: Time to load shaders: 0.032428 seconds.\n 0.314 Desktop composition is active.\n 0.314 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 25%] [DXT: high-quality] [Color: 32bit]\n 0.314 [Max threads (load/render): 32/16] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Other: STDC]\n 0.335 DSound: Starting _dsound_update thread\n 0.335 DSound: Enter _dsound_update; tid=6968\n 0.433 Loading mod core 0.0.0 (data.lua)\n 0.553 Loading mod base 0.17.69 (data.lua)\n 0.610 Verbose PipelineStateObject.cpp:75: Time to load shaders in background: 0.299800 seconds.\n 1.006 Loading mod base 0.17.69 (data-updates.lua)\n 1.113 Checksum for core: 2087614386\n 1.114 Checksum of base: 1061071205\n 1.263 Prototype list checksum: 3040646442\n 1.264 Verbose ModManager.cpp:473: Time to load mods: 0.840666\n 1.292 Loading sounds...\n 2.690 Info PlayerData.cpp:70: Local player-data.json unavailable\n 2.690 Info PlayerData.cpp:73: Cloud player-data.json available, timestamp 1570264896\n 2.794 Initial atlas bitmap size is 16384\n 2.827 Created atlas bitmap 16384x16380 [none]\n 2.830 Created atlas bitmap 16384x11624 [none]\n 2.830 Created atlas bitmap 8192x3892 [decal]\n 2.831 Created atlas bitmap 16384x4320 [low-object, linear-minification]\n 2.832 Created atlas bitmap 8192x3744 [mipmap, linear-minification, linear-magnification, linear-mip-level]\n 2.833 Created atlas bitmap 16384x7168 [terrain, mipmap, linear-minification, linear-mip-level]\n 2.833 Created atlas bitmap 4096x1600 [smoke, mipmap, linear-minification, linear-magnification]\n 2.833 Created atlas bitmap 4096x1744 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]\n 2.833 Created atlas bitmap 2048x192 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]\n 2.834 Created atlas bitmap 8192x1632 [alpha-mask]\n 2.836 Created atlas bitmap 16384x12768 [shadow, linear-magnification, alpha-mask]\n 2.836 Created atlas bitmap 8192x2352 [shadow, mipmap, linear-magnification, alpha-mask]\n 2.840 Verbose TextureProcessor.cpp:1109: GPU accelerated compression test: Time 3.627 ms; YCoCg_DXT PSNR: 35.83, BC3 PSNR: 33.82\n 2.840 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82\n 4.591 Parallel Sprite Loader initialized (threads: 13)\n 9.336 Sprites loaded\n 9.350 Generated mipmaps (4) for atlas [3] of size 16384x4320 \n 9.361 Generated mipmaps (3) for atlas [4] of size 8192x3744 \n 9.372 Generated mipmaps (3) for atlas [5] of size 16384x7168 \n 9.383 Generated mipmaps (3) for atlas [6] of size 4096x1600 \n 9.394 Generated mipmaps (5) for atlas [7] of size 4096x1744 \n 9.405 Generated mipmaps (3) for atlas [11] of size 8192x2352 \n 9.406 Custom mipmaps uploaded.\n 9.406 Verbose AtlasSystem.cpp:869: Atlas memory size: 1093.06MB; 0.00MB (virtual)\n 9.406 Verbose AtlasSystem.cpp:870: Size of sprites outside of atlas: 0.00MB\n 9.452 Factorio initialised\n 9.452 Discord overlay detected (DiscordHook64.dll)\n 9.453 Game is running on selected version branch on Steam.\n 9.457 Verbose SteamContext.cpp:524: SteamUserStats initialized.\n 15.472 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0}))\n 15.472 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=morsk&token=<private>&version=0.17.69&lang=en\n 16.149 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/6129518?version=0.17.69&lang=en\n 45.473 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-games?username=morsk&token=<private>&version=0.17.69&lang=en\n 45.961 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/6129518?version=0.17.69&lang=en\n 49.584 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/get-game-details/6050285?version=0.17.69&lang=en\n 50.855 Info UDPSocket.cpp:218: Closing socket\n 50.855 Info UDPSocket.cpp:248: Socket closed\n 50.855 Info UDPSocket.cpp:218: Closing socket\n 50.856 Joining game IP ADDR:({104.176.42.169:6009})\n 50.856 Info UDPSocket.cpp:33: Opening socket\n 50.856 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n 50.856 Verbose RouterBase.cpp:60: Started router thread.\n 50.991 Connection refused\n 50.991 Info ClientMultiplayerManager.cpp:207: Quitting multiplayer connection.\n 50.991 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n 50.993 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2\n 51.169 Info AuthServerConnector.cpp:138: Received key from auth server.\n 51.171 Verbose RouterBase.cpp:82: Finishing router thread.\n 51.171 Info UDPSocket.cpp:218: Closing socket\n 51.171 Info UDPSocket.cpp:248: Socket closed\n 51.171 Joining game IP ADDR:({104.176.42.169:6009})\n 51.171 Info UDPSocket.cpp:33: Opening socket\n 51.171 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n 51.171 Verbose RouterBase.cpp:60: Started router thread.\n 51.292 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32).\n 51.292 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap)\n 51.292 Info ClientRouter.cpp:221: ConnectionAccepted\n 58.692 Info ClientMultiplayerManager.cpp:765: Received mapReadyForDownload\n 58.692 Downloading file C:\\Users\\user03\\AppData\\Roaming\\Factorio\\temp\\mp-download.zip (132229278 B, 262882 blocks)\n 58.723 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap)\n 66.710 Verbose TransferTarget.cpp:201: Received block 15879 that we didn't request\n 70.165 Verbose TransferTarget.cpp:201: Received block 23331 that we didn't request\n 71.041 Verbose TransferTarget.cpp:201: Received block 26405 that we didn't request\n 75.258 Verbose TransferTarget.cpp:201: Received block 35558 that we didn't request\n 92.891 Verbose TransferTarget.cpp:201: Received block 72680 that we didn't request\n 105.850 Verbose TransferTarget.cpp:201: Received block 100828 that we didn't request\n 114.890 Info ClientMultiplayerManager.cpp:147: Disconnecting multiplayer connection. Reason: Quit.\n 114.890 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(DisconnectScheduled)\n 114.892 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(DisconnectScheduled) to(WaitingForDisconnectConfirmation)\n 115.492 Info ClientMultiplayerManager.cpp:592: UpdateTick(4294967295) changing state from(WaitingForDisconnectConfirmation) to(Disconnected)\n 115.492 Info ClientMultiplayerManager.cpp:906: Disconnect notification for peer (307)\n 115.492 Info ClientSynchronizer.cpp:211: nextHeartbeatSequenceNumber(1271680435) cannot process synchronizer action(MapDownloadingProgressUpdate)\n 115.496 Verbose RouterBase.cpp:82: Finishing router thread.\n 115.496 Info UDPSocket.cpp:218: Closing socket\n 115.496 Info UDPSocket.cpp:248: Socket closed\n 120.443 Quitting: user-quit.\n 120.483 DSound: Stopping voice\n 120.483 DSound: Joining thread\n 120.488 DSound: Exit _dsound_update; tid=6968\n 120.488 DSound: Waiting for voice to stop ... signaled\n 120.488 DSound: Joined thread\n 120.488 DSound: Destroying thread\n 120.488 DSound: Thread destroyed\n 120.488 DSound: Releasing buffer\n 120.488 DSound: Voice stopped\n 120.488 DSound: Deallocating voice\n 120.488 DSound: Deallocated voice\n 120.526 Steam API shutdown.\n 120.528 Goodbye", "date": "2019-10-07T00:18:14+00:00", "quotes": [] }, { "author": "morsk", "content": "Some things that didn't help: \n \n iperf to test UDP. ( iperf3 --bandwidth 50M --udp --reverse --client iperf.he.net ) Both machines get 29.5 Mbps if I request 100, and go to 100 if I request more than 100. I don't understand this difference. But it's the same on both machines. \n Trying the same wifi card on both machines. (I don't have a LAN card.) It performs better than wired, but I think only because it's slower. It still gets spikes and then goes down to a low speed, and has \"received block ...\" on one machine, but not the other. \n Disabling \"offloading\" and energy-efficiency settings in the network adapter. I also tried toggling things like Flow Control. \n Disabling Windows Firewall. \n Factory reset the router (Fios-G1100). \n DMZ", "date": "2019-10-07T21:31:09+00:00", "quotes": [] }, { "author": "Honktown", "content": "It sounds dumb, but routers can just start going bad. If it's an ISP provided one it's more likely than not, they're usually not good quality. \n \nA niche thing which probably doesn't matter here, Windows Defender/Antivirus whatever scans EVERY FILE on write, if not access, and can't be turned off in Windows 10 (it turns itself back on after reboots). I say niche, because I only knew about it from compiling at work. We used a lot of small file accessing and generation, and Windows Defender would consume literally half the processing time (20-30 minutes wasted on a complex compile). Factorio's %APPDATA% folder can be excluded from a virus scan.", "date": "2019-10-08T12:16:54+00:00", "quotes": [] }, { "author": "morsk", "content": "I had to wait to try this; Verizon had to change a setting before I could try the Internet without their router. But it turns out that alone made it work. The router performs better when connected over Ethernet. \n \nI still find it fairly deranged that all my downloads and torrents could work, and even Factorio worked on one of the machines. And iperf gave identical results. Factorio has truly strange requirements... \n \nHm. I didn't know about this, and I'm glad you mentioned it. But I don't think it will hurt Factorio the way it hurts a compile, because Factorio doesn't need 100% of every core the way a compile does. Still, it can't hurt. Any delay between map download and being able to load the map would be more time catching up to the server.", "date": "2019-10-09T19:52:02+00:00", "quotes": [ { "author": "Honktown wrote: Tue Oct 08, 2019 12:16 pm", "content": "" }, { "author": "Honktown wrote: Tue Oct 08, 2019 12:16 pm", "content": "" } ] } ]
8
2019-10-04T06:36:07-05:00
forum-topic-79475
79475
Campaign intro idea to set the stage and help propel new users to mid game
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=79475
Primetheus
TL;DR I suggest a intro video / automated gameplay sequence as a way to prepare players for the small amount of grind ahead and that it will get easier. Not by explaining how to do it... or holding their hand, but by planting that idea in their brain through narrative. What ? The what is going to be specific to your art direction / skillsets. I would recommend a series / slideshow of comic book styled panels showing our protaganist in space... en route somewhere - reading an engineering book of some kind - opportunity here for humor and to see our character in space at the start. Hereafter the protaganist's ship is perhaps hit by something (could be from the planet or could be space junk , could be a rocket from some other player , narrative could mess with time etc. can be creative here... ) causing the crash. The main point is for the character to have speech / thought bubbles on each panel, or an audio voice over - like in the original max payne. Final panel being something along the lines of "Well it's going to be a rough start, but i'm going to need to automate my way out of this!" while he grabs a blue print book from the wreckage... " Scans show there are some potentially hostile creatures on this world, they won't like this at all." Why ? Because in FFF 327 ( https://factorio.com/blog/post/fff-327 ) you guys mentioned that you weren't happy with how the campaign tutorials worked. I figure the combination of the protaganist having a little back story... does'nt reveal too much about WHY he's in space, but tells you he was... tells you he's an engineer, indicates via "a rough start" that there will be an initial grind... and that i can "automate my way out of this". I hope this exposition if not skippable on first execution (and only skippable after having been watched before) will put any kind of player in the right mindset for this awesome experience.
[]
0
2019-12-30T04:18:49-06:00
forum-topic-126146
126146
Mod request: Progressive Quality Overhaul
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=126146
Green Cat
Disclaimer: To avoid communication issues I used the Ai to wrrite a "corrected" version of my request. Aka from here on is what the AI wrote based on my original text: Some Problems with Vanilla Quality: The quality system forces players into gambling mechanics, with no alternative options. Using quality items always requires gambling, even if you use upcycling. Before the late game (e.g., Aquilo), the system is impractical. You’d need to build a separate base to manage quality production, with minimal chances of obtaining higher-quality items. This makes the quality mechanic nearly inaccessible until endgame. Sorting and managing quality items is tedious. You constantly need to restrict, remove, or reconfigure systems for higher-quality items. Additionally, unlocking epic or legendary tiers often requires base-wide rebuilding. The Problem in Summary: The vanilla quality system heavily relies on gambling and endgame mechanics, making it difficult to enjoy progressively. Proposed Mod Idea: This mod eliminates gambling mechanics and replaces them with a progressive quality upgrade system. No Gambling Mechanic: Remove the gambling aspect entirely (e.g., no quality modules). Unified Quality System: Treat all items as the same "Normal" quality to avoid logistical issues. Example: All items retain their "Normal" label but improve in stats with each quality rank upgrade research. This ensures compatibility with filters, logistics, and crafting systems without adjustments. Progressive Research: Item stats improve with research, unlocking new ranks: Rank 1 upgrades all items to "Uncommon" stats while keeping them "Normal." Rank 2 improves stats to "Rare," and so on. Players can configure the total number of ranks (e.g., 5 ranks like vanilla or up to 100). Ranks could be locked behind specific planets or tech milestones for progression. Optional Configuration: Allow players to adjust how far the system progresses: Some players may prefer full progression on a single planet. Others might want progression tied to planets (e.g., combining tech from three planets for Aquilo stats {<- I wanted to say something like each rank behind a planet sience, and once you have all 3, you can unlock the next one, found on Aquilo} or using Prometheus for post-endgame ranks). Mod Benefits: No gambling or dedicated base setups required. Seamless compatibility with all systems (no need to adjust filters or logistics). Quality progression becomes accessible from early game, with gradual improvement tied to research. Fully customisable to suit different playstyles. This mod makes the quality mechanic a consistent and enjoyable part of the game from start to finish, rather than something exclusive to the endgame.
[]
0
2025-01-19T17:18:45-06:00
forum-topic-126451
126451
[hrusa] [2.0.32] Crash deconstructing asteroid collector "unregistering a chunk that was not forced in navmesh"
Won't fix.
https://forums.factorio.com/viewtopic.php?t=126451
Hjoyn
On the Test Gatherer platform, deconstructing the last asteroid collector crashes the game. Done in editor mode, using the deconstruction planner, cut tool, or manual mining all result in a crash. From loading the save, deconstructing the last collector crashes the game. Which collector is last does not seem to matter, only that it is the last. This occurs every time, in singleplayer and multiplayer. This seems identical to 124721 . That post claims that they no longer experience this issue as of 2.0.26, but I am experiencing it in 2.0.32.
[ { "author": "foooey", "content": "Yeah, this was resolved for me in 26, but I'm also now encountering it again in 32", "date": "2025-02-08T03:15:58+00:00", "quotes": [] }, { "author": "", "content": "Hi, sorry for taking so long to get around to this. I don't seem able to recreate the crash even when I roll back to 2.0.32. Can you check whether it still happens for you on that save? It might have fixed itself from some previous old state by loading different mods.", "date": "2025-03-06T14:30:17+00:00", "quotes": [] }, { "author": "Hjoyn", "content": "I tried loading the save again in the current version and got the crash again, log and dump attached. I then updated my mods as I had not done so since the save was made, and no longer experienced the crash, log attached. At the time of the original report, all my mods were up to date. It seems the issue may have been exacerbated by a mod at the time, though I am unsure which one as there were quite a few updates. \n \nThank you for taking the time to look at this issue.", "date": "2025-03-06T21:39:47+00:00", "quotes": [] } ]
3
2025-01-29T13:55:53-06:00
forum-topic-124617
124617
[2.0.26] pointy module request marker does not respect icons_positioning's scale
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=124617
Quezler
Inside the advanced centrifuge mod there is this: Code: Select all icons_positioning = { {inventory_index = defines.inventory.assembling_machine_modules, shift = {0, 1.7}, scale = 1} }, I would expect the item request proxy marker to scale with the positioning as defined here, it does not seem to be an user error since there is no opt-in: https://lua-api.factorio.com/latest/typ ... oning.html As you can see on the screenshot only the pointy bit sticks out from the bottom, the expected behavior is that it scales based on the icon positioning for that inv. Looks like the if at IconSequencePositioning.cpp:78 needs to call call a scaled draw method or something, but i am unaware of any side effects touching that has.
[]
0
2024-12-17T12:22:02-06:00
forum-topic-67976
67976
New Yuoki 0.17 Server Online
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=67976
ChurchOrganist
Hi there, I hope this is deemed appropriate for this forum - if not, please don't hesitate to delet it. I thought you might be interested to know that I have just started a Yuoki world on one of our servers at the Organ Loft. I've played Yuoki before, but never got very far into it due to other distractions It's very interesting seeing the changes Yuoki has made to the mods to embrace the new Factorio version, and I'm looking forward to exploring this new challenge Anyway, if you're interested in either having a look round, or coming to help build you will be very welcome. Join our Discord Channel for login information or if you just want to chat about Yuoki https://discord.gg/4ZGtBcV Regards ChurchOrganist
[ { "author": "YuokiTani", "content": "Very good idea. I fully support your effort.", "date": "2019-03-29T18:29:08+00:00", "quotes": [] } ]
1
2019-03-17T17:16:11-05:00
forum-topic-126533
126533
[Donion] [2.0.32] Vulcanus 7 soundtrack glitch
Assigned
https://forums.factorio.com/viewtopic.php?t=126533
husnikadam
Since the launch of the soundtrack I've been noticing something weird about the beginning of the track Vulcanus 7 - Sulphuric Breath. I haven't found anyone addressing it, so here I go. In the beginning of the track the violin triplets keep ramping up till a 24-25 second mark where is a very brief sound cut and the next part of the track does not fluently follow-up. It sounds like the two parts of the track may be missing some transition (as it may have been cut of by accident) since completely different instruments are playing after the sound gap (drums and brass instead of strings). It is also possible, that no transition was cut off, as just the brief sound gap could make it sound this unfluent on its own. Please tell me I am not imagining things and tell us some background behind this. Thank you!
[ { "author": "", "content": "Post the log and add the version to the title please, see 3638 .", "date": "2025-02-02T14:02:05+00:00", "quotes": [] }, { "author": "cbhj1", "content": "The noted discontinuity is present in the soundtrack as well as 2.0.32", "date": "2025-02-02T14:37:59+00:00", "quotes": [] }, { "author": "", "content": "I can confirm I can hear what you're describing. Both in-game version and the standalone OST. \nI'll see if I can get an answer from the composer.", "date": "2025-02-02T19:49:32+00:00", "quotes": [] }, { "author": "eidoom", "content": "Came to say I was hearing this at 0:24 on the OST. Also, maybe my ear was overcritical after hearing the first glitch, but: \n* at 1:31, the transition, specifically the decay of the first phrase, seems unintentionally abrupt \n* at 2:11 and 5:00, I hear a click \nIt's a fantastic track, by the way.", "date": "2025-03-09T21:52:36+00:00", "quotes": [] } ]
4
2025-02-02T06:41:40-06:00
forum-topic-100671
100671
Flow Routers - UTU balancers without the balance - Page 2
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=100671&start=20
Yodo
Looking at @Scarab's construction method in the first post, I realized that the "potential LFRs" in my previous post are indeed lane flow routers. They follow the factor method with factors n, 2 (for 2n lanes). The first and last stage consist of two n-n flow routers each, one in the left-lane world, and one in the right-lane world. The middle stage consists of n virtual 2-2 FRs*, but needs extra splitters for the sideloading, which is needed to move items form the left-lane to the right-lane world and vice versa. What I find more interesting though, is that they were already lane flow routers before I made the first and last stage FRs - this means that for at least some of the FRs made using @Scarab's construction method, the FRs of the first and last can be replaced by (TL) balancers, potentially saving on splitters. I'm pretty sure this substitution will be allowed for FRs factored as 2×n, but looking at @Scarab's book I couldn't find FRs where this would save splitters, but it could at least make it easier to save space. *They are not 2-2 LFRs because I needed 4 physical splitters to make my earlier 2-2 LFR , 2 splitters were not enough. I call them virtual 2-2 FRs because the splitter networks for them are the equivalent to that of a 2-2 FR (splitter networks don't care about lanes). ___ Re: Factorio-SAT I also realized that Factorio-SAT doesn't need to handle priorities for it to work on FRs, as it only shuffles splitters and belts around, so you only need to keep track of which splitters need which priorities, so once you decide on a topology, you could pass it to Factorio-SAT to make a compact blueprint. But I don't quite know how to write the topology in a way that Factorio-SAT needs it, and it won't work for LFRs since they use sideloading. Note that the sub-FR -> sub-TU balancer substitution is not always allowed in FRs, for example a splitter is a 2-2 FR regardless of its priorities, and it is also a TU balancer if it has no priorities, so removing its priorities would be such a substitution. But doing this substitution (removing priorities) in the 3-3 splitter square will limit its throughput. But it is okay in some cases, as my 4-4 and 6-6 LFRs using balancers show. I've made some edits to my previous posts to reflect this information where relevant.
[ { "author": "Yodo", "content": "I have been working with Factorio-SAT the last two days, and managed to make a version of my earlier 6-6 LFR that is not lopsided:\n \n \n \n 6-6 LFR afbeelding.png (656.08 KiB) Viewed 209 times \n \n \nIt also works with yellow belts as you can hopefully see. \n \nI updated my LFR book: \n 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 Copy blueprint \n \nI haven't done everything I want to with Factorio-SAT, the 6-6 LFR can maybe be shrunk further, but since I hope it will be quite a while before I play Factorio or use it again (bachelor's thesis), I decided to post this anyways.", "date": "2025-01-22T23:19:54+00:00", "quotes": [] } ]
1
2021-11-20T13:59:57-06:00
forum-topic-120843
120843
rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=120843
cellularmitosis
Hey! I wrote a little tool which calculates the rocket launches required to build a space platform. Check it out! https://rocketcal.cc Let me know what you think, or if you encounter any bugs.
[ { "author": "DOSorDIE", "content": "Works great! ... it will be nice if we can have constant combinator with that what we need for the launches. \nDont know if you remove the 110 platform you have from the starter paket (100 set and 10 in storage) from the blueprint. \nOr you have 110 to much in space (thats at least 2 rockets) \nEDIT: I see you do calculate it correct!!! \nI love it!", "date": "2024-11-11T09:27:01+00:00", "quotes": [] }, { "author": "cellularmitosis", "content": "Hey I was thinking the same thing! Thanks for the suggestion. \n https://www.reddit.com/r/factorio/comme ... t/lwj2xnq/", "date": "2024-11-12T01:55:17+00:00", "quotes": [ { "author": "DOSorDIE wrote: Mon Nov 11, 2024 9:27 am", "content": "" } ] }, { "author": "DOSorDIE", "content": "I found a bug \n(1) nuclear-reactor (1.0 kg) \nit has 1000kg not 1", "date": "2024-11-17T22:41:47+00:00", "quotes": [] }, { "author": "cellularmitosis", "content": "Oh thanks so much! I'll take a look", "date": "2024-11-18T00:47:12+00:00", "quotes": [ { "author": "DOSorDIE wrote: Sun Nov 17, 2024 10:41 pm", "content": "" } ] }, { "author": "cellularmitosis", "content": "Thanks again, I found and fixed the bug. I've credited you in the changelog ! \n \nI had a bug in how I parse the item weight values from the game files data/base/prototypes/item.lua and data/space-age/prototypes/item.lua. \n \nThe items which affected spaceship blueprints were probably just nuclear-reactor and fussion-reactor , but in total there were 12 incorrectly parsed weight values, here's the complete diff: \n Code: Select all $ diff /tmp/1.txt /tmp/2.txt\n18c18\n< 'atomic-bomb': 1.5,\n---\n> 'atomic-bomb': 1500.0,\n20c20\n< 'barrel': 1.0,\n---\n> 'barrel': 5.0,\n50c50\n< 'cargo-landing-pad': 1.0,\n---\n> 'cargo-landing-pad': 1000.0,\n111c111\n< 'fission-reactor-equipment': 0.25,\n---\n> 'fission-reactor-equipment': 250.0,\n121,122c121,122\n< 'fusion-reactor': 1.0,\n< 'fusion-reactor-equipment': 1.0,\n---\n> 'fusion-reactor': 1000.0,\n> 'fusion-reactor-equipment': 1000.0,\n175c175\n< 'nuclear-reactor': 1.0,\n---\n> 'nuclear-reactor': 1000.0,\n192c192\n< 'plastic-bar': 500.0,\n---\n> 'plastic-bar': 0.5,\n215c215\n< 'raw-fish': 1.0,\n---\n> 'raw-fish': 3.3333333333333335,\n226c226\n< 'rocket-silo': 10.0,\n---\n> 'rocket-silo': 10000.0,\n228c228\n< 'satellite': 1.0,\n---\n> 'satellite': 1000.0,\n249c249\n< 'spidertron': 1.0,\n---\n> 'spidertron': 1000.0,\n \n\nThis affected 33 out of the 159 blueprints which have been uploaded so far. \n \nAll of the cached rocket manifests have been regenerated (i.e. corrected).", "date": "2024-11-18T03:37:15+00:00", "quotes": [ { "author": "DOSorDIE wrote: Sun Nov 17, 2024 10:41 pm", "content": "" } ] }, { "author": "DOSorDIE", "content": "Thx for all your hard work!", "date": "2024-11-18T20:44:02+00:00", "quotes": [] }, { "author": "cellularmitosis", "content": "I added support for quality \n \nExample: https://rocketcal.cc/485fe34973e4ce72cd38c29aa70a190c", "date": "2024-11-19T06:23:09+00:00", "quotes": [] }, { "author": "DOSorDIE", "content": "The moduls for the assembler & Co are missing ...", "date": "2024-11-22T01:24:07+00:00", "quotes": [] }, { "author": "cellularmitosis", "content": "Fixed! Thanks again for the bug report!", "date": "2024-11-23T05:22:48+00:00", "quotes": [ { "author": "DOSorDIE wrote: Fri Nov 22, 2024 1:24 am", "content": "" } ] }, { "author": "cellularmitosis", "content": "Also added \"2x\" icons for Retina/HiDPI displays.", "date": "2024-11-23T06:36:38+00:00", "quotes": [] }, { "author": "cellularmitosis", "content": "Heya! I just added not only a constant combinator, but also a \"silo loader' which counts items. Here's the demo: https://www.youtube.com/watch?v=Vo1hlx9st48", "date": "2024-11-24T05:41:49+00:00", "quotes": [ { "author": "DOSorDIE wrote: Mon Nov 11, 2024 9:27 am", "content": "" } ] }, { "author": "DOSorDIE", "content": "If you just wonder why you website yesterday dies ... it was me (shame on me) \nIt had an infinity chest in the blueprint because i forgot to delete it first. \nAfter i press sumit the website write an error, entity infinity chest not found and then it dont react anymore. \n \nSorry!", "date": "2024-11-28T09:41:30+00:00", "quotes": [] }, { "author": "DOSorDIE", "content": "I love the new feature!!! \nTo even make it easier when we can remove the \"full rocket\" things and build it reverse. \nSo it need this and that ... 123 belts, 54 inserter, usw ... \nso it remove all things that fill a full rocket ... so 23 belts and 4 inserter \nsend that manually up put the blueprint on and then acitivate the autobuild on the platform to send only the full rockets ... \nso it will be even easier to build the space ship. \nDont know how complicate it is to manipulate the blueprints ... so its just an idea.", "date": "2024-12-01T02:18:14+00:00", "quotes": [] }, { "author": "Deltaqyto", "content": "I believe there is a bug in this particular manifest: https://rocketcal.cc/5497a8fa235e476f17721f86989c1dc4 \n \nParticularly, launch #32 comes up to 960kg when loaded (light by 40 kg). The planner says 1000kg launch weight. \nThe manifest also does not include 2x rare gun turrets in the manual launches (is present in the combined manifest). I'd bet it is being counted for the weight of launch #32. \n \nHappy to provide the original blueprint string, if that helps. \nThank you for this wonderful tool.", "date": "2024-12-09T06:39:25+00:00", "quotes": [] }, { "author": "cellularmitosis", "content": "Ah sorry I didn't see this earlier, I'll take a look.", "date": "2024-12-14T13:35:06+00:00", "quotes": [ { "author": "Deltaqyto wrote: Mon Dec 09, 2024 6:39 am", "content": "" } ] }, { "author": "cellularmitosis", "content": "Haha, no worries, I'll take a look at that as well. \n \n\nI implemented this, yay! But in the opposite order -- you do the full launches on auto first, then finish up with the remaining manual launches.", "date": "2024-12-14T13:57:46+00:00", "quotes": [ { "author": "DOSorDIE wrote: Thu Nov 28, 2024 9:41 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "cellularmitosis", "content": "Found the bug! I'll push up the fix momentarily", "date": "2024-12-14T14:09:58+00:00", "quotes": [ { "author": "Deltaqyto wrote: Mon Dec 09, 2024 6:39 am", "content": "" } ] }, { "author": "Zulan", "content": "Thank you for the tool, it is very useful and well done. I have some suggestions to streamline the construction blueprints: \n \n Consider this platform: https://rocketcal.cc/c14bbb4311615a0693ae8912e7f25ede It only uses starter platform as auto launch and it has deleted default platforms. The auto launch blueprint is wrong. It does require platforms (which it should not), but not even all platforms. Not sure what is going on here. \n Instead of / in addition to the counting combinator request setup, I would prefer using construction inventory ghosts. In case you are not aware: from map you, you can make construction bots insert items into inventories. This works with blueprints. To create a space platform, you could cycle through the blueprint book and then shift click the required cargo in any rocket that is ready. This makes it easier to distribute the cargo across several rockets.", "date": "2024-12-19T15:28:45+00:00", "quotes": [] }, { "author": "cellularmitosis", "content": "Thanks for the bug report! I’ll take a look. \n \nActually I didn’t know about the ghost method, that sounds interesting", "date": "2024-12-20T17:27:42+00:00", "quotes": [ { "author": "Zulan wrote: Thu Dec 19, 2024 3:28 pm", "content": "" } ] } ]
19
2024-11-10T15:03:15-06:00
forum-topic-118366
118366
[2.0.12] Suggestion: Make Rails craftable in Foundry.
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=118366
JackTheSpades
Very straight forward. Rails should be craftable in Foundries. Why? Well for one they very much narratively fit in there, being a product of steel, iron and stone. However the main point for me is that foundries provide an almost disappointing lack of support for Purple/Production Science . Notoriously the most steel and hungry science there is. The EM plant inherently boosts all sciences but the Foundry can "craft" almost nothing as it mostly processes molten metals. Making belts is great and all but the EM plant instantly upgrades your base by boosting chip production. For the metal boost you have to redo your entire smelting setup while importing calcite since getting calcite from space is locked behind Agricultural Science for some reason. Also, elevated rails are insanely hungry for refined concrete and the 50% productivity bonus would make using them more enticing. Tl;dr Foundries should be able to craft more than just belts and rails are an easy choice without being overpowered. Things like Gears, Sticks and Pipes (again, actual crafting, not using molten iron) would be neat as well. Compared to the EM plant giving you 50% on all circuits I doubt it would be too broken. By the way, I mean actual crafting (like the belts) not a dedicated recipe using molten iron.
[]
0
2024-10-29T07:25:04-05:00
forum-topic-127462
127462
[2.0.41 vanilla] Underground belt bug
Duplicates
https://forums.factorio.com/viewtopic.php?t=127462
thedoh
(I am quite sure this is a duplicate, but I still wanted to record this just in case it is not.) In the release notes for 2.0.40 , there is an entry reading "Fixed another bug related to smart underground belt building." There is no bug ID to go with it, so I'm not sure if the intent was to fix the issue described in this post. There is still a rather annoying bug remaining in vanilla, unmodded 2.0.41 whereby a ghosted pair of underground spanning any entity will fail to be built when dragging real belts across the underground-entity span. For example: If there is a ghosted underground belt immediately to the left of a real splitter, and to the immediate right of the splitter, the underground belt's pair, dragging belt in the direction of the underground belt will result in only the first underground belt tile being built, not both. It is probably better to explain in video than in text, so kindly refer to this clip . If this was fixed for 2.0.40, then there is a regression for 2.0.41.
[ { "author": "Seppl1", "content": "Attached is a screen capture of this behavior in 2.0.41 with no mods installed:\n \n \n Factorio - Inconsistent Belt Behavior (No Mods).mp4 \n (15.07 MiB) Downloaded 18 times \n \n \nIt happened before the update and it's still happening after the update. \n \nAnd here some screen captures from a few days ago (probably 2.0.39 or 2.0.38) with mods installed, captured during actual gameplay. The problem is worse (the second undergorund belt is sometimes placed even further away than it needs to be) but I can't determine whether that's because of the mods, since it didn't happen during testing without mods, and I don't actually play without mods regularly. But I figured I might as well add them anyways.\n \n \n Factorio - Inconsistent belt behavior (With Mods) (3).mp4 \n (1.04 MiB) Downloaded 15 times \n \n \n \n \n Factorio - Inconsistent belt behavior (With Mods) (2).mp4 \n (1.85 MiB) Downloaded 6 times \n \n \n \n \n Factorio - Inconsistent belt behavior (With Mods) (1).mp4 \n (4.19 MiB) Downloaded 8 times", "date": "2025-03-14T22:45:22+00:00", "quotes": [] } ]
1
2025-03-13T08:17:31-05:00
forum-topic-91387
91387
Map icon copy/paste ability and scaling
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=91387
Cije
Hello, I have been playing Factorio since 2017, it has been really fun and an endless source for stretching my intellectual muscle. I have 2330 hours played and it is still fun like it was the first time i started playing. I have a suggestion, and I've been searching the forums and didn't find any topic about it, so here it is. TL;DR It would be really nice if there was a way to scale icons on the map. Or I am not aware of that possibility? Also, the ability to copy/paste icons on the map would be really nice. What ? I suggest to add a scale button, also add the ability to select and copy the items on the map. This really does not seem complicated to implement (from my non programmer point of view). Example: Suggestion of a scale button Why ? It would add a feature that would make organization better and easier if you are building a large scale mega base, you could zoom out more and be able to find a location you marked on a the map more easier. Also the ability to copy/paste icons on a map would sometimes make marking a location (or something else)..../you could do it with less clicking and searching for the icons. This is just my 2 cents, I know these are minor "problems" and are really not essential, but the game is literal unplayable without this and it would be a nice implementation. Thanks !
[ { "author": "Gummiente27", "content": "On a more zoomed out map the fancy map icons blend with visual clutter from their background. \n \nHaving a size slider per icon would be great. \n \nI want to add to this idea: (A gui option) to darken the background of map icons to increase the contrast.", "date": "2022-01-26T21:12:16+00:00", "quotes": [] } ]
1
2020-11-15T13:43:11-06:00
forum-topic-127081
127081
Quality kills trains?
General discussion
https://forums.factorio.com/viewtopic.php?t=127081
NineNine
Does quality kill the need for trains? When Legendary everything (assemblers, modules, beacons, etc) comes together, it's very easy to fill a green belt with just a few assemblers. In my experience, there's really little need for trains, if you're doing Legendary everything. Am I wrong?
[ { "author": "eugenekay", "content": "There are many, many ways to play the Game. \n \nI think trains are even MORE useful with Quality setups: they are a Filterable Chest that can move itself around, supports Circuit conditions and Interrupts when Item quantities are reached, and far outpace Throughput of Robots. You (probably) don’t want to move every single item on a Train; just the most common Intermediates to feed the hungry hungry Assemblers where needed.", "date": "2025-02-23T18:12:06+00:00", "quotes": [] }, { "author": "mmmPI", "content": "Trains are required before quality, elevated ones sometimes on Nauvis or Vulcanus but for sure in Fulgora to me. And once the trains are laid out , even when getting more and more quality available doesn't give me an incentive to remove them. \n \nIf i were to start with all techs unlocked, maybe i wouldn't feel like using trains for \"gathering ressources\", but to bring repair packs or ammo or fuel for my defenses i wouldn't use stacked green belts . And if lay out trains for defense and expansion, i may as well use it to carry ressources. \n \nI understand how belts are getting easier to use to transport large quantities of material but those do not \"kills\" train imo. \n \nPlus trains are awesome and i would use them even if just for fun, with those elevated rails !", "date": "2025-03-01T18:00:14+00:00", "quotes": [] }, { "author": "Leo Felix", "content": "Legendary quality makes production crazy efficient but trains still rock for moving stuff around. They might be great for hauling intermediates and making the factory flow better. Plus, elevated rails add some fun ways to build.", "date": "2025-03-02T06:31:51+00:00", "quotes": [] }, { "author": "BlakeMW", "content": "Trains have always been limited in their own way. \n \nFor example in many speedrun categories trains don't appear at all, because it's cheaper and faster to just use belts. \n \nIn Space Age trains aren't upgraded much other than elevated rail and quality fuel, but belts are upgraded a lot, and so is the fluid system in many ways. In a recent playthrough I tore up much of my rail network on Nauvis in favor of pipeline metal. Why have trains when a pipeline is so much more compact, and with big mining drills ore patches last forever? And with all the productivity bonuses you can stack, not only do the nearest ore patches last forever, but they also allow a huge amount of production without needing to expand to additional patches, making the ease of routing trains somewhat irrelevant. Why bother with rail for such a short distance when the pipelines are much more compact compared with train unloading stations, but even over long distances, pipelines are still perfectly fine and except not being able to hitch a ride on a pipeline are cheaper and easier than rail even with the odd pumping station. \n \nSpace Age largely imposes the use of trains on Fulgora and to a lesser degree Vulcanus, often on Vulcanus you can snake a belt across the landscape, but there are some tungsten patches on islands. Also, Artillery wagons are often better than stationary artillery, for the basic reason that an artillery wagon carries more shells than a normal wagon, it doesn't hurt that it also fires the shells, but normally you want an artillery turret at each outpost anyway to detect when enemies are in range. \n \nAnyway, I'd say that Space Age largely kills trains so far as being an optimal logistic system goes, obviously you can still use them if you like, except that Fulgora nearly enforces their use.", "date": "2025-03-02T10:15:35+00:00", "quotes": [] }, { "author": "mmmPI", "content": "But not by \"quality\" this is 2.0 update that is still valid even without quality ! \n \n\nTo me pipeline are only easy to use when you have a single fluid in them, but if you have 2, usually people do separate pipelines, and that takes as much room as a rail track, but on a rail track you can have more than 2 ressources going easily. \n \n\nIf you use an artillery turret at each outpost, you will still have to provide them with shells, for which using a belt is mediocre imo, as they don't even stack and belts get no useful bonus from quality regarding logistic.", "date": "2025-03-02T10:46:11+00:00", "quotes": [ { "author": "BlakeMW wrote: Sun Mar 02, 2025 10:15 am", "content": "" }, { "author": "BlakeMW wrote: Sun Mar 02, 2025 10:15 am", "content": "" }, { "author": "BlakeMW wrote: Sun Mar 02, 2025 10:15 am", "content": "" } ] }, { "author": "waterBear", "content": "The claim in the op is basically \"turbo belt throughput is higher than train throughput.\" It's not, though. A single track with back-to-back trains has an insanely high throughput. I don't know what it is, but when people do intersection throughput testing, they regularly exceed 100 trains per minute, usually 1-4 trains. A 1-4 train can carry, say, 8000 items at 50 per stack (which is a pretty reasonable average value, as some items stack in groups of 200 or as low as 1). So that's 800000 items per minute, without much trouble, or 13,333 items per second. Now, when I look at the number 240 and I compare it to the number 13,333, I feel like one of those is pretty significantly bigger than the other number.", "date": "2025-03-02T16:40:51+00:00", "quotes": [] }, { "author": "BlakeMW", "content": "It's not about the width of the rail, but the area taken up by the station (and perhaps turning loop), a pipeline has a tiny fraction of the footprint, especially if we are talking a belt based station rather than bot based station but even then pipes are great. A single copper and iron pipeline will easily support a 1000 spm base so the throughput is very good. \n \n\nMaybe you didn't understand my point, I probably wasn't very clear. I use a single artillery turret at every artillery outpost, the artillery turret is direct fed from an artillery wagon, so each outpost is effectively storing 5 shells, when those 5 shells go down it enables the train station to summon the artillery train to come do its thing. Artillery wagon is the best way to deliver shells (in both senses of the word), but an artillery turret is by far the best way to detect that shells need to be delivered.", "date": "2025-03-02T17:37:22+00:00", "quotes": [ { "author": "mmmPI wrote: Sun Mar 02, 2025 10:46 am", "content": "" }, { "author": "BlakeMW wrote: Sun Mar 02, 2025 10:15 am", "content": "" } ] }, { "author": "NineNine", "content": "That's all true, and that's part of what I'm talking about. \n \nI'm also saying that with Legendary things, you don't need trainloads of stuff until very, very, VERY late game. I've got minining productivity up to level 59, and research productivity at 24, and I haven't built a single piece of rail in probably the last 200 hours of playing, and I don't forsee making very much any time soon. I'm certainly nowhere near building city blocks of Legendary assemblers, foundries, etc. \n \nWithout quality, you do need trainloads of stuff going to giant groups of assemblers much, much earlier in the game.... Not too long after the first rocket launch, in many games.", "date": "2025-03-02T17:53:15+00:00", "quotes": [ { "author": "BlakeMW wrote: Sun Mar 02, 2025 5:37 pm", "content": "" }, { "author": "mmmPI wrote: Sun Mar 02, 2025 10:46 am", "content": "" } ] }, { "author": "mmmPI", "content": "a single train can hold dozen of different materials for which you'd need dozen belts/pipelines, which would take up much more room, i guess it depend on how you play, but this is not much related to quality itself anyway, more like the 2.0 fluid system imo \n \n \n\nyeah i meant that it still require train \n \n\nDo you have a gigantic pipe running the whole map to provide sulfuric acid for uranium mining ? and also one for the oil in the flammethrower turret ? because to me that's 2 tile width, and you could have used a rail there, and have many things moved on the same infrastructure. I'm not saying you have to do so, but there are things quality doesn't change imo. Even when i tried to make a base that relied only on infinite ressources from space gleba and vulcanus, i still used trains on nauvis for uranium mining and defense perimeter to provide materials on the outpost as it's so much simpler to just route a single rail and drop a station and get all the needed material rather than not using trains to provide repair packs arty shells, robots, replacement turrets walls, oil for turrets and so on \n \nWhere quality removed the need for trains is more in the personnal transportation department to me, as i use the quality mech armor and exoskeletons. I was already trying to smelt ore near patches to avoid transporting iron ore but instead using steel as it require much much less train, so in that regard quality pushed things \"a little\" further, but green belt aren't related to quality, stacking on belt isn't related to quality, and even those aren't removing the use of trains imo.", "date": "2025-03-02T23:29:37+00:00", "quotes": [ { "author": "BlakeMW wrote: Sun Mar 02, 2025 5:37 pm", "content": "" }, { "author": "BlakeMW wrote: Sun Mar 02, 2025 10:15 am", "content": "" }, { "author": "NineNine wrote: Sun Mar 02, 2025 5:53 pm", "content": "" } ] } ]
9
2025-02-23T12:04:57-06:00
forum-topic-327
327
World Names (Configurable additional filename chars and Versioning)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=327
MF-
Please note: viewtopic.php?f=5&t=28393 How to organize Factorio saves Folders are already supported! You just need to create them manually. -- ßilk It might be useful if everyone could configure additional allowed character for level/file names (on his responsibility of course!) I am extensively using "+" in my regular naming tactic - for example "S01-001-new-iron-source+blue-pack-attempt" I am not sure about cross-platform acceptability of "+", so I didn't propose enabling "+" in general.
[ { "author": "Heinrich", "content": "Maybe it's not a personal white list, but rather a savegame name, stored in the file. The filename itself is converted to valid characters only. So everyone can type in whatever he wants his savegame called and the the actual file sytem remains consistent.", "date": "2013-02-28T19:34:58+00:00", "quotes": [] }, { "author": "MF-", "content": "True, copying minecraft would be a good idea here. \n \nWith an in-game rename button that would change both directory and in-save name. \n(I really hate that minecraft changes only one of them)", "date": "2013-02-28T21:15:46+00:00", "quotes": [] }, { "author": "", "content": "Related \n \n viewtopic.php?f=80&t=21367 Game Save File Related Suggestions \n viewtopic.php?f=5&t=28393 How to organize Factorio saves \n \n Suggestions \n \nI think this targets directly the concept of world names. Which is in general nothing else then versioning of worlds into a repository. \n \n viewtopic.php?f=66&t=1593&p=11248&hilit ... %2A#p11245 This was discussed, when the map exchange string was introduced. \n viewtopic.php?f=6&t=2977&hilit=world+name%2A Would be useful, for many stupid things \n viewtopic.php?f=6&t=3344 Minecraft-like World Screen \n viewtopic.php?f=6&t=5028 Quicksave / quickload \n viewtopic.php?f=6&t=7035 Save game names \n viewtopic.php?f=6&t=7050 World Names - New worlds have a (default) name \n viewtopic.php?f=6&t=33119 sort save files by factory \n viewtopic.php?f=6&t=44765 Create Save Subfolders \n viewtopic.php?f=66&t=46506 Second autosave option to create base \"timelapse\" \n viewtopic.php?f=6&t=47857 Make save game overwrites less dangerous \n viewtopic.php?f=80&t=327 World Names (Configurable additional filename chars and Versioning)", "date": "2015-06-05T06:38:31+00:00", "quotes": [] } ]
3
2013-02-28T13:13:35-06:00
forum-topic-127240
127240
Factorio Forums • Trains waiting in queues for a long time reducing througput
In my latest game I have been experimenting with having a tile style base(this is my first time doing this). The idea was to have a train or muliple for each resource and in the endgame to just copy tiles to increase production. Things have been going mostly well but recently I have observed that trains get stuck in long queues around the depot tiles where they get refueled. Is there a better way to set things up? 03-03-2025, 13-38-55.png (291.63 KiB) Viewed 386 times 03-03-2025, 13-39-06.png (682.27 KiB) Viewed 386 times 03-03-2025, 13-39-22.png (80 KiB) Viewed 386 times
[ { "author": "", "content": "There has been a lot of research done on intersection design ( viewtopic.php?t=100614 . I use roundabouts like you have, but they are not the greatest for throughput. The bigger issue is congestion. It looks like every train in your network is trying to go to one little depot block both on the way to load and a second time on the way to unload. \nTwo suggestions: check out the new train interrupt system. You can design a system where your train schedules are only load - unload, and use interrupts to send trains to the depot if they need fuel or if there is no place open for them to load/unload. \nSecondly, instead of one giant depot, make a dozen little depots distributed over your base. That way there are never too many trains trying to use enter a single depot. I would start with mini depots that can handle 4 trains, and increase that if you find trains are stuck waiting for a depot to open. \nI love trains and I would love to see how you change things and how it works. Choo choo!", "date": "", "quotes": [] }, { "author": "", "content": "This \"cityblock\" approach with its very small rail cells means a very high number of intersections/crossings, and trains will wait at intersections if they meet. You're using roundabouts at the crossings, and these are the worst crossing designs because they make most trains wait, when other crossing designs trains would allow trains pass each other without waiting. \nThis design flaw is worsened by transporting everything by train, even if the producer and consumer are next to each other, so a high number of trains is used, so they meet often, so they congest the tracks. \n \nThe cityblock idea looks nice on paper: just build everything somewhere, and the trains will automatically satisfy demand from supply. But what you will get is train congestion. \n \nSo you need to design a train flow in advance before you start filling your small cells and choose mutual provider and consumer locations in a way the trains will flow without crossing each other. If you look at existing cityblock bases in building progress, you see some are degenerated into huge rail track lines in parallel, in an attempt to avoid congestion. They spend more space on rails than on the production lines. \n \n \n(You might have noticed I'm not a friend of this general design approach. Instead, plan the flow of trains ahead. Build rails only if you actually want to transport over this rail. Use elevated rails to make intersections and crossings as congestion-/waiting-free as possible. This is the great advantage over the 1.1 game engine without elevated rails. But you're unable to use elevated rails with cells that small, so you're missing out that advantage.) \n \nHaving some kind of rail grid in general is advantageous. It connects/organizes a base as a whole. But it's not the best thing for local delivery. I use a grid size of about 350-400 tiles. A whole factory fits into one cell. It's mainly to organize the outer area up to the defense perimeter: \n \n \n \n 03-03-2025, 16-14-37.png (1.87 MiB) Viewed 328 times", "date": "", "quotes": [] }, { "author": "", "content": "Thnaks for the great suggestion will certainly look into into it. I do actually have multiple train depots but I believe when given the choice trains go to the nearest available leading to increased congestion. Choo choo all the way!", "date": "", "quotes": [ { "author": "Amarula wrote: Mon Mar 03, 2025 2:11 pm", "content": "" } ] }, { "author": "", "content": "All kinds of ways to address. \n \n1. Use interrupts instead of static refueling schedules to reduce the refueling traffic \n2. Design better block intersections with higher throughput or use multiple lane intersections with elevated rails \n3. Use localized blocks spearated by multi-lane highways and attempt to segregate local blocks by item type and supply / demand traffic \n4. Remove fuel depots and instead use dedicated fuel trains that deliver fuel to each station by circuit \n5. Launch nukes at half of your base to cut overall train traffic by 50% \n \nI think the easiest and most immediately effective solution would be to use interrupts for refueling.", "date": "", "quotes": [] }, { "author": "", "content": "I think the easiest solution is to put a blue chest and an inserter at each train stop, and forget the refueling stations, entirely. \n \n(Although I do understand that may be beside the point, if you're just having fun building trains and stops and all that.)", "date": "", "quotes": [] } ]
5
forum-topic-114277
114277
Blueprint encoder and decoder and a train schedule designer
Tools
https://forums.factorio.com/viewtopic.php?t=114277
Poppelinen
Hi! I was recently frustrated in configuring trains in our multiplayer base due to the way trains are setup (there's a separate tanking station that the trains shouldn't visit between every trip). The in-game editor was a bit frustrating with a lot of clicking as I needed to repeat multiple stations. Note: there might still be some bugs and the tools don't work on mobile Blueprint Encoder/Decoder I initially decided to just figure out the conversion from blueprint format to textual format to be able to manually copy paste the stations in the schedule. I ended up writing a decoder and encoder tool for the blueprints to view what's the content, edit it and then encode back to the blueprint format. This tool is available at https://haapanen.github.io/factorio-tools/#/codec It has a built-in text editor (Monaco (=VS Code)) so you don't need to do copy pasting to another tool to edit the files in a proper text editor. Guide Copy a blueprint from somewhere Paste it to the encoded blueprint field Hit decode Edit the blueprint how you like Hit encode Copy the blueprint to Factorio Train Schedule Planner I decided to also implement a simple tool to edit the schedule a bit faster (supporting duplicating existing stations). It's currently work in progress as it still lacks circuit, fluid and item wait conditions but the rest should work. The tool will generate a train blueprint with the correct stops and also include templates for the stations if requested. Image below hopefully explains the tool End result is something like Here's link to the above example: https://haapanen.github.io/factorio-too ... fV19XX0%3D Hopefully you find these somewhat useful.
[ { "author": "GeoStyx", "content": "This is awesome and exactly what I was looking for to bulk-update combinator descriptions. Thank you!", "date": "2024-11-17T14:40:32+00:00", "quotes": [] } ]
1
2024-07-13T15:02:08-05:00
forum-topic-124690
124690
Rain on Gleba doesn't extend to 21:9 aspect ratio
Minor issues
https://forums.factorio.com/viewtopic.php?t=124690
Audacious
Tried searching and didn't find anyone else reporting it. Skærmbillede 2024-12-18 145322.png (6.54 MiB) Viewed 287 times I've uploaded a video as well. Possibly making it a bit easier to see. https://www.youtube.com/watch?v=NlcShcHc7rA
[ { "author": "", "content": "Thanks for the report. The current rain and snow effects are somewhat of a place holder and are not screen-size aware. Given there are currently plans to make them into shaders or some simpler system I don't want to try to shoe-horn in screen size awareness at the moment. Maybe in the future if the shaders never happen, but even then I'm unsure if it's worth it.", "date": "2025-03-10T16:26:27+00:00", "quotes": [] } ]
1
2024-12-18T13:14:14-06:00
forum-topic-127470
127470
The error of entering the world of factorio
Duplicates
https://forums.factorio.com/viewtopic.php?t=127470
MrWinka
Hi! I haven't really figured out this forum, so I apologize if I'm writing in the wrong place. But please help me regain access to my world. Suddenly, an unknown error started appearing when loading the save, I am attaching its logs. pic 03-13-2025, 23-26-46.png (25.16 KiB) Viewed 204 times logs: Code: Select all 0.000 2025-03-13 23:26:17; Factorio 2.0.39 (build 81895, win64, steam, space-age) 0.000 Operating system: Windows 11 (build 26100) 0.000 Initializing Steam API. 0.000 Program arguments: "E:\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.000 Config path: C:/Users/BlowFish/AppData/Roaming/Factorio/config/config.ini 0.001 Read data path: E:/SteamLibrary/steamapps/common/Factorio/data 0.001 Write data path: C:/Users/BlowFish/AppData/Roaming/Factorio [308508/487487MB] 0.001 Binaries path: E:/SteamLibrary/steamapps/common/Factorio/bin 0.011 System info: [CPU: Intel(R) Core(TM) i7-14700K, 28 cores, RAM: 11247/32535 MB, page: 14839/34583 MB, virtual: 4383/134217727 MB, extended virtual: 0 MB] 0.029 Memory info: 0.029 [0]: A-DATA Technology AX5U6400C3216G-DTLAB 16384 MB 6400 MHz 1.4 v 64|64 0.029 [1]: A-DATA Technology AX5U6400C3216G-DTLAB 16384 MB 6400 MHz 1.4 v 64|64 0.030 Display options: [FullScreen: true] [VSync: false] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: ru] 0.116 Video driver: windows 0.116 Available displays: 1 0.116 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 4070 Ti {0x05, [0,0], 2560x1080, 32bit, 165Hz} 0.174 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll 0.175 Verbose GraphicsInterfaceDX11.cpp:267: DXGI 1.5 detected, Allow tearing is supported 0.176 Adapter [0]: NVIDIA GeForce RTX 4070 Ti {10de-2782} (32.0.15.7270) 0.177 Adapter [1]: Intel(R) UHD Graphics 770 {8086-a780} (32.0.101.6129) 0.178 Adapter [2]: Microsoft Basic Render Driver {1414-8c} (10.0.26100.3323) 0.360 Initialised Direct3D[0]: NVIDIA GeForce RTX 4070 Ti; id: 10de-2782; driver: nvldumdx.dll 32.0.15.7270 0.360 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none 0.360 [Local Video Memory] Budget: 11228MB, CurrentUsage: 6MB, Reservation: 0/5742MB 0.360 [Non-Local Vid.Mem.] Budget: 15499MB, CurrentUsage: 0MB, Reservation: 0/7877MB 0.360 Tiled resources: Tier 2 0.360 Unified Memory Architecture: No 0.360 BGR 565 Supported: Yes 0.360 MaximumFrameLatency: 3, GPUThreadPriority: 0 0.361 Graphics settings preset: very-high 0.361 Dedicated video memory size 11996 MB 0.381 Desktop composition is active. 0.381 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] 0.381 [Max threads (load/render): 32/28] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:0,C:0,S:100] 0.422 [Audio] Driver:wasapi, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear 0.516 Info ModManager.cpp:444: FeatureFlag expansion-shaders = true 0.516 Info ModManager.cpp:444: FeatureFlag freezing = true 0.516 Info ModManager.cpp:444: FeatureFlag quality = true 0.516 Info ModManager.cpp:444: FeatureFlag rail-bridges = true 0.516 Info ModManager.cpp:444: FeatureFlag segmented-units = true 0.516 Info ModManager.cpp:444: FeatureFlag space-travel = true 0.516 Info ModManager.cpp:444: FeatureFlag spoiling = true 0.516 Verbose PipelineStateObject.cpp:104: Time to load shaders: 0.000045 seconds. 0.518 Loading mod core 0.0.0 (data.lua) 0.536 Loading mod base 2.0.39 (data.lua) 0.628 Loading mod elevated-rails 2.0.39 (data.lua) 0.644 Loading mod quality 2.0.39 (data.lua) 0.654 Loading mod space-age 2.0.39 (data.lua) 0.814 Loading mod base 2.0.39 (data-updates.lua) 0.829 Loading mod quality 2.0.39 (data-updates.lua) 0.845 Loading mod space-age 2.0.39 (data-updates.lua) 0.913 Checksum for core: 931939137 0.913 Checksum of base: 3635122198 0.913 Checksum of elevated-rails: 1046198653 0.913 Checksum of quality: 3509504682 0.913 Checksum of space-age: 1909249350 1.125 Prototype list checksum: 752621429 1.126 Verbose ModManager.cpp:643: Time to load mods: 0.609961 1.154 Loading sounds... 1.328 Info PlayerData.cpp:66: Local player-data.json unavailable 1.328 Info PlayerData.cpp:69: Cloud player-data.json available, timestamp 1741897039 1.330 Post-data load graphics options: [Light occlusion: YES] 1.444 Verbose PipelineStateObject.cpp:100: Time to load shaders in background: 0.928008 seconds. 1.551 Initial atlas bitmap size is 16384 1.560 Created an atlas bitmap (size 16384x16360) [none] 1.571 Created an atlas bitmap (size 16384x16352) [none] 1.586 Created an atlas bitmap (size 16384x16372) [none] 1.587 Created an atlas bitmap (size 16384x14868) [none] 1.590 Created an atlas bitmap (size 16384x16352) [low-object] 1.590 Created an atlas bitmap (size 4096x1664) [low-object] 1.590 Created an atlas bitmap (size 16384x14176) [corpse-decay] 1.591 Created an atlas bitmap (size 16384x8392) [decal] 1.591 Created an atlas bitmap (size 16384x5596) [none] 1.591 Created an atlas bitmap (size 1676x79) [not-compressed] 1.591 Created an atlas bitmap (size 16384x4224) [mipmap, linear-minification, linear-magnification, linear-mip-level] 1.591 Created an atlas bitmap (size 4096x3040) [smoke, mipmap, linear-minification, linear-magnification] 1.596 Created an atlas bitmap (size 16384x16352) [terrain, mipmap, linear-minification, linear-mip-level] 1.596 Created an atlas bitmap (size 16384x4944) [terrain, mipmap, linear-minification, linear-mip-level] 1.596 Created an atlas bitmap (size 8192x4128) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 1.596 Created an atlas bitmap (size 8192x2576) [mipmap] 1.596 Created an atlas bitmap (size 3504x768) [mipmap] 1.596 Created an atlas bitmap (size 4096x3152) [mipmap] 1.597 Created an atlas bitmap (size 4096x3152) [mipmap] 1.597 Created an atlas bitmap (size 4096x3152) [mipmap] 1.597 Created an atlas bitmap (size 8192x3856) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 1.597 Created an atlas bitmap (size 16384x6120) [alpha-mask] 1.611 Created an atlas bitmap (size 16384x16372) [shadow, linear-magnification, alpha-mask] 1.613 Created an atlas bitmap (size 16384x16376) [shadow, linear-magnification, alpha-mask] 1.614 Created an atlas bitmap (size 16384x3756) [shadow, linear-magnification, alpha-mask] 1.614 Created an atlas bitmap (size 8192x3952) [shadow, mipmap, linear-magnification, alpha-mask] 1.614 Created an atlas bitmap (size 4096x336) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 1.614 Loading 3D bitmaps. 1.620 Verbose TextureProcessor.cpp:1126: GPU accelerated compression test: Time 2.011 ms; YCoCg_DXT PSNR: 35.83, BC3 PSNR: 33.82 1.620 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 1.630 Parallel sprite loader initialized (threads: 27, bitmaps: 8297) 10.058 Sprites loaded 10.101 Generated mipmaps (4) for atlas [4] of size 16384x16352 10.112 Generated mipmaps (4) for atlas [5] of size 4096x1664 10.123 Generated mipmaps (3) for atlas [10] of size 16384x4224 10.134 Generated mipmaps (3) for atlas [11] of size 4096x3040 10.155 Generated mipmaps (3) for atlas [12] of size 16384x16352 10.167 Generated mipmaps (3) for atlas [13] of size 16384x4944 10.178 Generated mipmaps (3) for atlas [14] of size 8192x4128 10.215 Generated mipmaps (3) for atlas [15] of size 8192x2576 10.227 Generated mipmaps (3) for atlas [16] of size 3504x768 10.238 Generated mipmaps (3) for atlas [17] of size 4096x3152 10.262 Generated mipmaps (3) for atlas [18] of size 4096x3152 10.273 Generated mipmaps (3) for atlas [19] of size 4096x3152 10.285 Generated mipmaps (5) for atlas [20] of size 8192x3856 10.296 Generated mipmaps (3) for atlas [25] of size 8192x3952 10.319 Custom mipmaps uploaded (3432) 10.319 Verbose AtlasBuilder.cpp:830: Atlas memory size: 3155.70MB; 0.00MB (virtual) 10.319 Verbose AtlasBuilder.cpp:703: Size of sprites outside of atlas: 107.45MB 10.319 Verbose ParallelSpriteLoader.cpp:145: Sprite loader stats> Worker loaded max size: 176.14MB, Total worker loaded max size: 3669.05MB 10.320 Verbose AtlasBuilder.cpp:1336: Prepared alpha-mask lookup table. Count = 21515 10.329 Video memory usage: 3570.10 MB (Atlases: 3439.80 MB, Textures: 130.30 MB) 10.378 Factorio initialised 10.389 Steam Storage Quota: 23561/23841 10.391 Verbose SteamContext.cpp:577: SteamUserStats initialized. 13.372 Loading map C:\Users\BlowFish\AppData\Roaming\Factorio\saves\Мир11111111.zip: 54231694 bytes. 13.402 Loading level.dat: 158293752 bytes. 13.405 Info Scenario.cpp:153: Map version 2.0.39-1 14.871 Verbose Scenario.cpp:209: Loading level.dat finished: 1.465639 seconds. 15.074 Loading blueprint storage: Local timestamp -1, Cloud timestamp -1 15.074 Blueprint storage "blueprint-storage-2.dat" was not found, trying to load previous version storage "blueprint-storage.dat" 15.075 Loading blueprint storage: Local timestamp -1, Cloud timestamp -1 15.075 Verbose BlueprintLibrary.cpp:59: Loaded external blueprint storage: playerIndex=65535, nextRecordID=0, timestamp=0, records={} 15.075 Verbose Scenario.cpp:294: Entities setup finished: 0.204299 seconds. 15.075 Loading script.dat: 1222 bytes. 15.077 Checksum for script __level__/control.lua: 3998407281 15.078 Verbose Scenario.cpp:368: Map setup finished: 1.706680 seconds. Factorio crashed. Generating symbolized stacktrace, please wait ... C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Util\ReleaseAssert.cpp(7): ReleaseAssertFailed C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Entity\AssemblingMachine.cpp(98): AssemblingMachine::checkConsistency C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Blueprint\BlueprintEntities.cpp(999): BlueprintEntities::checkConsistency C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Blueprint\Blueprint.cpp(758): Blueprint::checkConsistency C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Item\ItemStack.cpp(745): ItemStack::checkConsistency C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Item\Inventory.cpp(449): Inventory::checkConsistency C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Item\ItemStack.cpp(745): ItemStack::checkConsistency C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Item\Inventory.cpp(449): Inventory::checkConsistency C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Item\ItemStack.cpp(745): ItemStack::checkConsistency C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Entity\Entity.cpp(1838): Entity::checkConsistency C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Entity\EntityWithHealth.cpp(145): EntityWithHealth::checkConsistency C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Entity\EntityWithOwner.cpp(354): EntityWithOwner::checkConsistency C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Entity\Character.cpp(4829): Character::checkConsistency C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Map\ConsistencyScraper.cpp(41): ConsistencyScraper::step C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Game.cpp(175): Game::update C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Scenario\Scenario.cpp(1130): Scenario::updateStep C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\MainLoop.cpp(1417): MainLoop::gameUpdateStep C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\MainLoop.cpp(1212): MainLoop::gameUpdateLoop C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\functional(823): std::_Func_impl_no_alloc<`MainLoop::mainLoopStep'::`2'::<lambda_1>,void>::_Do_call C:\Users\build\AppData\Local\Temp\factorio-build-AvQHHW\src\Util\WorkerThread.cpp(71): WorkerThread::loop C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\thread(56): std::thread::_Invoke<std::tuple<void (__cdecl LogitechLEDController::*)(void),LogitechLEDController *>,0,1> minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl*)(void *),1> ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEE670E8D7) 00007FFEE670E8D7 (KERNEL32): (filename not available): BaseThreadInitThunk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFEE727BF6C) 00007FFEE727BF6C (ntdll): (filename not available): RtlUserThreadStart Stack trace logging done 16.005 Error AssemblingMachine.cpp:98: !this->hasRecipe() || this->getPrototype()->canCraft(*this->recipeID) == CanCraftResult::CanCraft was not true 16.005 Error CrashHandler.cpp:643: Received 22 Logger::writeStacktrace skipped. 16.005 Info ConsistencyScraper.cpp:83: queued check: entity [name=character, type=character(Character), position={-558.602, 257.914}, direction=North, force=player, surface=vulcanus, setup=true, owned-by-ghost=false, to-be-deconstructed=false, to-be-upgraded=false, simulation=false] 16.005 Error CrashHandler.cpp:190: Map tick at moment of crash: 56784596 16.041 Info CrashHandler.cpp:318: Executable CRC: 29017523 16.041 E:\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe 16.041 C:\WINDOWS\SYSTEM32\ntdll.dll 16.041 C:\WINDOWS\System32\KERNEL32.DLL 16.041 C:\WINDOWS\System32\KERNELBASE.dll 16.041 C:\WINDOWS\System32\WLDAP32.dll 16.041 C:\WINDOWS\System32\ucrtbase.dll 16.041 C:\WINDOWS\System32\GDI32.dll 16.041 C:\WINDOWS\System32\win32u.dll 16.041 E:\SteamLibrary\steamapps\common\Factorio\bin\x64\steam_api64.dll 16.041 C:\WINDOWS\System32\gdi32full.dll 16.041 C:\WINDOWS\System32\ADVAPI32.dll 16.041 C:\WINDOWS\System32\msvcp_win.dll 16.041 C:\WINDOWS\System32\msvcrt.dll 16.041 C:\WINDOWS\SYSTEM32\DNSAPI.dll 16.041 C:\WINDOWS\System32\USER32.dll 16.041 C:\WINDOWS\System32\sechost.dll 16.041 C:\WINDOWS\System32\RPCRT4.dll 16.041 C:\WINDOWS\System32\ole32.dll 16.041 C:\WINDOWS\System32\SHELL32.dll 16.041 C:\WINDOWS\System32\combase.dll 16.041 C:\WINDOWS\System32\wintypes.dll 16.041 C:\WINDOWS\System32\SHLWAPI.dll 16.041 C:\WINDOWS\WinSxS\amd64_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.26100.3323_none_6ef3737c3dc6be5e\gdiplus.dll 16.041 C:\WINDOWS\System32\IMM32.dll 16.041 C:\WINDOWS\System32\OLEAUT32.dll 16.041 C:\WINDOWS\SYSTEM32\WINMM.dll 16.041 C:\WINDOWS\System32\SETUPAPI.dll 16.041 C:\WINDOWS\System32\WS2_32.dll 16.041 C:\WINDOWS\System32\CRYPT32.dll 16.041 C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL 16.041 C:\WINDOWS\System32\WINTRUST.dll 16.041 C:\WINDOWS\System32\imagehlp.dll 16.041 C:\WINDOWS\SYSTEM32\VERSION.dll 16.041 C:\WINDOWS\SYSTEM32\cfgmgr32.DLL 16.041 C:\WINDOWS\System32\NSI.dll 16.041 C:\WINDOWS\SYSTEM32\MSASN1.dll 16.041 C:\Program Files (x86)\Steam\gameoverlayrenderer64.dll 16.041 C:\WINDOWS\System32\PSAPI.DLL 16.041 C:\WINDOWS\SYSTEM32\windows.storage.dll 16.041 C:\WINDOWS\System32\SHCORE.dll 16.041 C:\WINDOWS\SYSTEM32\profapi.dll 16.041 C:\WINDOWS\SYSTEM32\kernel.appcore.dll 16.041 C:\Program Files (x86)\Steam\steamclient64.dll 16.041 C:\Program Files (x86)\Steam\tier0_s64.dll 16.041 C:\Program Files (x86)\Steam\vstdlib_s64.dll 16.041 C:\WINDOWS\SYSTEM32\MSWSOCK.dll 16.041 C:\WINDOWS\SYSTEM32\bcrypt.dll 16.041 C:\WINDOWS\SYSTEM32\Secur32.dll 16.041 C:\WINDOWS\SYSTEM32\SSPICLI.DLL 16.041 C:\WINDOWS\SYSTEM32\CRYPTBASE.DLL 16.041 C:\WINDOWS\System32\bcryptPrimitives.dll 16.041 C:\WINDOWS\System32\clbcatq.dll 16.041 C:\WINDOWS\SYSTEM32\amsi.dll 16.041 C:\WINDOWS\SYSTEM32\USERENV.dll 16.041 C:\Program Files (x86)\Kaspersky Lab\Kaspersky 21.20\x64\com_antivirus.dll 16.041 C:\WINDOWS\SYSTEM32\DPAPI.DLL 16.041 C:\WINDOWS\system32\uxtheme.dll 16.041 C:\WINDOWS\SYSTEM32\mscms.dll 16.041 C:\WINDOWS\SYSTEM32\icm32.dll 16.041 C:\WINDOWS\SYSTEM32\hid.dll 16.041 C:\WINDOWS\SYSTEM32\DEVOBJ.dll 16.041 C:\WINDOWS\SYSTEM32\XInput1_4.dll 16.041 C:\WINDOWS\SYSTEM32\inputhost.dll 16.041 C:\WINDOWS\SYSTEM32\CoreMessaging.dll 16.041 C:\Windows\System32\dinput8.dll 16.042 C:\Windows\System32\Windows.Gaming.Input.dll 16.042 C:\Windows\System32\twinapi.appcore.dll 16.042 C:\WINDOWS\SYSTEM32\dxgi.dll 16.042 C:\WINDOWS\SYSTEM32\directxdatabasehelper.dll 16.042 C:\WINDOWS\SYSTEM32\d3d11.dll 16.042 C:\WINDOWS\SYSTEM32\d3d9.dll 16.042 C:\WINDOWS\SYSTEM32\dwmapi.dll 16.042 C:\WINDOWS\SYSTEM32\dxcore.dll 16.042 C:\WINDOWS\SYSTEM32\d3dcompiler_47.dll 16.042 C:\WINDOWS\SYSTEM32\cryptsp.dll 16.042 C:\WINDOWS\System32\MSCTF.dll 16.042 C:\WINDOWS\SYSTEM32\textinputframework.dll 16.042 C:\WINDOWS\SYSTEM32\CoreUIComponents.dll 16.042 C:\WINDOWS\SYSTEM32\WindowsCodecs.dll 16.042 C:\WINDOWS\System32\DriverStore\FileRepository\nvmdi.inf_amd64_a2eeb2756802bbd3\nvldumdx.dll 16.042 C:\WINDOWS\SYSTEM32\cryptnet.dll 16.042 C:\WINDOWS\SYSTEM32\wldp.dll 16.042 C:\WINDOWS\SYSTEM32\drvstore.dll 16.042 C:\WINDOWS\system32\rsaenh.dll 16.042 C:\WINDOWS\System32\DriverStore\FileRepository\nvmdi.inf_amd64_a2eeb2756802bbd3\nvgpucomp64.dll 16.042 C:\WINDOWS\System32\DriverStore\FileRepository\nvmdi.inf_amd64_a2eeb2756802bbd3\Display.NvContainer\NvMessageBus.dll 16.042 C:\WINDOWS\System32\DriverStore\FileRepository\nvmdi.inf_amd64_a2eeb2756802bbd3\NvMemMapStoragex.dll 16.042 C:\WINDOWS\SYSTEM32\POWRPROF.dll 16.042 C:\WINDOWS\SYSTEM32\UMPDC.dll 16.042 C:\WINDOWS\System32\DriverStore\FileRepository\nvmdi.inf_amd64_a2eeb2756802bbd3\nvwgf2umx.dll 16.042 C:\WINDOWS\system32\nvspcap64.dll 16.042 C:\WINDOWS\SYSTEM32\ntmarta.dll 16.042 C:\WINDOWS\System32\DriverStore\FileRepository\nvmdi.inf_amd64_a2eeb2756802bbd3\nvppex.dll 16.042 C:\WINDOWS\SYSTEM32\dcomp.dll 16.042 C:\WINDOWS\SYSTEM32\Microsoft.Internal.WarpPal.dll 16.042 C:\WINDOWS\System32\DriverStore\FileRepository\nvmdi.inf_amd64_a2eeb2756802bbd3\nvd3dumx.dll 16.042 C:\WINDOWS\System32\MMDevApi.dll 16.042 C:\WINDOWS\SYSTEM32\avrt.dll 16.042 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL 16.042 C:\WINDOWS\SYSTEM32\resourcepolicyclient.dll 16.042 C:\Windows\System32\Windows.UI.dll 16.042 C:\WINDOWS\system32\ApplicationTargetedFeatureDatabase.dll 16.042 C:\WINDOWS\system32\explorerframe.dll 16.042 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. 25.695 Uploading log file 25.715 Error CrashHandler.cpp:270: Heap validation: success. 25.716 Creating crash dump. 25.869 CrashDump success Please help me
[ { "author": "", "content": "See 127413 .", "date": "2025-03-13T20:42:28+00:00", "quotes": [] } ]
1
2025-03-13T15:28:23-05:00
forum-topic-127568
127568
SpoilToTriggerResult : Trigger once per stack option
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=127568
Puke
Hello ! Currently, SpoilToTriggerResult has a key "items_per_trigger" that allows us to define (if my understanding is correct) to trigger the script only if there is the required amount of items in the stack. However, if we want to set this value to 1, meaning only one item is needed to trigger the script, it will fire one event PER item in the stack. I see how this can be desirable, but there are many cases where it is not, and I wish I could only fire a single event. Also, having many items stacks firing one event per item is very bad for performance. I tested it, just firing the events without doing anything else can kill the UPS counter. Can we get a way to fire a single event / a single trigger per stack instead of per items in a stack, please ? Thanks you for reading, cheers
[ { "author": "", "content": "I could add such a value. But, currently the way it works is: it will always run at least once for a given stack. The health ratio for created entities will depend on the ratio between items_per_trigger and the count in the stack. If the trigger is not creating entities then that has no impact on things.", "date": "2025-03-17T12:37:09+00:00", "quotes": [] }, { "author": "", "content": "For 2.0.42 i did 2 changes: fixed items_per_trigger computation because the trigger was not running correct amount of times, and also got rid of the health scaling artifact. That means in 2.0.42 you will be able to have \"trigger once per stack\" behavior by setting items_per_trigger set to the stack size of the item: any amount of items from 1 up to stack size will cause trigger to run exactly once.", "date": "2025-03-17T13:35:37+00:00", "quotes": [] }, { "author": "Puke", "content": "Thank you !", "date": "2025-03-17T14:22:44+00:00", "quotes": [] }, { "author": "curiosity", "content": "Duplicate of (a poorly formulated) viewtopic.php?t=127091", "date": "2025-03-17T14:58:07+00:00", "quotes": [] } ]
4
2025-03-17T07:29:50-05:00
forum-topic-127169
127169
Spelling Mistake
Translations
https://forums.factorio.com/viewtopic.php?t=127169
pjr
CTRL-SHIFT-F in an IDE: `curcuit` should be `circuit` 02-27-2025, 14-35-07.png (651.27 KiB) Viewed 522 times
[ { "author": "", "content": "Thanks for the report. I'll fix it once I'm back at work.", "date": "2025-02-27T18:13:13+00:00", "quotes": [] }, { "author": "", "content": "Fixed for the next release, 2.0.38.", "date": "2025-03-03T10:21:55+00:00", "quotes": [] } ]
2
2025-02-27T08:36:11-06:00
forum-topic-114252
114252
[Server]The Project Community Server
Multiplayer
https://forums.factorio.com/viewtopic.php?t=114252
marcus89uk
I made a server that uses Modpack SE + K2 + BZ ores + 248k by Moral1ty, with some mods I've added anyone is welcome to join. IP: 80.46.118.243 If you would like to know more about the modpack please go to https://mods.factorio.com/mod/modpack_se_k2_bz_248k Discord: https://discord.gg/CWmaYUZV The Project.png (3.22 MiB) Viewed 546 times
[]
0
2024-07-11T22:59:56-05:00
forum-topic-121800
121800
[Genhis][2.0.19] Changing Vulcanus map settings with editor prevents ashland trees from ever spawning again
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=121800
Xenonex
EDIT: I'm using the current experimental on Steam, 2.0.19 1. What did you do? While currently viewing the Vulcanus surface, I used the editor (with the /editor command in the console) to Edit map gen settings on the Vulcanus surface shortly after landing on it. I have tried changing settings in either the Resources , Terrain , or Advanced tab for Vulcanus from the initial settings that I had set at save creation. E.G. Changing the Frequency, Size, Richness of resources, or Vulcanus volcanism, or Technology price multiplier 2. What happened? All newly generated chunks on Vulcanus no longer spawn Ashland trees or Flaming ashland trees ever again in that save file, even if I use the editor to revert the map gen settings back to what they were initially set to at save creation. If using a mod to delete existing chunks to force them to be regenerated, this also applies to chunks which already have Ashland trees, IE it erases the Ashland trees. The only way to get Ashland trees to spawn again is to reload an earlier save from before changing the Vulcanus map gen settings. This can be a potentially soft-locking problem if the player is somehow stranded "naked" on Vulcanus, as without any other items Ashland trees are the only local source of fuel for Stone Furnaces to create plates required to progress further. 3. What did you expect to happen instead? I expected Ashland trees to keep spawning regardless of any changes to map gen settings since I expected that the only things affected by editing the map gen settings with the editor to be the specific Resource, Terrain, or Advanced features listed, and for any changes to be reversible (on newly spawned chunks) by reverting the sliders back to earlier positions, the way it appears to work for the other planets I've been changing settings for in my save (Nauvis, Gleba, Fulgora). I did not expect the presence of Ashland trees to be affected by these settings, did not expect it to be a binary "present / not-present" change, and did not expect the change to persist even after changing the settings back to what I had previously. I further did not expect game-wide settings such as Technology price multiplier to have this effect when viewing the Vulcanus surface, but not have this effect if the setting is changed while viewing other surfaces / planets (EG I can safely change the Technology price multiplier without any negative effects so long as I am viewing a different surface when I do it, such as Nauvis). 4. Does it happen always, once, or sometimes? At least for my current game, this is very reliable every time I do this while viewing the Vulcanus surface. I've reloaded various saves and experimented doing things differently, such as exploring very far from spawn, changing only one thing in the Resource, Terrain, or Advanced tab at a time, etc. and the trees no longer spawn in newly generated chunks after making a change while viewing the Vulcanus surface, but will reliably spawn if I make no change, or make a change while viewing a different surface. (Notably the issue appears to be changing the settings from whatever they were set at save creation , not changing them from the game defaults of 100% . In my case the settings were already different from default because I set the frequency & size of resources on Vulcanus to 50% & 200% when I started this save. ) Example without changing the map gen settings on Vulcanus before the chunk is spawned. 20241116224321_1.jpg (1.13 MiB) Viewed 1883 times Example after changing the map gen settings on Vulcanus before the chunk is spawned (or forcing the chunk to respawn via deleting it with mods). 20241116234617_1.jpg (1.1 MiB) Viewed 1865 times EDIT: Just to clarify, while I initially had mods enabled to allow changing map settings without using the console, after noticing this issue I then did my testing just using the in-game /editor command and with all mods removed to ensure the issue was with the base game and not a mod.
[ { "author": "", "content": "Thanks for the report, this is fixed for the next release.", "date": "2024-11-19T19:42:37+00:00", "quotes": [] }, { "author": "Xenonex", "content": "Thanks for the quick turnaround time!", "date": "2024-11-20T16:08:50+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "A bit OT, but this confused me:\n \n\nHow could you get softlocked without ashland trees if there is coal patches you can use?", "date": "2024-12-28T19:14:28+00:00", "quotes": [ { "author": "Xenonex wrote: Sun Nov 17, 2024 4:31 am", "content": "" } ] }, { "author": "Xenonex", "content": "That is actually a good point, I should amend my original post. I think by the time I finally arrived Vulcanus in my playthrough I had forgotten that hand-mining resource patches was even an option", "date": "2024-12-30T04:47:21+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Sat Dec 28, 2024 7:14 pm", "content": "" }, { "author": "Xenonex wrote: Sun Nov 17, 2024 4:31 am", "content": "" } ] } ]
4
2024-11-16T22:31:35-06:00
forum-topic-126051
126051
[2.0.31] Construction bots fail to upgrade to legendary rail
Minor issues
https://forums.factorio.com/viewtopic.php?t=126051
sectoidfodder
What did you do? Use an upgrade planner to upgrade rail to legendary rail, or Place a blueprint with legendary rail over existing rail What happened? Construction Robot picks up legendary rail, flies to target, does nothing at the target, returns with legendary rail and drops it into a storage chest What did you expect to happen instead? It might be obvious to you, but do it anyway! Robot should place legendary rail and pick up normal rail before returning Does it happen always, once, or sometimes? Always Can reproduce in provided save - remote view Nauvis and use either the blueprint or upgrade planner in quickbar #4 over existing normal rails
[ { "author": "", "content": "Thanks for the report. Due to the way rails are programed, they currently do not and have never supported upgrading with robots. The only way to \"upgrade\" them is to remove them and re-build with a different quality. One possible option is we stick the \"not upgradable\" flag on them, or simply leave them as is.", "date": "2025-03-03T16:33:43+00:00", "quotes": [] } ]
1
2025-01-16T18:45:52-06:00
forum-topic-20436
20436
[0.12.x] Challenge Mod(s) (3) / Tool(s) (1)
Fentus Challenge & Tool Mods
https://forums.factorio.com/viewtopic.php?t=20436
Fentus
All mods moved to: viewforum.php?f=179 Tools: [0.12.x] SpeedControl Description: Things are just not fast enough... (This mod adds two buttons to increase or decrease the speed of the game.) Screenshots Download SpeedControl_0.12.24.zip Works with 0.12.24, 0.12.25, 0.12.26 (3.5 KiB) Downloaded 479 times Challenge Mods: [0.12.x] BeltsAreBroken Description: o noes... The belts have stopped working!!! (This mod deactivates the movement of belts!) Screenshots Download BeltsAreBroken_0.12.24.zip Works with 0.12.24, 0.12.25, 0.12.26 (2.98 KiB) Downloaded 328 times [0.12.x] NoHandCrafting Description: No hand crafting because you have carpal tunnel... (This mod adds 2 starting options to progress and disables all crafting by hand!) Screenshots Download NoHandCrafting_0.12.24.zip Works with 0.12.24, 0.12.25, 0.12.26 (3.22 KiB) Downloaded 313 times [0.12.x] FuelFarmer Description: You fell behind in class, so you were never taught how to interface the electric inserters to the power grid. Screenshots Download FuelFarmer_0.12.24.zip Works with 0.12.24, 0.12.25, 0.12.26 (2.84 KiB) Downloaded 302 times Want a challenge mod made? Leave a detailed post about the challenge and I will look into it! Please if you use any of these mods on http://www.twitch.tv/ or https://www.youtube.com/ post a link here so we can see! TODO Mod [No Hand Crafting] Update more complex. Mod [Single Assembly Line] Assembly machines must all be touching. Mod [It's a Little Too Dark] basically disables solar & make it darker so lights are needed. Mod [Mining Drone] Mining drones for all types of ore. MK1 & MK2 Mod [Deposit Requester Chest] A requester chest that takes more resources to build but outputs to adjacent chests / machines. Mod [Deposit Storage Chest] A storage chest that takes more resources to build but outputs to adjacent chests / machines. Mod [Widthdrawing Passive Provider Chest] A passive provider chest that takes more resources to build but extracts from adjacent chests / machines. Change Logs Updated all modes to 0.12.24 old: viewtopic.php?f=87&t=12890 Uploaded SpeedControl 1.0.1: Fixes, game speed on save / load. Wow that's crazy 946 downloads! Thanks! 0.11.x [0.11.22] Challenge Mods (3) / Tools (1) viewtopic.php?f=87&t=12890
[ { "author": "", "content": "I need to intervene here: As moderator I cannot allow to put more than one mod / modpack in one thread. See for the reasons also here: viewtopic.php?f=151&t=15364&p=104336&hi ... ad#p104336 \n \n\nBut I can give you the same options. Hope you understand, that this is needed.", "date": "2016-02-25T17:38:27+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "Fentus", "content": "Ill take the 1st option: \"create you an folder in mod compilations\"", "date": "2016-02-25T23:27:53+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" }, { "author": "ssilk wrote:", "content": "" } ] }, { "author": "", "content": "Have fun.", "date": "2016-03-01T22:19:41+00:00", "quotes": [] }, { "author": "Fentus", "content": "Thank you very much I will", "date": "2016-03-04T02:40:33+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "Kayanor", "content": "Moved on request by mod creator.", "date": "2016-03-09T11:28:02+00:00", "quotes": [] }, { "author": "Fentus", "content": "Thanks!", "date": "2016-03-11T18:37:59+00:00", "quotes": [ { "author": "Kajanor wrote:", "content": "" } ] } ]
6
2016-02-24T17:28:57-06:00
forum-topic-30962
30962
Angel's Addons
Angels Mods
https://forums.factorio.com/viewtopic.php?t=30962
Arch666Angel
Angels Mods I. Angels Infinite Ores II. Angels Refining III. Angels PetroChem IV. Angel's Smelting V. Angel's Bio Processing VI. Angel's Industries VII. Angel's Addons X. Development and Discussion XI. Bugs & FAQ XII. Donations and Chocolate Fund Angel's Addons Licence: CC BY-NC-ND 4.0
[ { "author": "Arch666Angel", "content": "Warehouses \n \n-6 warehouses (1 \"chest\" and 5 logistic versions) \n-1 technology to unlock them \n-warehouses have 768 (regular and storage)/512 (all other logistics version) inventory slots (they are glorified chests) \n \nDownload: Modportal", "date": "2019-02-02T14:03:14+00:00", "quotes": [] }, { "author": "Arch666Angel", "content": "Ore Silos \n \n-6 ore silos themed to fit with the ores from angelsores and angelsrefining \n-1 technology to unlock them \n-Silo have 256 inventory slots (they are glorified chests) \n \nDownload: Modportal", "date": "2019-02-02T14:03:28+00:00", "quotes": [] }, { "author": "Arch666Angel", "content": "Pressure Tanks \n \n-1 Pressure Tank \n-Holds 35k fluids) \n-Recipe gets added to Petrochems Fluid Control Technology \nHint: Best used in combination with pumps to fill and empty \n \nDownload: Modportal", "date": "2019-02-02T14:03:39+00:00", "quotes": [] }, { "author": "Arch666Angel", "content": "Petrochem Train \n \n-1 locomotive, 2 tank wagons \n-Petrochem themed \n \nDownload: Modportal", "date": "2019-02-02T14:03:52+00:00", "quotes": [] }, { "author": "Arch666Angel", "content": "Smelting Train \n \n-1 locomotive, 1 locomotive tender, 1 cargo wagons \n-Smelting themed \n \nDownload: Modportal", "date": "2019-02-02T14:03:57+00:00", "quotes": [] }, { "author": "Arch666Angel", "content": "C.A.B. - Crawler Autonomous Base Vehicle \n \n \nDownload: soon", "date": "2019-02-02T14:11:49+00:00", "quotes": [] } ]
6
2016-08-14T17:22:04-05:00
forum-topic-124070
124070
Oil Processing
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=124070
PianoGuy
I'm trying to move up the technology tree, and I'm stuck at Oil Processing. The technology research screen shows the below graphic. I think this means I need to mine some oil first. OK, presumably with a pumpjack. So off I go to an oil field, only to find out that the only fuel the pumpjack uses is one of the modules (speed, efficiency, productivity)...which I can't unlock. I don't want to force the research with a console command, because I lose the achievements. The Start research button is not active. (Version 2.0.23 from Steam). Any help would be welcome. Thank you. OilProcessingProblem.png (169.41 KiB) Viewed 652 times
[ { "author": "", "content": "Pumpjacks use electricity.", "date": "2024-12-09T02:58:12+00:00", "quotes": [] }, { "author": "PianoGuy", "content": "Duh. Thanks, Loewchen", "date": "2024-12-09T03:53:26+00:00", "quotes": [] }, { "author": "Hares", "content": "A side note: I just imagined a machine whose inly acceptable source of power is burning modules. Also, burning different kind of modules would have different side effects:\n \n Speed: Normal effect \n Productivity: High fuel value, drastically increased pollution \n Efficiency: Low fuel value, little to no pollution emitted by machine \n \n\nLooks like a mod idea...", "date": "2024-12-09T07:17:15+00:00", "quotes": [] }, { "author": "mrvn", "content": "I think it was pyadon that has machines that produce basically 0 output and you have to put modules in to make them run at an acceptable speed. \n \nFor example fish breading needs fish in the module slots. The more fish you put in the module slots the faster they breed.", "date": "2024-12-09T07:27:14+00:00", "quotes": [ { "author": "Hares wrote: Mon Dec 09, 2024 7:17 am", "content": "" } ] }, { "author": "Hares", "content": "You didn't get it. Instead of adding modules to machines, you turn electrical machines to consume fuel of type \"module\".", "date": "2024-12-09T07:30:29+00:00", "quotes": [ { "author": "mrvn wrote: Mon Dec 09, 2024 7:27 am", "content": "" } ] }, { "author": "mrvn", "content": "I got it, I just wanted to expand on it with alternative usage. Sorry. \n \n \nThere is a feature request that comes close to this idea: Having burner performance change with fuel. So rocket fuel would make the burner perform better than coal, just like it makes train drive faster.", "date": "2024-12-09T07:48:07+00:00", "quotes": [ { "author": "Hares wrote: Mon Dec 09, 2024 7:30 am", "content": "" }, { "author": "mrvn wrote: Mon Dec 09, 2024 7:27 am", "content": "" } ] } ]
6
2024-12-08T20:45:00-06:00
forum-topic-123758
123758
[2.0.23] Ordering removal of an equipment for vehicle inside chest and deploying it results in quantum removal
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=123758
Hares
Steps to Reproduce Insert equipment to a spidertron Undeploy that spidertron Inserted equipment remains inserted Find a spidertron in a chest RMB it to open its equipment grid Order removal of its equipment Deploy that spidertron Expected Something happens Actual Red cross covers equipment marked for removal Removal order can't be canceled: 123069: [2.0.22] Can't cancel remote removal from equipment grids Removal order is never complete nor assigned Click to expand the video
[ { "author": "", "content": "Thanks for the report. this has been fixed in one of the releases since this version.", "date": "2025-03-03T19:59:11+00:00", "quotes": [] }, { "author": "Hares", "content": "I am able to reproduce the issue with the exactly the same steps. \nThe only workaround I've found is that after inserting any item to the equipment grid, the quantum state collapses to the deployed state. \n \nVersion: 2.0.37\n Click to expand the recording", "date": "2025-03-03T20:10:10+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Mar 03, 2025 7:59 pm", "content": "" } ] }, { "author": "", "content": "Fascinating, I did the steps listed in the original report and it worked perfectly for me. I must have done something slightly different.", "date": "2025-03-06T18:31:51+00:00", "quotes": [] } ]
3
2024-12-04T19:41:53-06:00
forum-topic-127279
127279
Make LuaEntity::selection_priority modifiable at runtime
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127279
braxbro
Currently, the selection priority of an entity is set in the prototype and cannot be changed at runtime. However, with the creation of elevated rails and the inability to interact directly with things underneath said elevated rails, there is now a base-game need for the ability to either ignore specific entity types when selecting entities or adjust selection priorities at runtime. This would also enable mods with similar layered construction more easily. I propose handling this through simply making the selection_priority modifiable at runtime. (or possibly giving players a list of ignored entity prototypes for selection?) This would allow for flexible custom solutions to these problems, among other ideas I'm sure mod developers would come up with.
[ { "author": "protocol_1903", "content": "Perhaps having a per-player property, modifiable by mods, to ignore selection boxes of a specified priority range, or of specific flags? That way you could just ignore the elevated rails, or just ignore belts, etc", "date": "2025-03-05T16:28:31+00:00", "quotes": [] }, { "author": "curiosity", "content": "Yes, putting this into entity seems like a wrong approach to the problem.", "date": "2025-03-06T01:37:31+00:00", "quotes": [] } ]
2
2025-03-05T07:54:41-06:00
forum-topic-119001
119001
Simple way to prevent asteroid collector from overfilling - Page 2
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=119001&start=20
gGeorg
re-processing is a method how to get missing type of resource re-processing is not smart method to over-collecting
[ { "author": "mmmPI", "content": "Exactly ! that's why i don't usually do it, because it would imply i have collected wrong ressources but that doesn't happen with filtered collector, my spaceship don't waste energy to transform the junk, it just doesn't collect it.", "date": "2025-03-04T12:00:47+00:00", "quotes": [ { "author": "gGeorg wrote: Tue Mar 04, 2025 11:38 am", "content": "" }, { "author": "mmmPI wrote: Mon Mar 03, 2025 11:44 pm", "content": "" } ] }, { "author": "gGeorg", "content": "Your comments are increasingly ridiculous.", "date": "2025-03-04T14:01:36+00:00", "quotes": [ { "author": "mmmPI wrote: Tue Mar 04, 2025 12:00 pm", "content": "" }, { "author": "gGeorg wrote: Tue Mar 04, 2025 11:38 am", "content": "" }, { "author": "mmmPI wrote: Mon Mar 03, 2025 11:44 pm", "content": "" } ] }, { "author": "mmmPI", "content": "I was thinking the same thing when reading yours x) Maybe it's because of langage barrier that your point seems to make no sense to me , i will try to explain to you one more time why i feel you are not understanding the thread or pushing some unrelated (bad) habits you have for whatever reason. \n \n\nAgain i agree, but then why do you mention it in a thread that's about over-collecting prevention ? That makes you sound \"not smart\" since as you said it's not a smart method to use x). \n \n\nThere is nothing related to crushers, nor reprocessing, this is only about the asteroid collector, it shows a method that makes no sense used in conjunction with reprocessing, because it prevent the asteroid grabber to grab junk ressources that would be reprocessed later. There's nothing to reprocess if you prevent your collector from overfilling. What isn't needed for the ship isn't collected. \n \nI understand you have a system where you collect junks, put it on a belt and reprocess it, that is your choice but has nothing to do with \"Simple way to prevent asteroid collector from overfilling\". Your system means your asteroid grabbers are going to actively lose time catching asteroid like \"ice\" when you need \"iron\" because you think reprocessing ice into iron, but when it does it's inefficient use of the asteroid collector, because it could have been collecting \"iron\" directly. \n \nIf you have a good way to select what the asteroid grabbers will pick as i tried to show on this thread, it will be more efficient that the suboptimal choice of picking evrey chunk on the asteroid collector, to then put \"too much\" of it on a belt so it is available for reprocessing into another type. \n \nI am not sure why you insist on explaining the suboptimal method (imo) you use, when it's unrelated to the thread. Is it because you think it's related ? Or you wanted to talk about it and didn't find a place for it ? want some more advices ? \n \n( i even posted a blueprint of a ship so you can see for yourself )", "date": "2025-03-04T14:40:46+00:00", "quotes": [ { "author": "gGeorg wrote: Tue Mar 04, 2025 2:01 pm", "content": "" }, { "author": "gGeorg wrote: Tue Mar 04, 2025 2:01 pm", "content": "" }, { "author": "", "content": "" } ] } ]
3
2024-11-01T02:27:40-05:00
forum-topic-101073
101073
Resource regen with new seed?
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=101073
FuryoftheStars
Hey, so the commands in the top pinned announcement thread concerning regening resources doesn't appear to work with the new seed option. I found an old thread from back when 0.17 apparently first dropped and there was a comment in there about how that feature had been removed. Any chances of getting it back? Or if it was, can you point me to any documentation on it (which I'm obviously not finding atm)? I've had a couple map seeds so far where I absolutely loved the terrain layout, but the resource spawns just sucked balls. I had one even where after running the chart command in a 2048 radius it only revealed 4 resource patches... 2 stone, 1 uranium, and the other I think was the deep oil from Cargo Ships mod. I would've loved a command on those maps that would have wiped what was spawned and retried with a new seed.
[ { "author": "FuryoftheStars", "content": "Oh, should probably add in here that if this feature is restored, the ability to export the used seed and then import/manually specify it in the regen command would be ideal. \n \n \nSo, because of my play style (relaxed, take my time, resources spread far out to force using of trains, but still with biters and allow them to expand), I tend to look for maps that have easily defensible starting areas. However, due to some of them having crap spawns for resources, I'll first load up the map, run the chart command for a wide area (anywhere from 2048 to 4096 radius) and see what the resource layout looks like. Ideally, if the ability to regen resources with a new seed was reintroduced, if I found a map that I liked the terrain layout but hated the resource spawn, I'd regen the resources with a new seed until it looked at least doable. But then I'd want a way to export this seed so that I could then restart the map without everything already charted and revealed and then just change the seed right away to the one I liked. Oh... maybe if this seed was just simply saved to and taken from a global setting? Wouldn't even need to run the regen command on restarting the map then, right?", "date": "2021-12-31T20:48:04+00:00", "quotes": [] }, { "author": "orzelek", "content": "It seems that new seed option was lost on one of upgrades. \nWhen it worked it caused new seed to be randomly generated and I think I could get that back to working state easily. \n \nEntering new seed might get a bit tricky since there is a second parameter to regenerate now and I'd need to do something like passing seed as 0 does nothing.", "date": "2022-01-03T02:20:00+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Ok. If it's something you are willing to look into and get working, that'd be great. If not, I understand.", "date": "2022-01-03T02:23:07+00:00", "quotes": [] }, { "author": "orzelek", "content": "I've added new command:\n Code: Select all /rso-seed-override [new seed number] \nYou can use it to give RSO any number as a seed and it will use it for subsequent generation. \n \nI've also updated instructions thread with actual /rso-* commands that should be used now.", "date": "2022-01-08T16:53:40+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Thanks! I'll give this a try next opportunity I get!", "date": "2022-01-12T15:54:03+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Damn, now this is something that I could have used before, thanks a lot ! \n \n(Changing resource map /RSO settings a bit prior to regenerating kind of worked too.)", "date": "2022-01-12T20:10:38+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Hi orzelek, \n \nJust had some time to try this out. It does work, though is a bit cumbersome (for me) at the moment. \n \n2 additional requests to this if you could?\n For /rso-override-seed, allow a parameter that will cause RSO to generate its own seed without the need of the player to manually input one. EX: a parameter of -1 will cause it to run a \"math.random(0,2147483647)\" (or whatever the max actually is. You mention a little over 2,000,000,000, but I've seen over 4,000,000,000 get generated by the game when clicking the random seed button) and then use that result as the new seed. \n Somehow allow the player to see the seed that is being used for resource generation. Either via the /rso-override-seed command automatically printing to console the seed used, or via a separate command, something like /rso-export-seed, doing the same. \n\nI think with those included it would make this setup perfect.", "date": "2022-04-08T17:26:29+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "I decided to try this out and edited my copy of your mod. I changed the seedCommand function to below:\n Code: Select all function seedCommand(parameters)\n\n global.mapSeedOverride = nil\n\n if parameters and parameters.parameter then\n local seed = tonumber(parameters.parameter)\n if seed < 0 then\n seed = math.random(0,4294967295)\n end\n game.player.print(\"RSO new seed: \" .. seed)\n global.mapSeedOverride = seed\n end\nend \n\nThis seemed to work well. As I was using it, though, I started thinking to myself how much easier it'd be if I could just run 1 command vs 3....\n Code: Select all function regenNewSeedCommand(parameters)\n local parameter = nil\n clearCommand(parameters)\n if parameters and parameters.parameter then\n parameter = parameters.parameter\n end\n parameters.parameter = -1\n seedCommand(parameters)\n parameters.parameter = parameter\n regenerateCommand(parameters)\nend\n\n[...]\n\ncommands.add_command(\"rso-regen-with-new-seed\", \"\", regenNewSeedCommand)", "date": "2022-04-08T22:35:41+00:00", "quotes": [] } ]
8
2021-12-30T16:39:00-06:00
forum-topic-45107
45107
[Mod 1.0, 2.0] Info mod
Development tools
https://forums.factorio.com/viewtopic.php?t=45107
darkfrei
This mod adds all Factorio base tables into log file. 2018-12-07 22_35_49-D__Factorio_0.16_factorio-current.log - Notepad++.png (30.9 KiB) Viewed 7460 times The same you can find in Factorio\data\base\prototypes\decorative\decoratives.lua Code: Select all loot = { {item = "stone", probability = 1, count_min = 5, count_max = 10} }, Adding new loot: Code: Select all data.raw["simple-entity"]["stone-rock"].loot[2] = {item = "iron-ore", probability = 0.2, count_min = 1, count_max = 5} Notepad++ Replace all lines starting with " / " Code: Select all .* / old versions info-mod_0.1.1.zip For version 0.15 added [1] for digit index (1.26 KiB) Downloaded 262 times info-mod_0.2.0.zip For version 0.16 (1.27 KiB) Downloaded 230 times _info-mod_0.2.1.zip For version 0.16 (1.35 KiB) Downloaded 254 times _info-mod_0.3.0.zip For version 0.17 (1.36 KiB) Downloaded 233 times _info-mod_0.18.0.zip For version 0.18 (1.48 KiB) Downloaded 188 times _info-mod_1.0.1.zip For version 1.0 (3.65 KiB) Downloaded 215 times _info-mod_1.1.1.zip For version 1.1 (3.65 KiB) Downloaded 212 times
[ { "author": "darkfrei", "content": "Another example: \n \nYou want play Factorio 0.15, but you haven't enough time for it. Let's make all recipes cheaper! Finding in the log file: \n \n\nThen our mod have this code: \n Code: Select all for i, recipe in pairs(data.raw.recipe) do\n\tif recipe.type == \"recipe\" then\n\t\tif recipe.ingredients then\n\t\t\tfor i in pairs(recipe.ingredients) do\n\t\t\t\trecipe.ingredients[i][2] = 1\n\t\t\tend\n\t\t\tif recipe.result then\n\t\t\t\trecipe.result_count = 2\n\t\t\tend\n\tend\nend \n\nThat's all! \n \n \n \n First try 2017-04-26 21_24_14.png (73.73 KiB) Viewed 8798 times \n \n \n\nReally? Not all of them. By the 0.15 we have normal and expensive recipes:\n \n\nIt means, if we have .normal, then we are need exception:\n Code: Select all for i, recipe in pairs(data.raw.recipe) do\n\tif recipe.type == \"recipe\" then\n\t\tif recipe.ingredients then\n\t\t\tfor i in pairs(recipe.ingredients) do\n\t\t\t\trecipe.ingredients[i][2] = 1\n\t\t\tend\n\t\t\tif recipe.result then\n\t\t\t\trecipe.result_count = 2\n\t\t\tend\n\t\telseif recipe.normal.ingredients then -- for 0.15 for normal and expensive recipes \n\t\t\tfor i in pairs(recipe.normal.ingredients) do\n\t\t\t\trecipe.normal.ingredients[i][2] = 1\n\t\t\tend\n\t\t\tif recipe.normal.result then\n\t\t\t\trecipe.normal.result_count = 2\n\t\t\tend\n\t\tend\n\tend\nend \nAnd now by the normal difficult settings we are have cheap recipes!\n \n \n \n Second try 2017-04-26 21_32_19.png (51.39 KiB) Viewed 8798 times \n \n \n \n \n cheap-factorio-recipes_0.0.1.zip \n The mod for 0.15 (1.07 KiB) Downloaded 259 times \n \n \n\nIf you find now recipes with liquids, it's have:\n \n\nNow you can add another exception and change .ingredients.1.amount = 20 to 1 , and we don't need here .ingredients.1.2 = 1 anymore.", "date": "2017-04-26T19:43:44+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "darkfrei", "content": "Version 0.1.0 \nThe code was rewrite. Example:\n Code: Select all 1.715 Script @__info-mod__/info.lua:22: / data.raw[\"simple-entity\"][\"red-desert-rock-big-01\"].name = \"red-desert-rock-big-01\"", "date": "2017-08-10T16:42:45+00:00", "quotes": [] }, { "author": "darkfrei", "content": "Version 0.1.1 \nNow digit index has right syntax\n Code: Select all 5.940 Script @__info-mod__/info.lua:29: / data.raw.recipe[\"piercing-rounds-magazine\"].ingredients[1][1] = \"firearm-magazine\"\n 5.940 Script @__info-mod__/info.lua:31: / data.raw.recipe[\"piercing-rounds-magazine\"].ingredients[1][2] = 1\n 5.940 Script @__info-mod__/info.lua:29: / data.raw.recipe[\"piercing-rounds-magazine\"].ingredients[2][1] = \"steel-plate\"\n 5.940 Script @__info-mod__/info.lua:31: / data.raw.recipe[\"piercing-rounds-magazine\"].ingredients[2][2] = 1\n 5.940 Script @__info-mod__/info.lua:29: / data.raw.recipe[\"piercing-rounds-magazine\"].ingredients[3][1] = \"copper-plate\"\n 5.940 Script @__info-mod__/info.lua:31: / data.raw.recipe[\"piercing-rounds-magazine\"].ingredients[3][2] = 5", "date": "2017-09-19T17:30:43+00:00", "quotes": [] }, { "author": "darkfrei", "content": "Verson for 0.16", "date": "2017-12-17T12:36:22+00:00", "quotes": [] }, { "author": "darkfrei", "content": "New version: Now sorted by prototype type.", "date": "2018-04-22T18:24:59+00:00", "quotes": [] } ]
5
2017-04-26T13:55:38-05:00
forum-topic-121406
121406
[2.0.17] Spoilage counts as not spoilable for inserter priority
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=121406
sparr
I would expect that if I set an inserter to prioritize spoiled items first, it would pull spoilage before anything else. However, it pulls spoilage last, because it's technically an unspoilable item.
[ { "author": "", "content": "Thanks for the report, however i am throwing this straight to Not a bug. Spoiled priority was implemented primarily for handling one item selection and in original shape it was not even considering items that were not spoilable (spoilage has no timeout to convert into something different so it is not spoilable). I am considering this to be more of \"idea or suggestion\" hidden behind a bug report because for you it appears as not working as intended when in fact it was never decided how this should behave when taking spoilage into consideration. It was barely defined for spoilables themselves because spoil priority compares ticks remaining until item becomes spoiled so items with different spoil time may appear as incorrectly comparing their spoil percentages. In theory i could add a flag to the ItemPrototype that an item should be considered as \"the most spoiled\" for the purpose of spoil priority causing the logic to be split into more pieces: \"spoiled non spoilables, spoilables in order of spoil tick, non spoilables\". \n \nIn short: Spoilage being an item that does not spoil anymore is not involved in the spoil priority logic and so this is Not a bug. \n \n-- edit: Moved back to Bug reports because it is being decided by someone else", "date": "2024-11-14T13:51:34+00:00", "quotes": [] }, { "author": "", "content": "Ok, decision was made and this issue is now fixed for 2.0.18. \n \nSpoilage even if being non spoilable, will be considered as more spoiled than spoilable items. This will be achieved by means of ItemPrototype::spoil_level that was also added for 2.0.18. \n \nWith those changes there will be also a behavior change in inserter priorities: When inserter grabs freshest items first, it will consider non spoilables (different than spoilage) to be more fresh than items that are already spoiling.", "date": "2024-11-14T14:58:06+00:00", "quotes": [] }, { "author": "Linnun", "content": "Doesn't that defeat the whole point of this setting? If I enable spoilage filter and set it to freshest first, I'd expect it to first grab spoilable items with the most freshness. Feels a bit unintuitive. Maybe a third spoilage filter mode would make more sense than changing this up? \"Spoiled first\" (behave like before), \"Freshest first\" (behave like before), \"Non-spoilable first\" (new behavior)", "date": "2024-11-14T15:26:36+00:00", "quotes": [ { "author": "boskid wrote: Thu Nov 14, 2024 2:58 pm", "content": "" } ] }, { "author": "robot256", "content": "Shouldn't you be using item filters to fix that? Personally I agree setting a freshness priority should not prevent it from grabbing unspoilable items.", "date": "2024-11-14T15:49:27+00:00", "quotes": [ { "author": "Linnun wrote: Thu Nov 14, 2024 3:26 pm", "content": "" }, { "author": "boskid wrote: Thu Nov 14, 2024 2:58 pm", "content": "" } ] }, { "author": "Linnun", "content": "Yes, everything on Gleba basically uses item filters already anyways, so it shouldn't matter too much. It's just that when reading the change, it feels unintuitive to me that \"freshest first\" generally prioritizes unspoilables.", "date": "2024-11-14T17:41:32+00:00", "quotes": [ { "author": "robot256 wrote: Thu Nov 14, 2024 3:49 pm", "content": "" }, { "author": "Linnun wrote: Thu Nov 14, 2024 3:26 pm", "content": "" }, { "author": "boskid wrote: Thu Nov 14, 2024 2:58 pm", "content": "" } ] }, { "author": "sparr", "content": "Quite the opposite for me. I expect un-spoilable items to be considered 100% fresh, and spoilage to be considered 100% spoiled, and spoilable items to come in between. I built a whole factory module around this for iron production on gleba and then was distraught to find that neither of these behaviors worked as I expected. I am delighted that the response here matches my initial expectations about how this mechanic would work.", "date": "2024-11-14T17:49:54+00:00", "quotes": [ { "author": "Linnun wrote: Thu Nov 14, 2024 3:26 pm", "content": "" }, { "author": "boskid wrote: Thu Nov 14, 2024 2:58 pm", "content": "" } ] }, { "author": "DarkShadow44", "content": "How do you use this mechanic? I don't understand why you'd want to insert spoilage first, for example.", "date": "2024-11-14T18:53:23+00:00", "quotes": [ { "author": "sparr wrote: Thu Nov 14, 2024 5:49 pm", "content": "" } ] }, { "author": "Hares", "content": "You want to remove it first", "date": "2024-11-15T02:02:56+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Thu Nov 14, 2024 6:53 pm", "content": "" } ] }, { "author": "sparr", "content": "I want to remove iron ore before iron bacteria to put on my smelting belt, but I'll start filling the belt with iron bacteria if that's all I have left. \n \nI want to pull the least spoiled items to use in production, and the most spoiled to get rid of. But I need to pull 100% spoiled (i.e. converted to spoilage) first, and that took an extra inserter/filter prior to this.", "date": "2024-11-17T02:04:33+00:00", "quotes": [] }, { "author": "Hares", "content": "You can use filters on inserters", "date": "2024-11-18T16:07:06+00:00", "quotes": [ { "author": "sparr wrote: Sun Nov 17, 2024 2:04 am", "content": "" } ] }, { "author": "sparr", "content": "What filter would you recommend that will pull iron ore then iron bacteria? \n \nOr spoilage then the most spoiled nutrients? \n \n(Before the change described in this thread)", "date": "2024-11-18T20:38:09+00:00", "quotes": [ { "author": "Hares wrote: Mon Nov 18, 2024 4:07 pm", "content": "" }, { "author": "sparr wrote: Sun Nov 17, 2024 2:04 am", "content": "" } ] }, { "author": "Hares", "content": "Assembler -> Read contents -> Decider combinator -> Inserter -> Set filters \nOr just use two inserters, each with its own condition.", "date": "2024-11-18T23:45:23+00:00", "quotes": [ { "author": "sparr wrote: Mon Nov 18, 2024 8:38 pm", "content": "" }, { "author": "Hares wrote: Mon Nov 18, 2024 4:07 pm", "content": "" }, { "author": "sparr wrote: Sun Nov 17, 2024 2:04 am", "content": "" } ] } ]
12
2024-11-14T04:47:28-06:00
forum-topic-119974
119974
Factorio Forums • [raiguard] [2.0.15] Right click doesn't work with a drawing tablet on Linux/Wayland
I'm on Linux using KDE Plasma on Wayland. When running Factorio using its Wayland video driver, right clicks are not registered if they're emitted using a drawing tablet pen's buttons. Normal left clicking works fine. A touchpad's right clicks work fine, so this is definitely a problem with tablet inputs. Switching Factorio to X11 (and relying on XWayland) makes the inputs works fine.
[ { "author": "", "content": "Could you set SDL_EVENT_LOGGING=1 in your environment and post the log? I cannot reproduce.", "date": "", "quotes": [] } ]
1
forum-topic-125589
125589
inserters are not exposing 'spoil_priority' attribute which is visible in the GUI
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=125589
hgschmie
Inserters in Space Age have a "spoiled priority" radio selector in their GUI: Screenshot 2025-01-04 at 15.11.15.png (16.97 KiB) Viewed 488 times When blueprinting an inserter, these show up in the blueprint as "spoil_priority": "fresh-first" or "spoil_priority": "spoiled-first". However, this attribute is not documented or exposed in LuaEntity which makes custom inserters hard.
[ { "author": "", "content": "Missing api goes to modding interface requests, not to bugs", "date": "2025-01-04T23:42:39+00:00", "quotes": [] }, { "author": "curiosity", "content": "Duplicate of viewtopic.php?f=28&t=125282", "date": "2025-01-05T04:51:40+00:00", "quotes": [] }, { "author": "hgschmie", "content": "Yes. As I did not get any replies, I decided to (re-)post this as a bug report.", "date": "2025-01-06T01:28:35+00:00", "quotes": [] }, { "author": "curiosity", "content": "For the future I recommend making up your mind whether you are making a help request (which should go in Modding help) or an API request. And to have some patience (for the latter, at least).", "date": "2025-01-06T15:07:38+00:00", "quotes": [] } ]
4
2025-01-04T17:13:53-06:00
forum-topic-62504
62504
There are no trains
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=62504
Amarula
Every time you place a train stop, the menu for the new stop says "There are no trains". This was driving me crazy as I had lots of trains! I eventually figured out this means "No trains are currently assigned to stop here." Even "this stop has no trains" would be better. And my morning chuckle when I searched to see if this has already been reported: Screenshot from 2018-09-15 09-26-49.png (19.52 KiB) Viewed 4821 times [Edit: I told my husband about the search; he said it is obvious that the search would not report any results, because "There are no trains!!!"]
[ { "author": "CJ5Boss", "content": "That's kinda funny, never really noticed that before.", "date": "2019-01-10T17:04:42+00:00", "quotes": [] }, { "author": "steinio", "content": "All your trains belong to us.", "date": "2019-01-10T18:01:56+00:00", "quotes": [] }, { "author": "bobingabout", "content": "There is no spoon. \n \n \n \nbut yeah, a better message could be used. With 0.17 around the corner, this is probably an ideal time for that to happen too.", "date": "2019-01-11T09:55:42+00:00", "quotes": [] }, { "author": "Oktokolo", "content": "The real bug is that the forum search ignored the most important word of your query. \nI always wondered why forum search in general has to suck that hard. The problem is not specific to Factorio or gaming forums. You can go to any forum on the internets and their search function will just suck hard. Forum search seems to always get that extra shot in the head...", "date": "2019-01-11T10:20:06+00:00", "quotes": [] }, { "author": "", "content": "The search only worked like this for two days, now every word larger than two characters is indexed. Searching is usually bad because it takes a huge amount of computation to fulfil only a single users request.", "date": "2019-01-11T10:35:07+00:00", "quotes": [ { "author": "Oktokolo wrote: Fri Jan 11, 2019 10:20 am", "content": "" } ] }, { "author": "Zavian", "content": "Getting back on topic,\n \n\n+1 to fixing the wording. \nMy suggestion \"there are no trains assigned to stop here.\"", "date": "2019-01-11T10:52:18+00:00", "quotes": [ { "author": "Amarula wrote: Sat Sep 15, 2018 1:28 pm", "content": "" } ] }, { "author": "", "content": "Right now it is \"this stop has no trains\", I wanted to keep it short.", "date": "2019-01-11T11:00:17+00:00", "quotes": [] }, { "author": "Amarula", "content": "Thank you Bilka! As Yoda would say: trains there are no, but totally awesome you are", "date": "2019-01-11T15:47:24+00:00", "quotes": [ { "author": "Bilka wrote: Fri Jan 11, 2019 11:00 am", "content": "" } ] }, { "author": "bobingabout", "content": "Yoda's sentence structure might seem odd to use English speakers, but consider that other languages have different sentence structures, and it doesn't feel that odd. You can just assume that whatever his native language is uses a structure different to ours.", "date": "2019-01-14T09:47:33+00:00", "quotes": [ { "author": "Amarula wrote: Fri Jan 11, 2019 3:47 pm", "content": "" }, { "author": "Bilka wrote: Fri Jan 11, 2019 11:00 am", "content": "" } ] } ]
9
2018-09-15T08:28:55-05:00
forum-topic-37569
37569
Too much petroleum gas
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=37569
SpaceMuffins
Eyy guys i have a problem i have soo much light oil and petroleum gas i already am turing the majority of it into solid fuel and sulfur but it's stopping my production of lubricant and i have no idea what to do with it i already have 22 tanks of light oil and 12 of petroleum gas can someone tell me what to do with the rest i have. Thx
[ { "author": "Rockstar04", "content": "If you arent using gas, you may want to switch to basic oil processing , so you make less of gas and light oil to begin with.", "date": "2016-11-21T16:15:56+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "It's really a context-sensitive problem. \n \nAs Rockstar said, are you using regular or advanced oil processing? Are you cracking everything as fast as you can make it or only when you need it? (I'm guessing it's both.) \n \nI've never had too much petroleum. I've always needed more.", "date": "2016-11-21T16:30:39+00:00", "quotes": [] }, { "author": "SpaceMuffins", "content": "well i was using advanced processing and only cracking when needed", "date": "2016-11-21T16:32:37+00:00", "quotes": [] }, { "author": "Bushdoctor", "content": "It's remarkable that you've got so much of the goods that I'm always short on.... \nAnyways, you can burn the excess oil in a steam engine, but that still leaves you with the extra gas. \nI've just started playing Bob's mod and I noticed there's a gas-vent pump in one of his packs. You could solve it that way..", "date": "2016-11-21T17:51:03+00:00", "quotes": [] }, { "author": "Alien_Squasher", "content": "What'd I do if I were you is install black market. It allows you to sell resources you produce too much of for ingame currency (U) that you can then buy other things with using special tanks and chests for items/liquids, making factorio a HELLUVA LOT SIMPLER...... Like seriously..... with bob's mods when you get into this game black market is pretty much required if you don't wanna have to have a storage planet instead of a factory.....", "date": "2016-11-21T19:28:45+00:00", "quotes": [] }, { "author": "Optera", "content": "For oil cracking getting a little bit into combinators really pays off. Using a 3 combinator RS latch controlling pumps for h.oil => l.oil cracking while h.oil => lubricant is always on works just fine. \nLight oil to solid fuel vs light oil to petroleum takes a bit more rules to keep it balanced regardless of plastic drain. \n \nAlternatively you can get rid of any fluid by pumping it into steam engines. I'd heat it up with boilers (fed by solid fuel ofc) first to get energy from burning excess oil products.", "date": "2016-11-21T19:50:24+00:00", "quotes": [] }, { "author": "SpaceMuffins", "content": "it would be a lot easier if i could use mods but i can't so i guess im shit outa luck", "date": "2016-11-21T20:13:37+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "Why not?", "date": "2016-11-21T21:35:40+00:00", "quotes": [ { "author": "SpaceMuffins wrote:", "content": "" } ] }, { "author": "Bushdoctor", "content": "It really pays off to be able to use mods and multiplayer. \n(see what I did there?)", "date": "2016-11-21T23:57:42+00:00", "quotes": [] }, { "author": "DaveMcW", "content": "Most petroleum gas should be turned into plastic and then advanced circuits.", "date": "2016-11-22T00:09:10+00:00", "quotes": [] }, { "author": "SpaceMuffins", "content": "HAHA i ran out of gas and when i need it the most.......... god this games hates me", "date": "2016-11-22T15:11:38+00:00", "quotes": [] }, { "author": "kinnom", "content": "but the problem is solved", "date": "2016-11-22T15:14:52+00:00", "quotes": [ { "author": "SpaceMuffins wrote:", "content": "" } ] }, { "author": "Deadly-Bagel", "content": "Between plastic and sulfuric acid, it doesn't take long to get through petroleum =P", "date": "2016-11-22T15:21:45+00:00", "quotes": [] }, { "author": "Mr. Tact", "content": "The low tech solution for getting rid of fluids which are loaded up in tanks is to simply pickup up a full tank and put it back down -- this will remove the fluid.", "date": "2016-11-22T19:00:09+00:00", "quotes": [] }, { "author": "Optera", "content": "Better solution is to heat it up and use it in steam engines.", "date": "2016-11-22T19:10:03+00:00", "quotes": [ { "author": "Mr. Tact wrote:", "content": "" } ] }, { "author": "Mr. Tact", "content": "Better? Depends on what you want/need to accomplish. However for fast simple removal of fluids, picking up the tanks is hard to beat as a low tech solution.", "date": "2016-11-22T20:39:36+00:00", "quotes": [] }, { "author": "vanatteveldt", "content": "You can always turn PG into solid fuel, at least it's somewhat useful. \n \nI normally have a single tank of each type for measuring amounts and then set up processing to do something like: \n \nCrack heavy -> light IF heavy > 2000. This will happen unless you're using a lot of lube \nCrack light > PG if light > 2000. This will happen unless you use a lot of solid fuel, e.g. for rockets \nTurn PG -> Solid if PG > 2000. This should normally not happen unless you use a *lot* of fuel compared to plastic/sulphur. \n \nThat way, processing always continues and usage is always most efficient, e.g. solid is preferentially made from light oil. \n \nIf all you are doing is research/expansion and you have coal or solar power, you don't use light at all so all light should go to PG and almost all heavy should go to light (and then PG) \n \nIf all you are doing is launching rockets you need 1:1:1 of all rocket parts, meaning 10 solid fuel for 14 plastic + 0.5 sulphuric acid. Ignoring productivity modules, this means you need about twice more PG than light oil, so normally PG should always be in more demand than light, and since oil processing produces almost 1:1 light:PG (after cracking heavy) this means you should normally always be cracking light -> PG, and never 'burning off' PG into solid fuel. \n \nIf for some weird reason you need enormous amounts of lube and no plastic/sulphur, you can switch to basic processing and process light and heavy to solid fuel.", "date": "2016-11-25T13:59:19+00:00", "quotes": [] }, { "author": "aober93", "content": "Produce solid fuel with the excess to burn in your power station, if youre into this.", "date": "2016-11-25T14:11:08+00:00", "quotes": [] }, { "author": "fractalman", "content": "Why would you need a ton of storage with bob's mods? The only things that behave really oddly that I know of are sulfur, for which you need a couple tanks for a sulfur product so you can wire them up to the circuit network and switch between the \"lots of sulfur\" refining option and a low or no-sulfur cracking when you've got plenty, and sodium hydroxide, which you will simply have far too much of. Anything else, and it's a tradeoff between complexity vs efficiency... e.g. advanced copper processing and the cobalt byproduct you won't need much of; going after the more complex route is your choice, and how you deal with the complexity (whether through clever use of circuits or just slapping down tons of chests to store the byproducts) is up to you. \n \n \nAngel's mods are another story.", "date": "2016-11-26T10:25:10+00:00", "quotes": [ { "author": "Alien_Squasher wrote:", "content": "" } ] } ]
19
2016-11-21T10:10:50-06:00
forum-topic-127053
127053
Post deleted without comment
This Forum
https://forums.factorio.com/viewtopic.php?t=127053
klamann
Hi, I posted a comment to this thread today: a bit later my post was removed without further notice. Did I break any rules? What did I do wrong?
[ { "author": "", "content": "It's a closed bug report, if you want to discuss this further open gameplay help topic of make a feature request.", "date": "2025-02-22T17:15:34+00:00", "quotes": [] } ]
1
2025-02-22T08:27:58-06:00
forum-topic-31080
31080
[option] Disable commands popping up in chat
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=31080
Danielv123
I'll just get straight to it. I have a mod, and it sends the game an rcon request every few ticks. The game then goes "bleep" and prints a gray line in chat. My game is a bleepfest. There is no way to substitute rcon for my purpose as I cannot read files with lua mods. So I propose a simple checkbox in the options > others section that makes commands not show up in the chat or make bleeps.
[ { "author": "", "content": "Not so good idea. I would suggest to tell your script - however that works and whatever it does - to supresses it's output instead. Somehting like pipe all to dev/null \n \nSomething like \nscript >/dev/nul 2>&1 \nWhich should write stdout and stderr to dev/null", "date": "2016-08-17T21:25:29+00:00", "quotes": [] }, { "author": "Danielv123", "content": "https://github.com/Danielv123/factorioClusterio \n \nClient.js sends \"/c remote.call('clusterio', 'import', '\" + g[0] + \"', \" + g[1] + \")\" \nwhere g[0] is item-name and g[1] is count. \n \nSpamming down the log for the script/server log is not a problem at all. The problem is that every time the command is executed the players get a small beep. How do I suppress that?", "date": "2016-08-18T14:09:20+00:00", "quotes": [] }, { "author": "Nexela", "content": "I to would like to be able to suppress the beep. \n \n1st reason, debugging on tickets stuff. I wouldon't like to suppress the beep until I need the beep. \n \n2nd reason. To print a message in chat while playing a totally different sound.", "date": "2016-08-18T19:59:17+00:00", "quotes": [] }, { "author": "Danielv123", "content": "Looks like this can be managed by turning down GUI sounds in options>sound. \n \nBut then again, I like GUI sounds! \n \nI was also able to make everything in the chat dissappear in a tick with a setting, but getting chat is kinda important. Disabling this just for commands would be great.", "date": "2016-08-18T20:47:25+00:00", "quotes": [ { "author": "Nexela wrote:", "content": "" } ] }, { "author": "Zeblote", "content": "Instead of a gui option that every player has to toggle this should be a parameter when sending an rcon command, to execute it silently.", "date": "2016-08-18T20:56:55+00:00", "quotes": [] }, { "author": "", "content": "Hm. I have looked a bit into docs. And my current thought about this is, that remote.interfaces should be able to be bound to other \"devices\" than the in-game-console (streams or files).", "date": "2016-08-18T21:12:35+00:00", "quotes": [] }, { "author": "", "content": "I have added /silent-command to 0.14.5. /silent-command works just like /c, except it doesn't print the command ran to everyone's game console. It is only available to admins and over RCON/server console.", "date": "2016-09-08T10:09:31+00:00", "quotes": [] }, { "author": "aubergine18", "content": "Added note about /silent-command to wiki: https://wiki.factorio.com/index.php?tit ... g_commands", "date": "2016-09-08T13:35:22+00:00", "quotes": [] }, { "author": "Chocolatetthunder", "content": "Could you make it if the command was run as a silent command that if the command had an error it still would not spam all players?", "date": "2017-01-05T20:04:10+00:00", "quotes": [] } ]
9
2016-08-16T17:13:19-05:00
forum-topic-21106
21106
Smart Conveyor Belts (also Smart Splitters) / Belt Extension
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=21106
This is about a belt element, which can be used to control the flow of items in the belt transport system. This is a bit dangerous suggestion, cause many of these ideas are coming due to the fact of lacking control over the inserters and or not understanding how mighty the belts are (See for example https://wiki.factorio.com/index.php?tit ... /More_uses ) so on. You see that, cause most suggestions are relatively old. I recommend to wait until 0.13 comes out and then see, what's REALLY missing with the belts, cause with 0.13 the circuits will change in many ways and we will probably also have the loader (which might be already implemented as this missing link). Until then here is a list of existing threads: viewtopic.php?f=6&t=555 Belt gates viewtopic.php?f=6&t=1292 Smart Belts viewtopic.php?f=6&t=4481 Smart Transport Belt [2 joined suggestions, also speed control and more] viewtopic.php?f=6&t=8415 Smart belt [Turning on/off with colored wires] viewtopic.php?f=6&t=14846 Conveyer Belt Sorter viewtopic.php?f=6&t=18953 Belts as smart chests [Count items on a belt, counter] viewtopic.php?f=6&t=21083 Smart Belt viewtopic.php?f=6&t=22194 Smart Conveyer Gate viewtopic.php?f=6&t=23616 Smart Splitter (The Real One) Related viewtopic.php?f=6&t=4726 Throughput when you hover a belt with the mouse [this will come surely with 0.13] viewtopic.php?f=92&t=14093 Easy Belt Layer viewtopic.php?f=6&t=17251 Smart Splitters Existing mods viewtopic.php?f=91&t=14007 Logic Belts (and more) [implements most of the suggested ideas!]
[]
0
2016-03-08T03:13:40-06:00
forum-topic-38757
38757
Mylon's Many Mods
Mods
https://forums.factorio.com/viewtopic.php?t=38757
Mylon
Here's a general thread for my collection of mods to make it easier to keep track of feedback as well as what I'm working on. Assembler Assay Assemblers break down and require servicing. Take them to a refurbisher either to restore them to working order (easy mode) or disassemble them so their parts can be recovered and a new one made. Belt Upgrader Automatically upgrades inserters, belts, splitters, and underground belts as materials and construction bots are available. Similar to Upgrade Planner, but this does it autonomously. Any entity with a next-upgrade specified will get upgraded by this mod. Unless the upgrade entity is on the black-list. which is user customisable. Bluebuild Allows blueprints to be used much earlier. Once a blueprint is placed, nearby entities will be auto-placed at 10/second so long as you have the objects in inventory and are standing still. Once items are marked for deconstruction, they will be auto-removed and put into inventory so long as you are standing still. Press b to toggle building, press n to toggle demolishing. Bot Servicing Bots occasionally need to be serviced. Adds an extra bit of complexity to bot-based bases. Supports three difficulties. Easy simply puts them down for a bit. Medium and hard makes them require replacement parts. Concreep Roboports automatically place concrete within their reach and remove trees, rocks, and cliffs as they do so. dangOreus Welcome to dangOreus, where the flore is lava. I trust you won't be bored. Take a tore of this great mod and see for yoreself what has everyone asking for more. Dirt Path Frequently trafficked areas turn to dirt. Enhanced Biters Biters have new and surprising behaviors. This also allows evolution to scale to infinity. How long can you survive? Fracking Oil wells now need to be fracked to produce infinite yield. Inject fracking fluid to extract extra oil from previously depleted oil wells. Global Warming Pollution will cause sea level rise and desertification. Be careful that your factory does not destroy the entire planet. Nougat Mining A logistic mining mod designed for use in scenarios. Also works great as a small add-on mod. Bots will automatically mine ore covered by logistic network range. Peppermint Mining Peppermint Mining, another logistic mining mod. This one is requires marking ore with deconstruction planners so the player has more control over which ores are mined. Piety Offer up landfill as tribute to the god of industry. Be blessed with other ores as a result. Prospector Use prospector machines to enrich resource deposits. Enriched deposits require higher level mining equipment which is more difficult to craft. This Tank Stops for Nobody! Inspired by NESTT, build your base inside of an ever moving tank. Hardcore Survival (depreciated) Biters will attack you frequently and often! Can you survive the onslaught? Biters also behave in new ways so be careful! Works as a scenario or a mod so can be hosted without requiring players to download anything. Hardcore Survival Expansion (depreciated) Added support for some external mods and this mod also demonstrates how other modders can use remote.call to add their own biters to Hardcore Survival, or modify Hardcore Survival's difficulty to account for the effect of their mod on the pace of the game. Victory Turrets (depreciated) A mod mod for Robot Army. Every time a nest is destroyed a nearby SMG droid becomes a gun turret to help hold the territory against further biter expansion.
[ { "author": "theit8514", "content": "Hello, \n \nConcreep has a bug when processing a roboport with no construction_radius (used by some mods to drain power). \n \nI added this to the check in the checkRoboports function which allows it to be removed from the creepers table:\n Code: Select all and roboport.logistic_cell and roboport.logistic_cell.construction_radius > 0", "date": "2016-12-26T06:44:23+00:00", "quotes": [] }, { "author": "Mylon", "content": "@theit8514: \n \nSuch a strange bug! Thanks for catching that.", "date": "2016-12-26T23:57:03+00:00", "quotes": [] }, { "author": "Mylon", "content": "Got a publishable version of Belt Upgrader done. Since publishing I worked out a method to simulate fast-replace with bots, allowing putting down an entity without stopping the old one and preserving circuit connections so I need to rewrite a decent chunk of it to use this new method. Oh, and I figured out how to preserve Bobs Inserter settings.", "date": "2016-12-31T02:25:37+00:00", "quotes": [] }, { "author": "Mylon", "content": "Made a huge update to Global Warming. Performance is greatly improved.", "date": "2017-01-03T17:15:50+00:00", "quotes": [] }, { "author": "Mylon", "content": "Published my Prospector mod. Would be nice if I had some people using ore mods do some testing.", "date": "2017-01-04T20:11:32+00:00", "quotes": [] }, { "author": "Kryzeth", "content": "Multiple (4) issues detailed below: \n \n1. Factorio v14.21, Prospector v0.6.1, Angel's Infinite Ores v0.4.5 , together causes error on startup: \n Error Failed to load mod \"Prospector 0.6.1\" \n_Prospector_/data-updates.lua:10: attempt to index field 'autoplace' (a nil value) \n\n2. Prospector Mk2 is not set to be able to fast-replace Prospector Mk1 \n \n3. Depleted ore and ore veins have minability, but cannot be mined by hand or machine? Should they not just disappear from the map if they are depleted, like a normal patch of ore? Or can they somehow become undepleted later? \n \nEDIT: Tested a little more, seems depleted ores do sometimes become undepleted by prospectors. They're not really \"depleted\" if they still have ore in them though? =P Do they ever become truly depleted then? I feel like there should be a limit to how much ore is inside a patch? Otherwise this just becomes truly infinite ore, producing far more pollution than Angel's method, but potentially being more stable. Uncovered another issue: \n \n4. Ore seams have a mining hardness of 7, but Mining Drill Mk3's have only mining power of 6. Thus, seams cannot be mined. (Tested with Creative Mode v0.2.5 and CNC's Sulfur mod v1.0.0, in case the issue cannot be reproduced with Prospector mod alone)", "date": "2017-01-05T04:54:23+00:00", "quotes": [ { "author": "Mylon wrote:", "content": "" } ] }, { "author": "pieppiep", "content": "The deconstruction with bluebuild doesn't seem to work. \nI've made the deconstruction planner and I know deconstruction is turned on with the n-key, but when I mark assembly machines they don't get decontructed. \nCan there be something I'm missing? \n \n/edit \nWhen I disable all the other mods it still doesn't work. \nThe autobuild option does work, it's only the deconstruction that doesn't.", "date": "2017-01-05T09:48:44+00:00", "quotes": [] }, { "author": "Kryzeth", "content": "Are you sure you're using it right? I don't know about any toggling with n, but the way a deconstruction planner works is that you mark an area with the planner in your hand (just as if you were creating a blueprint) and then constructions bots from either the logistics network, or your inventory with a personal roboport, will come and deconstruct it, and ferry the remains to a storage chest (or into your inventory, if using personal roboport) \nI'm an idiot, ignore me. Bluebuild v1.0.1 deconstruction is most definitely broken.", "date": "2017-01-05T10:55:32+00:00", "quotes": [ { "author": "pieppiep wrote:", "content": "" } ] }, { "author": "pieppiep", "content": "If I understand the description of the BluePrint mod correctly you don't need the construction bots.", "date": "2017-01-05T11:13:39+00:00", "quotes": [ { "author": "Kryzeth wrote:", "content": "" }, { "author": "pieppiep wrote:", "content": "" } ] }, { "author": "Kryzeth", "content": "...it is way too late for my brain to work right; I completely missed that this post covered multiple mods by the same author. My bad.", "date": "2017-01-05T11:34:24+00:00", "quotes": [] }, { "author": "Mylon", "content": "Deleted ore can turn into ore veins, depleted ore veins can turn into ore seams. This is so they're still around to be turned into seams, otherwise depleting a patch early would destroy resources. \n \nI thought about a prospector Mk. 3 that can add ore to existing seams for infinite mining, but I decided against it. I might offer it as an option in 0.15. \n \nI'll look into the other reports, thanks.", "date": "2017-01-05T18:44:54+00:00", "quotes": [ { "author": "Kryzeth wrote:", "content": "" } ] }, { "author": "Mylon", "content": "I published a fix for Prospector and Bluebuild. Thanks for the reports.", "date": "2017-01-05T20:00:54+00:00", "quotes": [] }, { "author": "Daz_Lex", "content": "Was testing out Prospector and noticed that when deconstructing the Mk. 3 Drills they would revert to the Mk. 2 versions. No idea if that was intended or not. Either way great mod!", "date": "2017-01-06T01:49:54+00:00", "quotes": [] }, { "author": "Mylon", "content": "Prospector updated to 0.7.0. Fixed the bug where Mk 3 drills were returning Mk 2s when mined. Also simulated richness so this mod will emulate the richness setting of the map.", "date": "2017-01-06T04:11:20+00:00", "quotes": [] }, { "author": "Nexela", "content": "RE: Dirt path \n \nNice idea. needs some tweaking to work with other flooring mods though \n \nif not (string.find(tile.name, \"dirt\") or string.find(tile.name, \"sand\") or string.find(tile.name, \"brick\") or string.find(tile.name, \"concrete\")) then \ncan be converted to \nif not tile.hidden_tile or not (string.find(tile.name, \"dirt\") or string.find(tile.name, \"sand\")) then \n \nA hidden_tile will be non nil if there is a tile on top (typically flooring tiles)", "date": "2017-01-07T14:46:10+00:00", "quotes": [] }, { "author": "Mylon", "content": "I added that in. Good catch, Nexela!", "date": "2017-01-07T15:45:14+00:00", "quotes": [] }, { "author": "Nexela", "content": "One more for ya, Not sure what you are trying to accomplish here (Dirt Paths)\n Code: Select all \t\t\t\t\t-- Check for water to prevent landfill exploit\n\t\t\t\t\tlocal xx = -3, 4, 1 do\n\t\t\t\t\t\tlocal yy = -3, 4, 1 do\n\t\t\t\t\t\t\tlocal waterCheck = p.surface.get_tile(tile.position.x + xx, tile.position.y + yy)\n\t\t\t\t\t\t\tif not (waterCheck and waterCheck.valid and waterCheck.collides_with(\"ground-tile\")) then\n\t\t\t\t\t\t\t\treturn\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n \n\nAlso changing both functions to \"local function\" will net you better performance, albeit unnoticeable. Still good habit . same with DIRT_THRESHOLD", "date": "2017-01-10T02:22:02+00:00", "quotes": [] }, { "author": "Mylon", "content": "I added that segment because otherwise you can run into the shoreline and create land. There is a 3 tile margin of grass between any other terrain and water. I could add an extra condition to check if Waterfix is installed and instead only convert land tiles in the 2x2 area.", "date": "2017-01-10T15:41:40+00:00", "quotes": [] }, { "author": "Nexela", "content": "Ohhh I put everything but what the problem was in my post. I think you want these to be \"for\" and not \"local\"\n Code: Select all local xx = -3, 4, 1 do\n local yy = -3, 4, 1 do \notherwise you are only checking the northwest corner.", "date": "2017-01-10T15:56:10+00:00", "quotes": [ { "author": "Mylon wrote:", "content": "" } ] } ]
19
2016-12-18T21:54:18-06:00
forum-topic-53851
53851
Desyncs and how to report them
Bug Reports
https://forums.factorio.com/viewtopic.php?t=53851
Background Our multiplayer code uses Deterministic Lockstep to synchronize clients, this is a method of synchronizing a game from one computer to another by sending only the user inputs that control that game, rather than networking the state of the objects in the game itself. It means that all players need to simulate every single tick of the game identically. If any computer does something ever-so-slightly different, a desynchronization (desync) occurs. In that case that player will automatically re-download the map from the server in order to get back in sync. Unfortunately making a fully deterministic game is not easy, so you will notice desyncs, especially at the beginning of a new experimental release. Reporting Desyncs When a desync occurs, the game generates a desync report. The report contains the game states of server and desynced client and by looking at the differences, we can try to determine what went wrong. Please post them as a bug report in the bug report forum . The desync bug report should include: The desync report , located in the archive folder in the Application directory (%AppData%/Factorio/archive for Windows). The reports look like this: desync-report-2017-04-28_15-46-04.zip . Upload the relevant one to google-drive or Dropbox and post a public link. As much context and details as possible, such as what you and other players were doing as the desync occurred, especially if the desync happens often. Finding a way to reproduce the desync, such as "load this save, wait for friend to connect, rotate this inserter and desync occurs" means we can identify the cause and fix it very quickly. You can also try to investigate the cause of a desyc yourself in singleplayer by creating a minimal save, using the /toggle-heavy-mode command and then doing the actions which you believe cause a desync; the game will print a message if a desync occurs. If you can successfully reproduce a desync this way it is extremely helpful and will almost always lead to a successful fix. ( example ) Important: In order for the desync-report to be created, it is necessary that after the desync, the desynced client stays connected to the server until the server information is completely downloaded. This takes significantly longer than the normal map download. Mods, if written incorrectly can cause desyncs very easily and it is not feasible for the factorio devs to fix bugged mods, therefore desync bug reports of modded servers are to be created in a separate subforum . Those reports must additionally include all mods not available on the mod portal.
[]
0
2019-02-20T08:14:49-06:00
forum-topic-69052
69052
Error message and automatic mod disabled
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=69052
syrebyrd
Just about to start my day off session of factorio using yuoki mods of course! Was dreaming of next moves.....when I got this message on my screen: Failed to load mods- error while running set up for recipe prototype ''y_wood_wall_recipe'' (recipe): Duplicate item ingredients are not allowed (wood exists 2 or more times) I played last night and have added no mods or anything and it was great. Now, im forlorn and crestfallen! With the automatic disabling......the game is awful obviously.
[ { "author": "YuokiTani", "content": "i see the error and fix this. i upload the new version later today.", "date": "2019-04-05T14:42:38+00:00", "quotes": [] }, { "author": "syrebyrd", "content": "Thankyou! \n \nSpent a a lovely day playing as a result!", "date": "2019-04-07T03:12:04+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "Yeah i know ... I want to play 1 hour to test something or build ... after 4 hours ... time to end, eat or something ... and play 2 hours more.", "date": "2019-04-11T16:00:22+00:00", "quotes": [] } ]
3
2019-04-05T01:45:52-05:00
forum-topic-102240
102240
[raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=102240
DeHackEd
I know "non-blocking saves" are experimental and all that, but this one is pretty easy to reproduce. 0. Have a very large map. Mine has a savegame size nearly 250 MB. 1. Run a multiplayer headless server with non-blocking save enabled and join the game. 2. Have the last (only?) player quit the server. With the last player gone the server will save the game automatically as a non-blocking operation. 3. While the above automatic save is still in progress, run "/quit" on the server console Server begins saving the map (again) and hangs during shutdown. The original background save process is still running (hung) as well as the main game process which has released most of its memory during shutdown. Now both processes hang around, stuck. Even a double CTRL+C ("terminating immediately") doesn't kill it. (Never mind this bit, I forgot to detach the debugger) Stack trace of main server process: Code: Select all (gdb) thread apply all bt Thread 18 (Thread 0x7f10b1ae5700 (LWP 6530) "factorio"): #0 0x00007f10bba3b8b3 in __GI___select (nfds=11, readfds=0x7f10b1ae42b0, writefds=0x0, exceptfds=0x0, timeout=0x7f10b1ae4260) at ../sysdeps/unix/sysv/linux/select.c:41 #1 0x00000000011cc327 in UDPSocket::recvfrom (this=0x62e9920, packet=..., address=..., blocking=true) at /tmp/factorio-build-k3xmrB/src/Net/UDPSocket.cpp:433 #2 0x00000000011d0e10 in TransmissionControlHelper::recvFromSockets () at /tmp/factorio-build-k3xmrB/src/Net/TransmissionControlHelper.cpp:245 #3 TransmissionControlHelper::receive (this=0xb, message=...) at /tmp/factorio-build-k3xmrB/src/Net/TransmissionControlHelper.cpp:109 #4 0x000000000119c072 in RouterBase::readPacketsLoop (this=0x32e8f30) at /tmp/factorio-build-k3xmrB/src/Net/RouterBase.cpp:65 #5 0x0000000001fba820 in std::execute_native_thread_routine (__p=0x8558100) at ../../../../../libstdc++-v3/src/c++11/thread.cc:82 #6 0x00007f10bbb13ea7 in start_thread (arg=<optimized out>) at pthread_create.c:477 #7 0x00007f10bba43def in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95 # Many "WorkerThread" threads skipped here Thread 2 (Thread 0x7f10bb92c700 (LWP 6293) "TaskManager"): #0 futex_wait_cancelable (private=0, expected=0, futex_word=0x2ad0634) at ../sysdeps/nptl/futex-internal.h:186 #1 __pthread_cond_wait_common (abstime=0x0, clockid=0, mutex=0x2ad05e0, cond=0x2ad0608) at pthread_cond_wait.c:508 #2 __pthread_cond_wait (cond=0x2ad0608, mutex=0x2ad05e0) at pthread_cond_wait.c:638 #3 0x0000000001f4f11c in __gthread_cond_wait (__mutex=<optimized out>, __cond=<optimized out>) at /home/build/gcc-11.2-source/gcc-11.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/include/x86_64-pc-linux-gnu/bits/gthr-default.h:865 #4 std::__condvar::wait (__m=..., this=<optimized out>) at /home/build/gcc-11.2-source/gcc-11.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/include/bits/std_mutex.h:155 #5 std::condition_variable::wait (this=<optimized out>, __lock=...) at ../../../../../libstdc++-v3/src/c++11/condition_variable.cc:41 #6 0x00000000017e13aa in TaskManager::run () at /tmp/factorio-build-k3xmrB/src/Util/TaskManager.cpp:65 #7 operator() () at /tmp/factorio-build-k3xmrB/src/Util/TaskManager.cpp:9 #8 __invoke_impl<void, TaskManager::TaskManager()::<lambda()> > () at /home/build/gcc-11.2/include/c++/11.2.0/bits/invoke.h:61 #9 __invoke<TaskManager::TaskManager()::<lambda()> > () at /home/build/gcc-11.2/include/c++/11.2.0/bits/invoke.h:96 #10 _M_invoke<0> () at /home/build/gcc-11.2/include/c++/11.2.0/bits/std_thread.h:253 #11 operator() () at /home/build/gcc-11.2/include/c++/11.2.0/bits/std_thread.h:260 #12 _M_run (this=0x2ad05e0) at /home/build/gcc-11.2/include/c++/11.2.0/bits/std_thread.h:211 #13 0x0000000001fba820 in std::execute_native_thread_routine (__p=0x2ae2d10) at ../../../../../libstdc++-v3/src/c++11/thread.cc:82 #14 0x00007f10bbb13ea7 in start_thread (arg=<optimized out>) at pthread_create.c:477 #15 0x00007f10bba43def in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95 Thread 1 (Thread 0x7f10bb941c40 (LWP 6290) "factorio"): #0 ChildProcessAgent::waitForAll () at /tmp/factorio-build-k3xmrB/src/ChildProcessAgent.cpp:87 #1 GlobalContext::clearResources () at /tmp/factorio-build-k3xmrB/src/GlobalContext.cpp:707 #2 GlobalContext::~GlobalContext () at /tmp/factorio-build-k3xmrB/src/GlobalContext.cpp:872 #3 0x0000000001a9f7be in CommandLineMultiplayer::hostCommandLineMultiplayerGame(cxxopts::ParseResult const&, Filesystem::Path const&, Filesystem::Path const&, bool)::{lambda()#1}::operator()() const [clone .constprop.0] () at /tmp/factorio-build-k3xmrB/src/CommandLineMultiplayer.cpp:351 #4 0x00000000006b6612 in ~ScopedCallback () at /tmp/factorio-build-k3xmrB/src/Util/ScopedCallback.hpp:60 #5 CommandLineMultiplayer::hostCommandLineMultiplayerGame () at /tmp/factorio-build-k3xmrB/src/CommandLineMultiplayer.cpp:365 #6 main (argc=125767456, argv=0x7) at /tmp/factorio-build-k3xmrB/src/Main.cpp:654 Hung background save process: Code: Select all Thread 1 (Thread 0x7f10bb941c40 (LWP 9174) "factorio"): #0 __libc_write (nbytes=4, buf=0x7ffd38335bdc, fd=17) at ../sysdeps/unix/sysv/linux/write.c:26 #1 __libc_write (fd=17, buf=0x7ffd38335bdc, nbytes=4) at ../sysdeps/unix/sysv/linux/write.c:24 #2 0x0000000001208ed1 in AsyncScenarioSaver::doSave(std::function<void ()>)::{lambda(int)#1}::operator()(int) const::Observer::onProgressUpdate(float) [clone .lto_priv.0] () at /tmp/factorio-build-k3xmrB/src/ChildProcessAgent.cpp:169 #3 0x00000000013da72c in Surface::save (this=0x11, output=..., chunksFinished=0x4, chunkCount=3148996591, savingObserver=0x0) at /tmp/factorio-build-k3xmrB/src/Surface/Surface.cpp:949 #4 0x0000000001104687 in Map::save (this=0x11, output=..., savingObserver=0x4) at /tmp/factorio-build-k3xmrB/src/Map/Map.cpp:1470 #5 0x0000000001246e5d in Scenario::saveMap (this=0x11, saveType=(unknown: 0x38335bdc), packageWriter=..., targetSerialiser=..., savingObserver=0x0, gameStateCorruptionDetected=<error reading variable>) at /tmp/factorio-build-k3xmrB/src/Scenario/Scenario.cpp:1058 #6 0x0000000001248a1e in Scenario::saveAs (this=0x11, savePath=..., saveName=..., previewFullPath=..., savingObserver=0x0, saveType=(unknown: 0x1)) at /tmp/factorio-build-k3xmrB/src/Scenario/Scenario.cpp:941 #7 0x0000000001596a68 in operator() () at /tmp/factorio-build-k3xmrB/src/Scenario/AsyncScenarioSaver.cpp:122 #8 __invoke_impl<void, AsyncScenarioSaver::doSave(std::function<void()>)::<lambda(int)>&, int> () at /home/build/gcc-11.2/include/c++/11.2.0/bits/invoke.h:61 #9 __invoke_r<void, AsyncScenarioSaver::doSave(std::function<void()>)::<lambda(int)>&, int> () at /home/build/gcc-11.2/include/c++/11.2.0/bits/invoke.h:111 #10 _M_invoke (__functor=..., __args#0=@0x7ffd38335bdc: 5) at /home/build/gcc-11.2/include/c++/11.2.0/bits/std_function.h:291 #11 0x000000000079e0fa in std::function<void (int)>::operator()(int) const () at /home/build/gcc-11.2/include/c++/11.2.0/bits/std_function.h:560 #12 ChildProcessAgent::fork(std::function<void (int)> const&, std::function<void (int, ChildProcessAgent::ProcessStatus)> const&) (this=0x7ffd383369d0, runInChild=..., onFinished=...) at /tmp/factorio-build-k3xmrB/src/ChildProcessAgent.cpp:120 #13 0x0000000001230499 in AsyncScenarioSaver::doSave(std::function<void ()>) () at /tmp/factorio-build-k3xmrB/src/Scenario/AsyncScenarioSaver.cpp:107 #14 AsyncScenarioSaver::save(std::function<void ()>, Scenario*, Filesystem::Path const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool, InfoBoxManager*, SaveType, std::function<void ()>) (finishedCallback=..., scenario=0x7ffd38335bdc, savePath=..., saveName=..., savePreview=false, infoBoxManager=0x1, saveType=(unknown: 0xfffffe00), doneCallback=...) at /tmp/factorio-build-k3xmrB/src/Scenario/AsyncScenarioSaver.cpp:52 #15 0x000000000078c2e9 in AppManager::saveGameOnServerReal (this=0x7ffd38336bd0) at /tmp/factorio-build-k3xmrB/src/AppManager.cpp:423 #16 0x000000000078df68 in AppManager::process (this=0x50f3a10) at /tmp/factorio-build-k3xmrB/src/AppManager.cpp:313 #17 0x000000000085c0fa in MainLoop::prePrepare () at /tmp/factorio-build-k3xmrB/src/MainLoop.cpp:561 #18 0x0000000001aa06ce in MainLoop::mainLoopStepHeadless () at /tmp/factorio-build-k3xmrB/src/MainLoop.cpp:600 #19 MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode) [clone .constprop.0] () at /tmp/factorio-build-k3xmrB/src/MainLoop.cpp:389 #20 0x00000000006b6500 in hostMultiplayerGameInternal () at /tmp/factorio-build-k3xmrB/src/CommandLineMultiplayer.cpp:299 #21 CommandLineMultiplayer::hostCommandLineMultiplayerGame () at /tmp/factorio-build-k3xmrB/src/CommandLineMultiplayer.cpp:355 #22 main (argc=17, argv=0x7ffd38335bdc) at /tmp/factorio-build-k3xmrB/src/Main.cpp:654
[ { "author": "", "content": "Non-blocking saving is not supported.", "date": "2022-04-24T21:44:42+00:00", "quotes": [] }, { "author": "DeHackEd", "content": "I respectfully disagree and present evidence to the contrary . \n \nExperimental and at my own risk? Yes. But I also have a consistent reproducer of the problem.", "date": "2022-04-24T23:11:53+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "And yet: viewtopic.php?f=47&t=95511 (notice it's in the \"Won't fix\" category) \n \nProbably all depends on what the actual issue is.", "date": "2022-04-24T23:35:19+00:00", "quotes": [ { "author": "DeHackEd wrote: Sun Apr 24, 2022 11:11 pm", "content": "" } ] }, { "author": "DeHackEd", "content": "In that particular example the user ran out of RAM really hard and Linux killed the saving process to free RAM. So that's a basic server administrative issue, not a Factorio issue. Should have been filed as \"not a bug\" (user's fault) rather than \"Won't Fix\" I'd say.", "date": "2022-04-25T03:11:37+00:00", "quotes": [] }, { "author": "ptx0", "content": "wrong category. it's still a bug, even if you won't fix it. overzealous mods strike again, making Factorio just a little less good to satisfy their own ego.", "date": "2022-04-25T04:04:31+00:00", "quotes": [] }, { "author": "ickputzdirwech", "content": "Keep it civil! Arguing on topic can be done without personal attacks.", "date": "2022-04-25T06:10:53+00:00", "quotes": [] }, { "author": "DeHackEd", "content": "Right, well, with that out of the way, please consider this bug report and not just toss it aside.", "date": "2022-04-26T12:27:43+00:00", "quotes": [] }, { "author": "robot256", "content": "From what I understand, the non-blocking save forks the thread using a funky Limux OS feature that allows the memory contents to diverge without copying everything all at once. You'd have to be able to abort the autosave thread and purge its memory allocation when the quit command is received. No idea how difficult that would be in this particular case or if it would mess up other things in the OS.", "date": "2022-04-26T13:54:45+00:00", "quotes": [] }, { "author": "DeHackEd", "content": "That's one option. I think an acceptable alternative would be to wait until an existing non-blocking save finishes before trying another save, regardless of type. Perhaps if you want to be really smart, if the point in time being saved is the same in both situations (ie. server is paused) then let the non-blocking save finish and call it good. \n \nMy best bet is that the non-blocking save is stuck trying to report its save progress to the main server process and can't because said process is waiting for the saving process to exit rather than monitoring its progress, deadlocking both in a staring contest. This is the problem.", "date": "2022-04-26T18:12:01+00:00", "quotes": [] }, { "author": "DeHackEd", "content": "I'd like to formally challenge this ruling that this isn't a bug. Non-blocking save bugs are being fixed today , invalidating the reason this was rejected.", "date": "2022-10-11T18:49:10+00:00", "quotes": [] }, { "author": "", "content": "Still won't be worked on by anyone I know of.", "date": "2022-10-11T18:50:24+00:00", "quotes": [ { "author": "DeHackEd wrote: Tue Oct 11, 2022 6:49 pm", "content": "" } ] }, { "author": "DeHackEd", "content": "If it's a low priority, okay. Issues shutting down a headless server under specific circumstances are fairly minor. But file it under some other category besides \"Not a bug\".", "date": "2022-10-11T19:37:50+00:00", "quotes": [] }, { "author": "ptx0", "content": "now it's in \"Won't fix\", because they still have disdain for their users", "date": "2022-10-23T16:52:58+00:00", "quotes": [ { "author": "DeHackEd wrote: Tue Oct 11, 2022 7:37 pm", "content": "" } ] }, { "author": "", "content": "Thanks for the report. This has been fixed for 2.0.33. \n \nIt will now wait for the async save to finish before performing the exit-save and quitting.", "date": "2025-01-23T18:39:49+00:00", "quotes": [] } ]
14
2022-04-24T16:36:55-05:00
forum-topic-106128
106128
[Request] Assets for flooring & roboports
Texture Packs
https://forums.factorio.com/viewtopic.php?t=106128
AlmightyCrumpet
Hi, Making this mod: https://mods.factorio.com/mod/PoweredFloorExtended I have some basic graphics in place but they are pretty sad. Looking to have fresh graphics for all items included if anyone is up for it. The aim is to keep things looking clean/futuristic in style but hopefully not too out of place, and please take an artistic liberties as I struggled for the current graphics as is. Preferably for the flooring tiles, multiple versions for colour variation is preferred as different styles can be chosen in the settings. Flooring (image size 1024x64, icon size 64x64) Solar: - Blue/White/Black background with a matching highlight hex grid to give it the solar panel effect - A border effect that will finish the edge hex's (will require a mask to be created as well) and to have a metallic edge like the in-game solar panels Powered: - White/Light Grey/Black(?) Square tile or a looping panelling effect - A border to match the tile aesthetic and slightly raise the tilling like it's on a small platform, would prefer it to be 90 degree angles for the corners instead of the angled corners that concrete has (see current graphics) Network: - Possibly a similar effect to Hazard concrete, as in, the same tile design as the "Powered" tile but with a slight overlay to indicate the difference - Border can be reused from the Powered flooring Nodes (Roboports 2x2 instead of 4x4, image size roughly 512x512, icon size 64x64) I want there to be a constant design in each as the base, and then each will differ by the design that surrounds the base. I will say now, I still don't have any clear design ideas for these and would appreciate suggestions Base: - Raised square/octal base to make it look like the center is embedded in the floor - The center "pit" is where the bots would spawn from for the "Bot Node" and so should remain empty - To be made like it's covered in white panelling Network: - Does not deploy or store robots, only extends the logistics network - An upside-down pyramid shape should fit into the base "pit" - It should be covered in White panelling with an orange band to signify to "Logistics" side Construct: - Does not deploy or store robots, only extends to construction network - A Sphere should fill the base "pit" and should be sectioned into 8 by a green bevelled cross - aside from the green bevel, it should be covered in white panelling Bot: - Does not extend the logistics or construction network, only houses/deploys bots - This should only be a white panel that covers the base "pit" and splits into 4 to open up for bots to leave and enter the "pit"
[]
0
2023-05-06T17:34:41-05:00
forum-topic-127549
127549
[Space Age] Additional Inserter filtering options for freshness.
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127549
AnubiteDM
TL;DR Additional Inserter filtering options for better freshness control and automation through logic. What? Additional options to take only items with above/below Freshness threshold and the ability to control this parameter via Logic. Something like this: Example.jpg (61.86 KiB) Viewed 101 times Why? Right now, we have very few ways to control exactly which freshness item is being taken or put into storage/bio-chamber/rocket. This cannot be compared with the accuracy of tuning other settings and the effectiveness of factory. Such additional filters would allow for better control of the production on Gleba. For example, to use only items of a certain freshness in production, to load eggs of at least freshness into a rocket (so that they can fly safely), to send items for disposal/using as part of another recipe without freshness (for example rocket fuel or plastic), load into the rocket science packs of certain freshness (and don't carry nearly rotted packs in space) etc
[ { "author": "Amarula", "content": "+1 That would make for some interesting contraptions! I like it!", "date": "2025-03-16T13:31:24+00:00", "quotes": [] } ]
1
2025-03-16T07:14:34-05:00
forum-topic-121544
121544
[2.0.15] Inventory quantities doubling in value for space platform
Not a bug
https://forums.factorio.com/viewtopic.php?t=121544
PSquared1234
Hi, I've been having an issue with one of my Space Platforms and circuit connections. Basically, with regards to the quantity of items in the ship's inventory, the quantity number gets doubled. If I have 7 stacks of "Firearm magazine" (stacks of 100), all the circuit conditions think it has 14 stacks (2 x 700). If a stack of ammo is sent up by rocket, it 100 ammo gets added to inventory, but the circuit conditions record that as 200. 11-15-2024, 00-19-24.png (310.69 KiB) Viewed 672 times . I'm using ammo as an example but the quantity of all the items in inventory are doubled. Note that the icon and its count are correct - in the example, the inventory shows 7 stacks of ammo, each with 100 count. Note that the actual requests are "correct" - if I request 200 units of something, 200 are sent up. They're just recorded as double in the circuit conditions. So if I double the amounts I need in the circuit conditions, things work as one would want. If I leave the inventory screen and just hover the mouse cursor over the hold, the correct number of items are displayed. If I am double-counting the circuits by somehow feeding things back, I'm missing it - I did check for such. Apologies if this has been reported elsewhere - I did check to the best of my abilities. Save available if you need it. Thanks, and loving the DLC!
[ { "author": "wild_dog", "content": "You have both red and a green circuit attatched to the platform. \nYou have both read content and send to platform active. \n \nThe paltform is reading the contents, sending that as signals to both the green and red circuits, and both the green and red cirquits are feeding it back to the platform, doubling the value since both circuits are combined. \n \nIf you really need both a red and a green circuit, I'd advice splitting off 1 circiut (personally I'd use green for read/status and red for write/commands) to purely read the contents. \nSend it into a decider combinator to isolate feedback signals propagating back through it, and create red and green circuits from that. \nWhenever you need to send aditional signals to the platform, first do the same isolation with a decider combinator again, send the output of that combinator to the write (red) cirquit, and subtracting on that (red) cirquit what is read from the platform (green) so the platform itself recieves balanced signals again.", "date": "2024-11-15T08:39:41+00:00", "quotes": [] }, { "author": "PSquared1234", "content": "Thanks for the reply. You were right, and I suspected as such. I disconnected all the connections until I found the one that caused the doubling problem. To be honest, I still don't understand why it caused the problem - the trouble-causing connection was connected to the INPUT of 3 decider-combinators (that do not output the inventory state). I disconnected & reconnected the wires to confirm this fact, and that it was not connected to anything else. \n \nVery, very strange. \n \nThanks again for the help.", "date": "2024-11-15T16:04:56+00:00", "quotes": [] }, { "author": "wild_dog", "content": "The problem is that the paltform is both an autput and input SIMULTANIOUSLY. \n \nIf you had the 2 network wires, and connected them to a power pole only, it would still output to both networks, and both networks would be an input to the platform as well, with the total signals the platform recieves being double the content. \n \nThe platform sets X plates on the red wire, and X plates on the green wire. The platform then reads red wire and finds X plates, and the green wire and finds X plates, for a total combined signal of 2X connected to the platform.", "date": "2024-11-16T02:21:53+00:00", "quotes": [] } ]
3
2024-11-14T23:30:30-06:00
forum-topic-109802
109802
Configs for my mods
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=109802
planetfall
Hello! Attached are resource configurations for my mods Brass Tacks (zinc ore), If I Had A Nickel (nickel ore), Them Thar Hills (gold ore), and Brimstuff (sulfur). The first two are long overdue, but better late than never. Thank you!
[]
0
2023-11-19T15:45:02-06:00
forum-topic-76331
76331
Simple Mining Productivity spreadsheet
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=76331
Honktown
I made a personal spreadsheet for infinite Mining Productivity research for 0.16.51 which can be used to calculate the break-even point of infinite resources with and without productivity modules. Was wondering if anyone would like it, and I could update it for .17 costs and the change to Mining Productivity. Also to expand it to include stone (before it was left out, since it wasn't used much). It covers raw ingredient costs, and passes values through the chain of production to determine the cost per-unit of an item and science packs. Attached is a screenshot of the "results".
[]
0
2019-10-03T04:32:37-05:00
forum-topic-119375
119375
Mistake in Power production article
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=119375
manskript_klin
Optimal ratio: 21:25. "Close enough" ratio: 20:24. For 200 accumulators: optimal: 200:210*250 = 238 solar panels. "close enough": 200:200*240 = 240 solar panels. We need to put away 2 (with rounding to whole numbers) solar panels instead of adding 20. Link to the article: https://wiki.factorio.com/Power_production
[ { "author": "", "content": "Thanks for pointing this out, fixed!", "date": "2024-11-11T14:41:13+00:00", "quotes": [] } ]
1
2024-11-02T14:43:57-05:00
forum-topic-122587
122587
[2.0.21] Deploying a spidertron with bots destroys all its equipment (and colour and name)
Duplicates
https://forums.factorio.com/viewtopic.php?t=122587
mrbaggins
Using bots to deploy a spidertron from a landing pad effectively wipes all it's settings and grid contents. Save file linked below. Go to gleba, Look at the spidertron in the landing bay. Has a name, a colour, and a full equipment grid. Use bots to ghost place this spidertron. Spidertron is placed with no colour, no name, no logistics requests, and most importantly, it's equipment grid completely wiped. Ghost placing from my own inventory so my personal bots place it maintains all the above lost info and equipment. https://drive.google.com/file/d/1CU_4a9 ... sp=sharing
[ { "author": "robot256", "content": "Most likely not a bug and duplicate of 118257 . \n \nSpidertrons placed by bots are altered to match the attributes of the ghost that requested them. You can place a ghost that matches the attributes of your customized item by blueprinting it before you mine it, or by shift-clicking with the actual customized item in your cursor. Pipetting any spidertron, or selecting it from the remote view inventory, will always place an unconfigured spidertron ghost.", "date": "2024-11-23T04:48:53+00:00", "quotes": [] }, { "author": "mrbaggins", "content": "Except I Pressed Q on THE spider. So the ghost should match. \n \nIf I do the same with one in MY inventory, it picks up the one in my inventory and places it correctly.", "date": "2024-11-23T06:28:41+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "I believe q only copies the entity type, not any settings. \nCtrl-c, ctrl-x, and alt-b however should copy the settings (or at least they do for buildings)", "date": "2024-11-23T06:59:05+00:00", "quotes": [ { "author": "mrbaggins wrote: Sat Nov 23, 2024 6:28 am", "content": "" } ] }, { "author": "danbopes", "content": "I had posted here (Another dupe of this): viewtopic.php?p=634658#p634658 \n \nThe problem is Q only does grab the entity type. My sticking point is that even if you just grab the entity, it shouldn't ever remove the grid, just leave it intact. You and many others also fell for this trap, and I feel like it's worth a reconsideration into the logic. There is no easy way to deploy a spidertron after it's been loaded into a container, unless you've already pre copied it into a blueprint previously.", "date": "2024-11-23T07:06:53+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "Sorry, I must've misread this, \nI don't have access to factorio right now, so I can't test it, but what I think your saying is this: \n \n If you have a spidertron in the players inventory, use q on it, then use shift to place a ghost of it. The construction robots will then take your spidertron and plop it down with its equipment, colour, name, etc. the same as it was when in your inventory. \n if you do the exact same thing as 1., but the spidertron is in a logistic chest and not your player's inventory, the spidertron places by the construction bots will have default settings (empty equipment grid, white colour, etc.) \n \n\nIf the above is indeed how it is behaving, then this is clearly a bug due to the inconsistency. \nIf however #1 acts as I described for #2, then it's just annoying/surprising behaviour, but is consistent with the way q works for buildings. (albeit buildings don't remember there settings when you manually pick them up and put them down again)", "date": "2024-11-23T07:15:31+00:00", "quotes": [ { "author": "mrbaggins wrote: Sat Nov 23, 2024 6:28 am", "content": "" } ] }, { "author": "robot256", "content": "When you press Q on the item in your inventory, it does not put a ghost in your cursor. It puts the actual spidertron item, with stack size 1, in your cursor. If you then shift-click with that item, it places a ghost of the configured spidertron, which I think makes sense. There is no way to do this operation in remote view. Pipetting a configured spidertron item in another inventory places a *ghost spidertron* in your cursor. This always places an unconfigured spidertron ghost. \n \nThere is no inconsistency here, unless you think shift-clicking with a configured spidertron item should place an unconfigured ghost. The desire for a way to create a blueprint from a remotely-located configured vehicle item is a very good feature request, not a bug.", "date": "2024-11-23T16:21:52+00:00", "quotes": [] }, { "author": "", "content": "Q (as in pipette) will not take the spider item you actually click on though, it will always pick the one in the first slot instead. If you ghost place that the bots will then pick the last one in inventory and clear the grid to create one with the first ones grid...", "date": "2024-11-23T17:16:35+00:00", "quotes": [ { "author": "robot256 wrote: Sat Nov 23, 2024 4:21 pm", "content": "" } ] }, { "author": "mrbaggins", "content": "Correct, that is what is happening. \n \n\nFair, though it's silly that Q on a specific spidertron is different in the two cases. Q on a specific spider shouldn't be different based on where that spider is.", "date": "2024-11-23T22:20:57+00:00", "quotes": [ { "author": "IsaacOscar wrote: Sat Nov 23, 2024 7:15 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "IsaacOscar", "content": "Oh god, now I see what's happening. The confusion then is caused by \"shift\" clicking to make a ghost when you have an entity in hand, does not create a ghost with default settings. \n \nPersonally, I think q on vehicles should always preserve the settings, but that would be an \"Ideas and Suggestions\" not a bug.", "date": "2024-11-23T22:29:34+00:00", "quotes": [ { "author": "Loewchen wrote: Sat Nov 23, 2024 5:16 pm", "content": "" } ] }, { "author": "robot256", "content": "I would make a mod that does this, but the API does not give any way to know what item slot was selected when the pipette tool was used.", "date": "2024-11-23T22:34:42+00:00", "quotes": [ { "author": "IsaacOscar wrote: Sat Nov 23, 2024 10:29 pm", "content": "" } ] }, { "author": "danbopes", "content": "How about just not removing equipment when an empty spidertron is placed?", "date": "2024-11-24T14:28:16+00:00", "quotes": [ { "author": "robot256 wrote: Sat Nov 23, 2024 10:34 pm", "content": "" }, { "author": "IsaacOscar wrote: Sat Nov 23, 2024 10:29 pm", "content": "" } ] }, { "author": "robot256", "content": "Turns out it wasn't impossible to do in a mod after all, let us know if this works of if there are side-effects we didn't think of: https://mods.factorio.com/mod/RobotVehicleDeployment \n \nWhat you're really asking for is something like the AAI Programmable Vehicles \"Vehicle Deployer\", which literally \"places\" the given vehicle item as though the player did, so all settings are preserved. You don't want or need a blueprint to be involved at all. Blueprints are great for copying customized vehicles, but placing blueprints of unconfigured vehicles isn't necessarily useful when you have configured vehicle items available. But unfortunately right now the only way to get robots to do anything is with a complete blueprint.", "date": "2024-11-24T17:31:34+00:00", "quotes": [ { "author": "danbopes wrote: Sun Nov 24, 2024 2:28 pm", "content": "" }, { "author": "robot256 wrote: Sat Nov 23, 2024 10:34 pm", "content": "" }, { "author": "IsaacOscar wrote: Sat Nov 23, 2024 10:29 pm", "content": "" } ] }, { "author": "", "content": "I close this now, for suggestions see viewforum.php?f=6 .", "date": "2024-11-24T17:57:41+00:00", "quotes": [] } ]
13
2024-11-22T22:26:19-06:00
forum-topic-125312
125312
Aquilo factory
Show your Creations
https://forums.factorio.com/viewtopic.php?t=125312
the_potty_1
Well I fell prey to the problem where you miss the tooltip for the planet you just researched, and for every other planet this is ok, but on Aquilo, you really need to know about concrete. I was planning to research foundations so I could build a starter base :/ There's also so much I forgot to bring, I made at least fifteen trips back to Fulgora to collect something critically important, and one or two to Vulcanus. Power poles, so important. 3 trips for more heat pipes. Several trips for concrete, many trips for uncommon rocket fuel to get those heating towers up to 500 degrees, once for solar panels because you can't start up the turbines until you melt some ice, and once to fetch the ingredients to make cryo plants, and one or two for the ingredients for the rocket silo and cargo pad. Anyway, this is finally shipping science back ok. Aquilo_factory.png (3.13 MiB) Viewed 1889 times Aquilo_solar.png (701.93 KiB) Viewed 1889 times Aquilo_flourine.png (287.6 KiB) Viewed 1889 times Aquilo_lithium.png (883.58 KiB) Viewed 1889 times 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 Copy blueprint Obviously apart from rocket fuel, I'm not building the ingredients to launch the rocket, my schedule swings past fulgora and collects them there. Aquilo_schedule.png (106.13 KiB) Viewed 1889 times
[ { "author": "GrumpyJoe", "content": "Since space to build is at a premium, I think that's way too much solar. \n \nI'd need to go back to an earlier save to have a closer look, but since I started with solid fuel from ammonia before anything else, I needed like 2 stacks of rocket fuel from outside, that's where solar was running on a small isolated grid for the chem plants only, not even inserters. \n \nEver since it started, it didn't freeze like in my first save, where I ran out of power bc of water shortage and the inserters fueling the reactors died. \n \nThis time I made a base like on Gleba \nFuel is always running to be burned, ice is the waste product. \n \n \nIce platforms are only made at 10k ammonia in the tank. Any ice that's not grabbed (ofc water comes first) is crushed in 2 recyclers facing eachother. \nRocket fuel is made at 15k tank filling and burnt, or when chests empty from rocket launches. But only after solid fuel is burned, a stuck silo is better than a frozen base. \n \n \n_____ \n \nYou are right, concrete and heat pipes are never enough. \nAquilo, unlike the inner planets, can not expand on its own except for ice platforms. \n \nA space platform in its orbit could provide iron, copper and coal products, as long as you can support it with fusion power. \n So Aquilo and it's orbit on their own could launch rockets(*) to support the other planets. However, there is no stone unless it's provided from any other planet. \n \nAaaand, Aquilo products need carbon, holmium and tungsten anyway. \nIt shouldn't be treated like it's a starter planet where you can do everything isolated \n \n \nSo at least stone is missing. \nBut you could build everything that doesn't need stone bricks (refineries) or concrete (silo) or refined concrete (foundries, electro plant ) etc .. \n \nThat of course would require either a space platform that's built that way, with at least the uranium fuel enough to build everything you forgot. Or a mini mall on Aquilo itself, filled up with products made and shipped from a platform that again is built that way. \n \nI think having a shopping list before going there is the better solution, but that would require the knowledge of the internet or a 2nd play through. \nIf your ship that brought you there is half decent, I wouldn't mind a few trips \n____ \n \nFor the route, and you could of course reverse the order, I'm going Nauvis-Vulcanus-Gleba-Aquilo-Fulgora. \n \nVulcanus is further away than the other 2, so this is actually a round trip with no planet flown by or visited twice. \n \n(*I have not checked if you could liquify coal in space, you'd need plastic for rockets: BC and LDS)", "date": "2025-01-04T12:34:25+00:00", "quotes": [] } ]
1
2024-12-29T10:38:53-06:00
forum-topic-124509
124509
[Rseding91] [2.0.23] Crash hovering machine with "research-progress" product
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=124509
Poutinator
I've made a small mod to experiment with using "research-progress" as a product on a recipe. When a research recipe is set on an assemble and we hover that assemble, the game crash. The attachment contains the test mod, a test scenario and a log file following a crash from hovering the assembler in the example scenario. No other mods where enabled. Code: Select all 0.003 2024-12-15 18:01:46; Factorio 2.0.23 (build 80769, win64, steam, space-age) 0.003 Operating system: Windows 10 (build 19045) 0.000 Initializing Steam API. 0.008 Program arguments: "D:\Jeux\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.008 Config path: C:/Users/Olivier/AppData/Roaming/Factorio/config/config.ini 0.008 Read data path: D:/Jeux/Steam/steamapps/common/Factorio/data 0.008 Write data path: C:/Users/Olivier/AppData/Roaming/Factorio [12264/228408MB] 0.008 Binaries path: D:/Jeux/Steam/steamapps/common/Factorio/bin 0.029 System info: [CPU: Intel(R) Core(TM) i5-6600 CPU @ 3.30GHz, 4 cores, RAM: 7338/16347 MB, page: 9921/32731 MB, virtual: 4340/134217727 MB, extended virtual: 0 MB] 0.209 Memory info: 0.209 [0]: 029E CMK16GX4M2A2133C13 8192 MB 2133 MHz 1.2 v 0.209 [1]: 029E CMK16GX4M2A2133C13 8192 MB 2133 MHz 1.2 v 0.321 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en] 0.471 Video driver: windows 0.471 Available displays: 3 0.471 [2]: \\.\DISPLAY3 - NVIDIA GeForce RTX 3060 {0x05, [0,0], 1920x1080, 32bit, 60Hz} 0.472 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 3060 {0x01, [-1920,0], 1920x1080, 32bit, 60Hz} 0.472 [1]: \\.\DISPLAY2 - NVIDIA GeForce RTX 3060 {0x01, [1920,0], 1920x1080, 32bit, 60Hz} 0.562 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll 1.029 Initialised Direct3D[0]: NVIDIA GeForce RTX 3060; id: 10de-2504; driver: nvldumdx.dll 31.0.15.3168 1.029 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none 1.029 [Local Video Memory] Budget: 11361MB, CurrentUsage: 23MB, Reservation: 0/5808MB 1.029 [Non-Local Vid.Mem.] Budget: 7508MB, CurrentUsage: 15MB, Reservation: 0/3882MB 1.029 Tiled resources: Tier 2 1.029 Unified Memory Architecture: No 1.029 BGR 565 Supported: Yes 1.029 MaximumFrameLatency: 3, GPUThreadPriority: 0 1.029 Graphics settings preset: very-high 1.029 Dedicated video memory size 12129 MB 1.093 Desktop composition is active. 1.093 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] 1.093 [Max threads (load/render): 32/4] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:0,C:0,S:100] 1.162 [Audio] Driver:wasapi, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear 1.357 Info ModManager.cpp:434: FeatureFlag expansion-shaders = false 1.357 Info ModManager.cpp:434: FeatureFlag freezing = false 1.357 Info ModManager.cpp:434: FeatureFlag quality = false 1.357 Info ModManager.cpp:434: FeatureFlag rail-bridges = false 1.357 Info ModManager.cpp:434: FeatureFlag segmented-units = false 1.357 Info ModManager.cpp:434: FeatureFlag space-travel = false 1.357 Info ModManager.cpp:434: FeatureFlag spoiling = false 1.361 Loading mod core 0.0.0 (data.lua) 1.388 Loading mod base 2.0.23 (data.lua) 1.654 Loading mod science-recipe-test 1.0.0 (data.lua) 1.671 Loading mod base 2.0.23 (data-updates.lua) 1.739 Checksum for core: 2271797277 1.739 Checksum of base: 2653859856 1.739 Checksum of science-recipe-test: 3295125718 2.028 Prototype list checksum: 2005441235 2.064 Loading sounds... 2.384 Info PlayerData.cpp:68: Local player-data.json unavailable 2.384 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1734303653 2.387 Warning Campaign.cpp:69: Error while parsing __base__/campaigns/beta/description.json: Value must be a bool in property tree at ROOT.multiplayer-compatible 2.387 Warning Campaign.cpp:69: Error while parsing __base__/campaigns/demo/description.json: Value must be a bool in property tree at ROOT.multiplayer-compatible 2.388 Post-data load graphics options: [Light occlusion: no] 2.692 Initial atlas bitmap size is 16384 2.736 Created an atlas bitmap (size 16384x16368) [none] 2.739 Created an atlas bitmap (size 16384x12484) [none] 2.739 Created an atlas bitmap (size 8192x4352) [decal] 2.741 Created an atlas bitmap (size 16384x7424) [low-object] 2.742 Created an atlas bitmap (size 16384x11340) [corpse-decay] 2.743 Created an atlas bitmap (size 8192x5632) [mipmap, linear-minification, linear-magnification, linear-mip-level] 2.744 Created an atlas bitmap (size 16384x6288) [terrain, mipmap, linear-minification, linear-mip-level] 2.745 Created an atlas bitmap (size 4096x2960) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 2.745 Created an atlas bitmap (size 4096x1792) [smoke, mipmap, linear-minification, linear-magnification] 2.746 Created an atlas bitmap (size 4096x3088) [mipmap] 2.746 Created an atlas bitmap (size 8192x2496) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 2.747 Created an atlas bitmap (size 8192x5168) [alpha-mask] 2.776 Created an atlas bitmap (size 16384x16364) [shadow, linear-magnification, alpha-mask] 2.777 Created an atlas bitmap (size 16384x3964) [shadow, linear-magnification, alpha-mask] 2.777 Created an atlas bitmap (size 8192x2352) [shadow, mipmap, linear-magnification, alpha-mask] 2.777 Created an atlas bitmap (size 2048x272) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 2.778 Loading 3D bitmaps. 2.834 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 2.851 Parallel sprite loader initialized (threads: 3, bitmaps: 4572) 24.283 Sprites loaded 24.318 Generated mipmaps (4) for atlas [3] of size 16384x7424 24.330 Generated mipmaps (3) for atlas [5] of size 8192x5632 24.353 Generated mipmaps (3) for atlas [6] of size 16384x6288 24.365 Generated mipmaps (3) for atlas [7] of size 4096x2960 24.376 Generated mipmaps (3) for atlas [8] of size 4096x1792 24.411 Generated mipmaps (3) for atlas [9] of size 4096x3088 24.423 Generated mipmaps (5) for atlas [10] of size 8192x2496 24.435 Generated mipmaps (3) for atlas [14] of size 8192x2352 24.460 Custom mipmaps uploaded (2122) 24.486 Video memory usage: 1609.24 MB (Atlases: 1597.70 MB, Textures: 11.54 MB) 24.588 Factorio initialised 24.588 Discord overlay detected (DiscordHook64.dll) 24.622 Steam Storage Quota: 23385/23841 28.448 Warning Campaign.cpp:69: Error while parsing __base__/campaigns/beta/description.json: Value must be a bool in property tree at ROOT.multiplayer-compatible 28.448 Warning Campaign.cpp:69: Error while parsing __base__/campaigns/demo/description.json: Value must be a bool in property tree at ROOT.multiplayer-compatible 32.659 Loading level.dat: 1149573 bytes. 32.660 Info Scenario.cpp:178: Map version 2.0.23-0 32.719 Loading blueprint storage: Local timestamp 1733103895, Cloud timestamp 1733103893 32.748 Loading script.dat: 1195 bytes. 32.762 Checksum for script __level__/control.lua: 758477413 46.769 Info AppManagerStates.cpp:2095: Saving finished 50.114 Info AppManagerStates.cpp:2095: Saving finished 52.765 Error CrashHandler.cpp:641: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\libraries\StackWalker\StackWalker.cpp(924): StackWalker::ShowCallstack C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Util\Logger.cpp(337): Logger::writeStacktrace C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Util\Logger.cpp(379): Logger::logStacktrace C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Util\CrashHandler.cpp(183): CrashHandler::writeStackTrace C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\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: 00007FF95D5128BF) 00007FF95D5128BF (ntdll): (filename not available): _chkstk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF95D4C2554) 00007FF95D4C2554 (ntdll): (filename not available): RtlRaiseException ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF95D5113CE) 00007FF95D5113CE (ntdll): (filename not available): KiUserExceptionDispatcher C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Entity\CraftingMachine.cpp(623): CraftingMachine::addContentCountsForDescription C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Entity\CraftingMachine.cpp(571): CraftingMachine::addToDescription C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Gui\SelectedInfo.cpp(40): SelectedInfo<Entity const *,EntityButton>::update C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Graphics\SelectedInfoRenderer.cpp(71): `SelectedInfoRenderer::update'::`2'::<lambda_1>::operator()<UniquePointer<SelectedInfo<Entity const *,EntityButton>,SimpleDeleter<SelectedInfo<Entity const *,EntityButton> >,1>,UniquePointer<SelectedInfo<Entity const *,EntityButton>,SimpleDeleter<SelectedInfo<Entity const *,EntityButton> >,1>,agui::GenericTargeter<ObjectInfoToolTip<Entity const *,EntityButton> >,Entity const *> C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\GameView.cpp(817): GameView::update C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Game.cpp(325): Game::prepareRender C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\MainLoop.cpp(1140): MainLoop::prepare C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\MainLoop.cpp(708): MainLoop::mainLoopStep C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\MainLoop.cpp(412): MainLoop::run C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\src\Main.cpp(1357): fmain C:\Users\build\AppData\Local\Temp\factorio-build-Nt5EXi\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: 00007FF95CAD7374) 00007FF95CAD7374 (KERNEL32): (filename not available): BaseThreadInitThunk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF95D4BCC91) 00007FF95D4BCC91 (ntdll): (filename not available): RtlUserThreadStart Stack trace logging done 54.963 Error CrashHandler.cpp:190: Map tick at moment of crash: 1979 55.040 Info CrashHandler.cpp:318: Executable CRC: 1465241209 55.040 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. 56.685 Uploading log file 56.698 Error CrashHandler.cpp:270: Heap validation: success. 56.699 Creating crash dump. 57.172 CrashDump success
[ { "author": "catpig", "content": "Fixed in 2.0.26 according to the changelog at 124550", "date": "2024-12-17T18:06:47+00:00", "quotes": [] } ]
1
2024-12-15T17:08:16-06:00
forum-topic-124391
124391
cube1
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=124391
s6x
I am trying to diagnose a bug in my Telelogistics mod that seems to show up when some other mod creates a planet (or space-location, or surface...?) called "cube1." It would be much easier to figure out what is going on if I could look at whatever code is creating "cube1" of course. Does anyone know what mod this is?
[ { "author": "s6x", "content": "Found it.", "date": "2024-12-14T21:43:02+00:00", "quotes": [] } ]
1
2024-12-13T19:08:14-06:00